Known Bugs: Difference between revisions

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===Baal:  HellFire Napalm Cannon===
===Baal:  HellFire Napalm Cannon===
'''Issue:'''  Flamer does not shut down and operates even when mech is disabled.
'''Issue:'''  Flamer does not shut down and operates even when mech is disabled.<br>
'''Reproduction:''' Equip and activate flamer, fire it while being destroyed.
'''Reproduction:''' Equip and activate flamer, fire it while being destroyed.<br>
'''Workarounds:''' Removing the weapon will prevent it from attacking.
'''Workarounds:''' Removing the weapon will prevent it from attacking.<br>
'''Other Notes:''' It is possible to attack mechs without your meter activated in this fashion.  However, doing so is considered cheating and will result in stiff penalties.
'''Other Notes:''' It is possible to attack mechs without your meter activated in this fashion.  However, doing so is considered cheating and will result in stiff penalties.


===LRM2===
===LRM2===
'''Issue:'''  LRM2 missiles have difficulty tracking a target
'''Issue:'''  LRM2 missiles have difficulty tracking a target<br>
'''Reproduction:''' Get a missile lock with a LRM2 fire them, particularly from long range
'''Reproduction:''' Get a missile lock with a LRM2 fire them, particularly from long range<br>
'''Workarounds:''' Firing the missiles within 64 meters of the target seems to produce far more reliable performance.
'''Workarounds:''' Firing the missiles within 64 meters of the target seems to produce far more reliable performance.<br>
'''Other Notes:''' I am personally guessing it's due to the max range limitation of llMoveToTarget which a lot of missiles in MCM use.  If that is the case, a quick fix would involve having the missiles move to the nearest valid target repeatedly until the intended target is in range, or even easier, shortening the lock range.
'''Other Notes:''' I am personally guessing it's due to the max range limitation of llMoveToTarget which a lot of missiles in MCM use.  If that is the case, a quick fix would involve having the missiles move to the nearest valid target repeatedly until the intended target is in range, or even easier, shortening the lock range.

Revision as of 19:56, 6 November 2012

Here is a list for known bugs for MCM. If you are aware of a bug please add it to the page with as concise information as possible on how it appears and what's precisely wrong.

Weapon Bugs

Any bugs with any particular weapon system go here. Section title should be the weapon's name, if it's a version packaged with the mech, put the mech name prior to the weapon.

Baal: HellFire Napalm Cannon

Issue: Flamer does not shut down and operates even when mech is disabled.
Reproduction: Equip and activate flamer, fire it while being destroyed.
Workarounds: Removing the weapon will prevent it from attacking.
Other Notes: It is possible to attack mechs without your meter activated in this fashion. However, doing so is considered cheating and will result in stiff penalties.

LRM2

Issue: LRM2 missiles have difficulty tracking a target
Reproduction: Get a missile lock with a LRM2 fire them, particularly from long range
Workarounds: Firing the missiles within 64 meters of the target seems to produce far more reliable performance.
Other Notes: I am personally guessing it's due to the max range limitation of llMoveToTarget which a lot of missiles in MCM use. If that is the case, a quick fix would involve having the missiles move to the nearest valid target repeatedly until the intended target is in range, or even easier, shortening the lock range.