This quote is from the discussion atDimitris wrote: ↑Mon Apr 15, 2024 5:30 am
Can we get a detailed rundown of the unresolved issues you consider fundamental/critical? We can try to prioritize them for instrumentation and inclusion into automated testing so that they are caught more reliably.
We are not deaf to the increasing feedback on QC issues, but we need the community's help in triaging the pile. Not every potential issue is of equal priority or relevance.
https://www.matrixgames.com/forums/view ... 1&t=403243
regarding unresolved issues in Build 1328.18. Although the issue of strike aircraft endlessly circling waypoint 3 is very debilitating, it cropped up pretty recently. Even before that, I found myself drifting away from the Strike Planner that came out in the Tiny release mainly because aircraft frequently fail to follow the flight plans that I spend a lot of time developing, even with zero enemy interference. I've instead relied more on work-arounds using Engage Targets -Auto, Engage Targets -Manual, and ASuW patrol missions.
I have been playing the Caribbean Fury 1 scenario recently, and so far none of my attacks developed in the Strike Planner have been reliable enough to use. As one example, I sent two aircraft out of Key West on a quick hit-and-run strike on a Cuban FFG in the Florida Straight. In the save FFGstrike a (included in attached zip file), the two aircraft are just about to pass ingress waypoint 5, where they are supposed to climb to the 200 ft minimum launch altitude for the Maverick missiles. The lead aircraft does so, but the other aircraft remains at 100 ft while passing both waypoint 5 and the IP, meaning it is too low to fire the missiles. The end result is only one aircraft fires at the FFG. Then both aircraft ignore the first egress waypoint (number 8) altogether and instead go directly for waypoint 9. The second save FFGstrike b contains exactly the same strike except the hold time at waypoint 3 was adjusted by 1 minute in the Strike Planner. For whatever reason, that change was enough to alter the strike aircraft behavior. Both aircraft now climb to 200 ft at the IP. But the second aircraft still fails to fire its missiles even though it meets the minimum for the Mavericks. Both aircraft again ignore waypoint 8. If I avoid the Strike Planner and set up a manual attack using Engage Targets, I can at least get 4 missiles reliably on the target. The issues in these examples is pretty typical of what I have encountered using the Strike Planner going back over a year to this post. That post was marked fixed, but in Build 1328.18 the strike mentioned in the post is again broken. This is just my own view, but I think some priority should be given to ensuring that all aircraft in strike formations actually follow what is set up in the Flightplan Editor. Especially given that missions/packages have become a more prominent part of the game.