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Author Topic: Buggy bombsight  (Read 306 times)

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Dr Strangelove

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Buggy bombsight
« on: October 19, 2019, 11:13:33 AM »

It seems that the bombsight became buggy in this game. I've been trying to use it in DH98 Mosquito BIV and noted several bugs:
1) The bombsight markings will fail to load sometimes. So far, changing the plane usually fixes it. - the plane wasn't leveled properly, my bad
2) The bombsight itself doesn't work properly. The automation completely misses the target, by at least a mile or two by the look of it. I've tried to set it up like I used to in vanilla, with correct altitude and speed, but it has not worked properly once.

I have the latest version, including the patch. I have been able to replicate 2) with Halifaxes as well. I tried to drop bombs on the airport next to Dunkirk and they fell well beyond the other side of the town, quite far away.

Code: [Select]
[Oct 19, 2019 5:06:28 PM] ------------ BEGIN log session -------------

[Oct 19, 2019 5:06:28 PM] ----------- Switched to pipe mode ----------
OpenGL provider: Opengl32.dll
OpenGL library:
  Vendor: NVIDIA Corporation
  Render: GeForce GTX 960M/PCIe/SSE2
  Version: 4.6.0 NVIDIA 431.60
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Size: 1920x1080
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true

*** Looking for Advanced CPU Instructions...
[x] PentiumPro
[x] Multimedia (MMX)
[x] 3D (SSE)
[x] 3D (SSE2)
[-] 3D (3DNow)
ColourBits 32, ABits 0, ZBits 24

*** Looking for Render API Extensions ...
[-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[x] 'GL_ARB_multitexture' extension - Multitexturing.
[x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400
[x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.

Maximum texture size : 16384
Maximum simultaneous textures :4
MaxAnisotropic (1.0 = none) : 16.000000
15 Splashscreens available.
INTERNAL ERROR: Can't open file '3DO/Effects/GunShells/GunsmokeI.tga'
WARNING: object '3DO/Effects/GunShells/GunsmokeI.tga' of class 'TTexture2D' not loaded
INTERNAL ERROR: Texture required
WARNING: object '3DO/Effects/GunShells/Cannonsmoke.mat' of class 'TMaterial' not loaded
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 22050, num channels = 2.
Not enought hardware buffers (0), hardware disabled
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware    - disabled [buffers : 0]
Extensions  - enabled :
  EAX ver. 1 [ ]  - disabled
  EAX ver. 2 [ ]  - disabled
  EAX ver. 3 [ ]  - disabled
  I3D ver. 2 [ ]  - disabled
  ZoomFX     [ ]  - disabled
  MacroFX    [ ]  - disabled
SIMD render [X]
num channels 32
Cannot open audio file samples/infinite 1

Loading mission QuickQMBPro/BAT_Channel40A/BAT_Channel40ARedNone00.mis...
Y=1940 / M=6 / H= 6 , Temperature - 0m = 28.0 .
Loading map.ini defined airfields:
Detected Vertex Shaders 3.0.
 *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
Vertex texture units: 32

PBuffer: suitable formats: 12

Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
PBuffer: suitable formats: 12

Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
Loading vertex/fragment programs: *711536456*
*** Loading: [vpFogFar2Tex2D]
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*** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
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*** Loading: [vpWaterDM_CPU]
*** Loading: [fpWaterNearDM] -> NV4X Optimized!
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*** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
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*** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
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Load bridges
Load static objects
##### House without collision (3do/Buildings/Furniture/5x1_White/mono.sim)
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##### House without collision (3do/Buildings/French/rubble_block/live.sim)
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##### House without collision (3do/Buildings/England/jetty5/live.sim)
##### House without collision (3do/Buildings/England/jetty3/live.sim)
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##### House without collision (3do/Buildings/England/phonebox/live.sim)
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##### House without collision (3do/Buildings/England/memorial/live.sim)
##### House without collision (3do/Buildings/England/jetty1/live.sim)
##### House without collision (3do/Buildings/French/querqueville_fort2/live.sim)
##### House without collision (3do/Buildings/French/querqueville_fort1/live.sim)
##### House without collision (3do/Buildings/England/jetty6/live.sim)
##### House without collision (3do/Buildings/England/jetty2/live.sim)
##### House without collision (3do/Buildings/England/jetty4/live.sim)
##### House without collision (3do/Buildings/England/signpost/live.sim)
##### House without collision (3do/Buildings/England/stonehenge/live.sim)
##### House without collision (3do/Buildings/Airdrome/Needles/live.sim)
##### House without collision (3do/Buildings/England/westminsterbuttress/live.sim)
##### House without collision (3do/Buildings/Port/Floor/live.sim)
##### House without collision (3do/Buildings/Airdrome/earth_2/live.sim)
##### House without collision (3do/Buildings/Airdrome/earth_1/live.sim)
##### House without collision (3do/Buildings/Russia/Kiev/Hangar_typeG/live.sim)
##### House without collision (3do/Buildings/French/arcdetriumph/live.sim)
##### House without collision (3do/Buildings/Furniture/Sandbags_Round/live.sim)
##### House without collision (3do/Buildings/Furniture/Sandbag_Wall/live.sim)
##### House without collision (3do/Trains/PRVZb/body.sim)
##### House without collision (3do/Buildings/Trench/Short/live.sim)
##### House without collision (3do/Buildings/Trench/End/live.sim)
##### House without collision (3do/Buildings/Trench/TripleU/live.sim)
##### House without collision (3do/Buildings/Trench/Long/live.sim)
##### House without collision (3do/Buildings/French/eiffeltower/live.sim)
##### House without collision (3do/Buildings/Port/BaseSmallSegment/live.sim)
##### House without collision (3do/Buildings/Trench/SingleU/live.sim)
##### House without collision (3do/Buildings/Trench/Weapons/live.sim)
INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
INTERNAL ERROR: HierMesh: Can't find chunk 'Rack1_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Rack2_D0'
ERROR file: File users/adams/Icons not found
Mission: QuickQMBPro/BAT_Channel40A/BAT_Channel40ARedNone00.mis is Playing
warning: no files : music/inflight

[Oct 19, 2019 5:08:28 PM] -------------- END log session -------------

use code function!
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SAS~Storebror

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Re: Buggy bombsight
« Reply #1 on: October 19, 2019, 12:25:14 PM »

Wind maybe?
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Dr Strangelove

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Re: Buggy bombsight
« Reply #2 on: October 19, 2019, 12:35:29 PM »

Wind maybe?

That's a few miles difference, I don't think it can have that much of an influence.

Also, the automation option doesn't track the target visually at all.

EDIT: Tried it with no wind, didn't change a thing.
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tomoose

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Re: Buggy bombsight
« Reply #3 on: October 19, 2019, 01:53:43 PM »

Not sure it this will help but...
I posted a while back that the target ASL will definitely affect your bomb run (I'm assuming your problem is with level bombing).

If your target is on high ground (in relation to sea level) that height must be taken into consideration when setting your bombsight.

I found this to be so on the Italian map for example.  If you've set your bombsight to 10,000ft and your target is 200ft ASL then your bombsight should be set to 9,800ft for the angle/speed etc to work properly together to hit the target.

I'll try and find my previous post on this.  There's nothing on the map etc to inform you prior to your mission as the the target ASL height (a mod or a simple excel spreadsheet could resolve that but it seems to be a very time-intensive task).  What I did was go into FMB open the Italy map and "park" a plane close to a few targets, save each time, start the mission with me in the cockpit and record the altitude on the altimeter.  A long drawn out procedure but once we adjusted our bombsights for this we got great results.

Forgive me if I'm stating the obvious but it was a bit of revelation to us at the time.
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Dr Strangelove

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Re: Buggy bombsight
« Reply #4 on: October 19, 2019, 02:52:26 PM »

I did try to account for the height, to no avail. The exact same thing happens when I’m trying to bomb a ship. It’s dropping the bombs simply way too late - I may be mistaken but in some cases it did so even AFTER passing the intended target.

Another thing is - why is the crosshair not moving? I remember it tracking the target and moving accordingly. Now the target will disappear after a while.

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SAS~Storebror

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Re: Buggy bombsight
« Reply #5 on: October 20, 2019, 01:05:19 AM »

It seems that the bombsight became buggy in this game. I've been trying to use it in DH98 Mosquito BIV and noted several bugs:
It seems you either have some additional mod installed that breaks the game, or you made the classic beginner mistake and dialed your IAS into the bombsight.
Or even worse, dialed in kmh when the bombsight wants mph etc. pp.
Mind you: The bombsight uses TAS and AGL values in it's own native units. TAS needs to be calculated from IAS by yourself.
See this sample bombrun against a bridge, IAS was about 230mph, altitude 15.800ft (see HUD in the lower left), so TAS was about 310mph.
You can't dial in TAS precisely, use throttle to keep your automated bombsight crosshairs steady as seen in the video below:



To me the precision looks absolutely fine and the bombsight is doing it's job spot on.
The video has been recorded with BAT 3.7.2 just to prepare this post, so this definitely is not a BAT issue as it's working perfectly fine apparently.

]cheers[
Mike
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Dr Strangelove

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Re: Buggy bombsight
« Reply #6 on: October 20, 2019, 08:21:01 AM »

I was finally able to find what was wrong. I wasn’t using HUD and based everything on the instruments. It seems that there is a discrepancy between what they show and the true IAS - instruments show speed of about 125 mph while the HUD shows 146. Using HUD TAS I was finally able to bomb successfully.

What can be the cause of wrong instrument speed?
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