Missile Guidance - RHS older ATGM's doesn't follow guidance rightfully or at all.
Mods (complete and add to the following information):
- Arma 3:
2.18.152803 - CBA:
3.18.3 - ACE3:
3.19.3 - RHS:
0.5.6
Description: RHS AFRF IFV's missiles doesn't follow targeting sight correctly. BMD-1's Malyutka (rhs_ammo_9m14) missile doesn't follow any guidance commands. BMD-1P Konkurs (rhs_ammo_9m113) aiming point seems to be somewhere side of the sight aiming point. Also Mi-24 missiles of 9M17 (rhs_ammo_9m17) and 9M17P (rhs_ammo_9m17p) has similar issues. In some cases you can't even see missile as gunner when missile is fired, it steers so badly on sideways.
Steps to reproduce: Follow this flowchart!
- Go to editor, spawn BMD-1P or BMP-1P (these variants use Konkurs "rhs_ammo_9m113" missile).
- Use ATGM launcher of the vehicle and fire missile at the target.
- Missile launches of the tube correctly, but steers away from the targeting point (BMD-1 has worst situation).
Expected behavior: Missile should follow the sight aiming point and impact at the target. Malyutka (rhs_ammo_9m14) missile or Fleyta 9M17 (rhs_ammo_9m17) should follow mouse movements, but doesn't response to any guidance.
Where did the issue occur?
- Dedicated / Self-Hosted Multiplayer / Singleplayer / Editor (Singleplayer) / Editor (Multiplayer) / Virtual Arsenal
Log Files:
- Link to (gist or pastebin) to the client and/or server RPT file. An instruction to find your RPT files can be found here.
Additional context: Missile guidance problems are worst with BMD's than BMP's for some reason.
Screenshots: If applicable, add screenshots to help explain your problem.
those are MCLOS missiles, are you steering them with the MCLOS controls?
Sorry, I didn't notice those were added to controls. I assumed it used older RHS system where mouse simulates joystick. MCLOS missiles seems to work fine, my bad.
Still there is problem with 9M17P Fleyta as it some cases stops or slows down so much that it seems staying stationary in air. It explodes when some time passes. This was most easy to reproduce by trying to shoot sideways moving target. I have exaggerated example on video of that, but at least it can be seen there happens something strange.
https://youtu.be/tVvHf1At7L0
And problem with 9M113 Konkurs missile which just goes somewhere out of sight of the gunner, depending which vehicle you are shooting with. 9M113 and 9M17P are both Saclos missiles?
https://youtu.be/2Vh3wZ_AWHY
Picture isn't mine, but demonstrates problem.
I believe the second issue is a limitation of the current way Missile Guidance is implemented.Missile Guidance does not properly handle turrets on other turrets (most RHS IFVs and GM's Marder are examples) because it attempts to reverse engineer aim direction based on turret rotation and elevation from animation sources. I don't know if there's a way forward with that method, or at least I wasn't able to figure out an easy way to check bone parents animations accurately (getBoneNames doesn't seem to always make sense in testing,).
yeah sadly this is an arma limitation, it is known about though and we may revert compats until a solution is found
Is there any info on wiki, how this should work and how to use these?
Only thing I found was "look at AGM wiki" https://ace3.acemod.org/wiki/feature/missileguidance
I think there should be new ammo/magazine made for these. It would allow people to test and mission makers to use which ever they think is better. Instead of just overwriting old ones
Has this issue been resolved by https://github.com/acemod/ACE3/pull/10939? Or does part of it persist?