Grenny Posted September 25, 2019 Share Posted September 25, 2019 (edited) ...disregard, i made a mistake with the safety switch Edited September 25, 2019 by Grenny 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted September 26, 2019 Members Share Posted September 26, 2019 Our tech support is awesome. 0 Quote Link to comment Share on other sites More sharing options...
ChrisWerb Posted September 29, 2019 Share Posted September 29, 2019 A new "problem" with the (otherwise awesome) DF30. If I lock onto a relatively distant speeding, crossing target (in this case a technical or pickup) with autotracking and fire one round, the vehicle not only loses autotracking lock, but the turret rapidly traverses to the right. I can understand the breaking of lock, but the runaway turret seems odd behaviour. 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted September 29, 2019 Members Share Posted September 29, 2019 If this can be replicated, it probably deserves a bug report. 0 Quote Link to comment Share on other sites More sharing options...
ChrisWerb Posted September 29, 2019 Share Posted September 29, 2019 I just tried to get it to replicate on a flat map - it wouldn't recur. In the scenario where it happens there is a lot of dust thrown up by the crossing vehicles. I'm guessing that may have something to do with it. I'll try to get it to recurr in the original scenario tomorrow. 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted September 30, 2019 Members Share Posted September 30, 2019 You may want to investigate the dust/rooster tail part a bit deeper. We recently had that bug where dust behind a vehicle would prevent a good lase. That was fixed, but maybe this one is a regression error. 0 Quote Link to comment Share on other sites More sharing options...
ChrisWerb Posted September 30, 2019 Share Posted September 30, 2019 OK, I worked out what was happening. I don't see a rooster tail problem - or at least not this time around. The reason for the runaway turret was that, when the gun breaks lock, it reverts to being commanded manually. What I was doing was leaving the mouse cursor too far from the centre of the reticle whilst autotracking, causing the turret to slew wildly in whichever direction the cursor was situated relative to the reticle. Noob error. 0 Quote Link to comment Share on other sites More sharing options...
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