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It’s fixed! №117

Today, we’ve rounded up and will be covering some of the fixes and improvements that we’ve made to the game today and over the past two weeks. If you’d like to catch up on every fixed bug, then be sure to check out the changelog section on our website.

If you’ve found a bug that you’d like to report, you can do so on our community bug reporting platform.

Weapons Launch Side Indicator Fix

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When flying aircraft capable of carrying two rockets per hardpoint, a problem sometimes came up: the indicator in the top-left corner of the HUD, which shows which wing the next rocket will launch from, could display incorrect information. The visual weapon selector at the bottom of the screen was also incorrect. Game mechanics prevent the upper rocket from firing until the lower one had been released; however, the interface logic failed to register this restriction, causing the UI to periodically display the wrong launch side for the next rocket. The error had to be fixed in two places, as the information is displayed in two separate locations.

Erratic Missile Behavior Fixed

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Anti-radiation missiles were recently introduced to the game, along with a new sensor mode: Electronic Support Measures (ESM). This passive sensor is designed for only guiding anti-radiation missiles (ARMs). However, a coding error caused the sensor’s scan area to also affect the guidance of semi-active radar homing missiles; if the target was outside the ESM’s working angles, the missile would lose the target and switch to inertial and data link guidance, potentially causing it to miss. Even if it did hit, another error often prevented it from destroying the enemy.

Radar-guided missiles detonate using a proximity fuze, and it was in the logic of this component that an error occurred. When calculating the time to detonation, the fuze’s code used the model’s center point rather than the specific spot on the aircraft’s fuselage that triggered the sensor; this resulted in an excessive delay before detonation, potentially allowing the target to escape damage. Plus, the missile could punch right through the aircraft before the fuze triggered, inflicting only kinetic damage.

This issue was most apparent during perpendicular engagements, where the detonation delay coincided with an unfavorable aspect angle for shrapnel dispersal. At the same time, the missile’s seeker lost sight of the target and the missile switched to inertial/satellite and data link guidance. But now, the calculations account for the correct point on the target, ensuring the missiles explode at the right moment.

Interface Fixes

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Sometimes, when watching replays with the interface hidden, the cursor would remain on the screen. What’s more, it wouldn’t disappear, even when pressing the “Screenshot without interface” button! Bugs were fixed so the cursor is now hidden again and shouldn’t get in your way anymore.

When viewing replays from the server, you might have encountered an issue caused by the cache filling up: it was impossible to use the cursor to click the button for switching to another player’s view. You could still select this camera using the assigned key combination, but the problem only arose when attempting to switch via the interface.

Another button in the interface had vanished entirely, specifically the one that lets you switch to the nuclear-armed aircraft in Ground Battles! We’ve sorted it out and the button is now displayed again. Once you earn enough spawn points, you’ll be able to deploy the nuke without having to leave your current vehicle.

That’s not all

Check out the full list of fixes and improvements in the update notes below! Here’s some more: the selected crew slot is now highlighted with a more prominent frame, the “Shadow Quality” and “Effect Quality” settings can once again be adjusted, and when using Ray Tracing, tree shadows no longer jitter across the ground as the camera moves.

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