Artkin Posted September 17, 2022 Share Posted September 17, 2022 Please only reply to this topic if you think you've found a bug. Include a couple short sentences, a couple pictures, whatever. Make it easy for testers to see and keep track of everything. I will add bugs that I find directly to this thread, so if you are a tester please acknowledge these. Artkin #1: Pak 36r (76mm) AT gun is missing from specialist teams June 30 1944 in CMRT. Game version is 2.11 0 Quote Link to comment Share on other sites More sharing options...
Artkin Posted September 22, 2022 Author Share Posted September 22, 2022 Artkin #2: inconsistent squad strength when adjusted by % CMBS 2.16. I have noticed this before, so probably in other titles too. 60% of a six man russian squad can give you either 2 men or 4 men on loading into the editor. Wtf ?????? 0 Quote Link to comment Share on other sites More sharing options...
Artkin Posted September 28, 2022 Author Share Posted September 28, 2022 Artkin #3: Shermans unable to run over low hedge wall, whatever it's called. Latest version CMBN. 0 Quote Link to comment Share on other sites More sharing options...
Artkin Posted September 28, 2022 Author Share Posted September 28, 2022 Artkin #4: Panzer III still not fixed, CMRT, latest version 0 Quote Link to comment Share on other sites More sharing options...
Bulletpoint Posted September 28, 2022 Share Posted September 28, 2022 1 hour ago, Artkin said: Artkin #3: Shermans unable to run over low hedge wall, whatever it's called. Latest version CMBN. That is because this low hedge is assumed to be low bocage, which in the CM universe cannot be traversed. 2 Quote Link to comment Share on other sites More sharing options...
Artkin Posted October 5, 2022 Author Share Posted October 5, 2022 (edited) Artkin #5: Panzer III again, totally broken. Turret ring LOD separation. How do things like this make it into a release? How do THIS many bugs make it into a release? FIX THE BUGS Edited October 5, 2022 by Artkin 2 Quote Link to comment Share on other sites More sharing options...
dkchapuis Posted October 6, 2022 Share Posted October 6, 2022 I have a save file and screenshot/video of a dragon passing through a building (in and out). one wall had no windows. 1 Quote Link to comment Share on other sites More sharing options...
Vacillator Posted October 6, 2022 Share Posted October 6, 2022 44 minutes ago, dkchapuis said: a dragon passing through a building Ah, you have the beta of CM GOT? Me too, and the dragons are way over-powered... 0 Quote Link to comment Share on other sites More sharing options...
Artkin Posted October 6, 2022 Author Share Posted October 6, 2022 1 hour ago, dkchapuis said: I have a save file and screenshot/video of a dragon passing through a building (in and out). one wall had no windows. Artkin #6: ATGMS flying through houses when tracking moving vehicles. Unsure of version, image taken December 12, 2021. 1 Quote Link to comment Share on other sites More sharing options...
dkchapuis Posted October 6, 2022 Share Posted October 6, 2022 2 hours ago, Vacillator said: Ah, you have the beta of CM GOT? Me too, and the dragons are way over-powered... I'd buy it!! 2 Quote Link to comment Share on other sites More sharing options...
Erwin Posted October 7, 2022 Share Posted October 7, 2022 With gun shells the explanation was that houses etc have holes in them, windows, or holes from earlier damage that only the AI can see. But, yes, when it comes the ATGM's the abstract nature of CM structures and sometimes weird LOS determination is less defensible. 0 Quote Link to comment Share on other sites More sharing options...
Ultradave Posted October 7, 2022 Share Posted October 7, 2022 I added a bug report for the PzIIIG turret axis of rotation. There are several other existing PzIIIG animation issues, but I didn't see this one. They are all linked together in the reports, so hopefully they'll all get fixed at once. Dave 1 Quote Link to comment Share on other sites More sharing options...
Erwin Posted October 7, 2022 Share Posted October 7, 2022 Some time ago I compiled all the bugs/weird CM phenomena in a single list that anyone can add to. Hopefully, some of these items have been addressed: Note: Some of the items are only pertinent to modern titles and other items are relevant to all titles. Re CMSF2 (so far): 1) Spotting issues. A two man scout team with no binoculars can spot enemy units at close to 3,000 meters much better than an FO (with super dooper optics tech) or an HQ with binocs. Folks have opined that it's because one of the riflemen has a "Thermal Imager" attached to his rifle and that is why they spot so well. However, if that is accurately simulated in CM2 then why don't all RL units have thermal imagers and scrap the expensive and heavy laser designators and other high-tech optics that seem so inferior in the game? 2) Related to item 1) Once can have a scout team, an FO, an HQ, a Jav team etc all in the same location, literally lying on top of each other. The scout team sees an enemy units - but even after many minutes the other teams cannot see it - they do not communicate. There is something wrong with the C2 system. Again... apologists say that in RL they often cannot see what their buddy can see. However, since the Thermal Imager is so much more effective, wouldn't they simply borrow the rifle with the Thermal Imager so they could see for themselves and then line up their super dooper optical gear on the target so they could finally see it? 3) The M1046 TOW Humvee crew can dismount and take the TOW launcher and missile with them. According to the UI it takes something like 1.7 minutes to deploy the TOW and a lot longer to pack up. But it never seems to deploy. 4) Related to item 2) It is very very hard to use any vehicle mounted ATGM in CM2 as "hull-down" doesn't mean that only the vehicle optics on the roof are exposed. Instead the top of the vehicle is exposed and can be easily seen and fired at and destroyed. Without being able to dismount the TOW in this example, it's usually suicidal to attempt to fire the TOW even from a hull-down position. (Not sure if this has been fixed in CMCW.) 5) Same is true for the M707 Humvee and other "Arty Spotting vehicles" with Laser and other high hech on the roof. All of these cannot be safely used in CM2 "hull-down" as they can be easily seen and destroyed. 6) The M1114 AGL (Automatic Grenade Launcher) Humvee crew can dismount with the AGL. However, it must be a spare from the trunk as an AGL remains mounted on the Humvee and can be crewed and operated by another crew or inf team. Is it correct that the M1114 carries two AGL's? (Note that the crew of the M1114 with the 50 cal can also dismount and operate it, but in this case the Humvee no longer has the 50 cal mounted.) 7) UK HQ's in CMSF2 cannot spot for arty or air. Heavy arty falling on top of enemy troops often doesn't incapacitate them. While it's true that shrapnel may miss, the shock wave of a large explosion alone is usually deadly as it can liquefy one's innards. 9) Some vehicles carry ammo that seems to be available for resupply. But, the crew cannot ACQUIRE any, and/or neither can any other unit mount the vehicle to ACQUIRE any. Eg: The M1046 TOW Humvee) have quantities of regular ammo eg: 5.56mm etc. But it seems impossible to acquire any of it. The crew cannot acquire it, and if you dismount em and mount an inf team, they also cannot acquire any ammo. 10) LOS/LOF issues. While CM2 is supposed to be WYSIWYG it often doesn't work that way. One can get down to level one and eyeball a situation. But, what one sees from a location often is not what a unit will see at that same location. Eg: The AI can see pixel-wide gaps in what human examination considers completely blocked LOS. A related issue is that one can eyeball a situation like a road in town and there is no obstruction down a street to target a building. But one finds that when one places a unit in that location, it cannot see or shoot at the building. 11) Another LOS/LOF issue. Frequently we find that a crew served weapon can see and target an enemy only to discover that it's only the 3rd ammo loader who can see the enemy, not the main gun/gunner. However, it is usually impossible to move the MG or gun a few inches to a position where it can see and fire the primary weapon at the enemy. 12) Finding Hulldown positions is often problematic. Some folks seem to like the "Hulldown Assist routine" available in the game. But, often it simply leave the vehicle with no LOS to the desired target and one has to waste another turn (in WEGO obviously) manually moving the waypoints to get a hull-down position. So, one may as well do it manually from the start. The additional problem is that it is common that vehicles go from having "No LOS' to "Partial Hull Down" with no "Hulldown" option being able to be located in between. One can spend many minutes dicking around with moving waypoints the shortest possible distance in this, that or the other direction to find a hull-done position (relative to the desired target), but one can only find either "No LOS" or "Partial Hulldown" positions. It's unclear if this is an issue with the map, (maybe the terrain is strange), or the LOS routine. 13) Some vehicles like Bradleys when targeted vs a building don't use the desired weapon - their cannon - but instead fire their missiles - which often makes no sense. (Target Light makes em use their MG's.) BMP's are similar vs buildings: Sometimes they use their ATGM's, sometimes their cannon, and sometimes their MG - even if one orders TARGET LIGHT. There is no indication as to why the AI chooses a particular weapons system. 14) SMOKE and buildings... Smoke acts as if there are no obstructions or walls and will drift through a building as it is made of wire. This is actually very helpful when one is attempting to assault a multi-room building. But, doesn't reflect RL. 15) When one orders a SMOKE artillery strike and run out of SMOKE, the battery obviously still has all its HE rounds. However, if you first order HE, when all shells are gone the battery has no SMOKE rounds left - they seem to have been used up as HE. 16) Some SNIPER teams in CMSF2 carry 50 cal rounds, even though they possess no weapon that can use 50 cal rounds. 17) Park your vehicle directly behind a small tree and any enemy fire that comes from that direction will hit the virtually indestructible tree and the vehicle may be 100% unaffected. Unless the enemy gun/tank moves, it can exhaust all its ammo in this way. AI controlled guns especially can be made useless by this trick. It seems that trees are better armor and provide better protection vs AT rounds than steel. 18) Attempting to resupply a squad one may split off a two-man team to mount a vehicle, get the ammo, then debark and run to where its squad is. That takes two turns. However, the teams may not recombine. A turn later when one again moves both parts of the squad to the same spot, they may still not recombine. To get the teams to recombine one has to split the larger squad team into two and then move all three teams to the same spot. Only then will the teams recombine to the full squad and complete ammo resupply. 19) Heavy HE barrage does not seem to damage vehicle/armor subsystems as much as expected. 20) Some vehicles like the WW2 era 8 wheeled German Rad recon vehicles are supposed to be able to move as fast in reverse as forwards, but in the game move in reverse much slower. In the game, it may be that all reverse speeds are identical or % of the forward speed. 21) Crewing oddities. BMP's usually benefit re spotting from an extra man or two in the vehicle in addition to the crew in addition to enabling the vehicle to "Open Up". A BMP cannot "open up" if it only carries its 2-man crew. If the BMP has lost a crewman, and there are no other inf being carried, it cannot TARGET - it becomes merely a transport vehicle. However, sometimes, leaving an extra two-man team in the BMP will enable it to "open up" and TARGET and other times it won't. Adding a two man crew from another vehicle to the BMP will still not enable this BMP to TARGET anything and the BMP still cannot "open up". The extra crew are treated as mere passengers. It's all irregular and unpredictable. 22) Guns in CM2 aim for the center of mass. So, even when at short range, the gun will aim for the hull even though it may have more chance of killing or damaging the target by aiming at a different part. If the turret is less well armored than (say) the hull that can mean that a hull-down tank may be more vulnerable than out in the open, as the turret will be the target. 23) Tanks can spot inf ridiculously quickly given what we know of tank's poor vision when buttoned up, or in poor visibility, like in smoke etc. 24) Inf is unable to detect a tank that is a few meters away on the other side of a wall, or in poor visibility. 25) WW2 jeeps and trucks have bulletproof windshields. Often making the driver much harder to kill than he should be. 26) Some vehicles have onboard mortars that do not need to dismount to fire. However, if one does dismount, deploy and fire, and then remount the mortars in order to move to another location, when one tries to access the mortars for firing, some if not all of the mortar HT's may say "Destroyed", while other mortar HT's are able to accept mortar fire orders normally. Witnessed in a CMBN game. Saved game file available. 27) Special sniper ammo like "50cal" and "338 Lapua Magnum" etc. is not available for resupply. 28) Your additions? 1 Quote Link to comment Share on other sites More sharing options...
Redwolf Posted October 7, 2022 Share Posted October 7, 2022 We should really use a proper bug tracking system such as github's (free to use). That is way more convenient for the beta testers to traverse and copy those bugs they want to bring into the BFC system. 0 Quote Link to comment Share on other sites More sharing options...
Grey_Fox Posted October 7, 2022 Share Posted October 7, 2022 3 hours ago, Redwolf said: We should really use a proper bug tracking system such as github's (free to use). That is way more convenient for the beta testers to traverse and copy those bugs they want to bring into the BFC system. There's no point if the devs don't use it. 0 Quote Link to comment Share on other sites More sharing options...
Redwolf Posted October 7, 2022 Share Posted October 7, 2022 2 hours ago, Grey_Fox said: There's no point if the devs don't use it. Well, the idea is to point beta testers to the proper bug reports, so that they consider copying them to the BFC bug system. 1 Quote Link to comment Share on other sites More sharing options...
Artkin Posted October 7, 2022 Author Share Posted October 7, 2022 (edited) @BFCElvis Can you please remove any posts that don't have the format outlined above? @Erwin's is fine, but I would prefer some screenshots along with the wall of text. It goes the extra distance. No offense anyone, just take it somewhere else so this can be streamlined Also a special thank you to @Ultradave, he is always helping. Edited October 8, 2022 by Artkin 0 Quote Link to comment Share on other sites More sharing options...
Artkin Posted October 7, 2022 Author Share Posted October 7, 2022 (edited) Artkin #7: Pathing errors. Units choose to take the worst route possible, opting to run in mud instead of taking the roads. Nice. CMCW and CMBN latest versions. My troops had very long move orders, so they should have taken the path of least resistance. In CMBN my troops are running along the water's edge - directly into enemy fire, and in CMCW my troops are sucked into walking in the mud, instantly exhausting them. Scenarios are "No Better Place To Die" By Kandu/WimO (Same guy) for CMBN and Kriegsburg 1979 for CMCW Notice how they completely ignore the road Cold war: Edited October 8, 2022 by Artkin 0 Quote Link to comment Share on other sites More sharing options...
Ultradave Posted October 8, 2022 Share Posted October 8, 2022 (edited) 15 hours ago, Artkin said: some screenshots Screenshots are VERY helpful. A save game too if it's a behavior that is best illustrated by watching the turn (things like pathing issues are a good example - helps to watch it real time and maybe play with it). Along with the save game a very specific description of which unit to watch. Bigger the scenario the more important this is. If I could make a suggestion it would be to be VERY specific - game, exact vehicle version if it's a vehicle (e.g. PzIIIG, PzIIIM, PzIVH, all PzV versions, etc.) year of scenario - makes it so much easier to set up a quick and dirty scenario to verify. Year makes a difference so we can find certain vehicles - they come and go in the TOE. So basically anything and everything you know that nails down the problem so that it's easy for someone else to find and write up in a report. A second suggestion is before reporting anything remove ALL mods and try it again. It may not make a difference, but it might. When we beta test we all do it without mods so that we don't have BF chasing things that are caused by mods. Thanks. Dave Edited October 8, 2022 by Ultradave 2 Quote Link to comment Share on other sites More sharing options...
Combatintman Posted October 10, 2022 Share Posted October 10, 2022 On 10/8/2022 at 12:58 AM, Artkin said: Artkin #7: Pathing errors. Units choose to take the worst route possible, opting to run in mud instead of taking the roads. Nice. CMCW and CMBN latest versions. My troops had very long move orders, so they should have taken the path of least resistance. In CMBN my troops are running along the water's edge - directly into enemy fire, and in CMCW my troops are sucked into walking in the mud, instantly exhausting them. Scenarios are "No Better Place To Die" By Kandu/WimO (Same guy) for CMBN and Kriegsburg 1979 for CMCW Notice how they completely ignore the road Cold war: I'm not convinced this is a bug, the bottom line is that players need to learn to micromanage their moves if they want their desired outcomes. The same principle applies to targeting commands and target arcs. It would be an issue if the game didn't give you the tools to achieve those outcomes but, by and large, those tools are there and generally perform as intended. 0 Quote Link to comment Share on other sites More sharing options...
Vacillator Posted October 10, 2022 Share Posted October 10, 2022 On 10/8/2022 at 12:58 AM, Artkin said: Notice how they completely ignore the road Interestingly, Dave and I have just played another of the battles at the Causeway, 'Angriffe der Grenadiere' also by WimO. I was unlucky enough to play as the Germans. Boy is that Causeway scary. I did notice some odd movement behaviour but I'm not sure it was down to bugs. For example, units occasionally wandered (or drove) off into the water instead of following waypoints on the road. But the flooded land around the causeway will of course allow this. Why did they wander off? I assumed they were scared s**tless and struggled with my orders. Occasionally a rather panicked reverse was to blame. A factor may have been that my waypoints were not actually in the road, they were closely hugging the trees hoping for a bit more cover. And yes they were very much micro-managed. That was my take on it, but I could be totally wrong. 1 Quote Link to comment Share on other sites More sharing options...
Ultradave Posted October 10, 2022 Share Posted October 10, 2022 42 minutes ago, Vacillator said: Interestingly, Dave and I have just played another of the battles at the Causeway, 'Angriffe der Grenadiere' also by WimO. I was unlucky enough to play as the Germans. Boy is that Causeway scary. I did notice some odd movement behaviour but I'm not sure it was down to bugs. For example, units occasionally wandered (or drove) off into the water instead of following waypoints on the road. But the flooded land around the causeway will of course allow this. Why did they wander off? I assumed they were scared s**tless and struggled with my orders. Occasionally a rather panicked reverse was to blame. A factor may have been that my waypoints were not actually in the road, they were closely hugging the trees hoping for a bit more cover. And yes they were very much micro-managed. That was my take on it, but I could be totally wrong. Plus they were taking MG and rifle fire from both sides of the other end of the causeway. The road was probably the worst place to be. There is really no good real world choice there either Dave 1 Quote Link to comment Share on other sites More sharing options...
Artkin Posted October 16, 2022 Author Share Posted October 16, 2022 (edited) On 10/10/2022 at 8:01 AM, Ultradave said: Plus they were taking MG and rifle fire from both sides of the other end of the causeway. The road was probably the worst place to be. There is really no good real world choice there either Dave Not for nothing, I told my men to run on the causeway and they didn't obey. It's a bug. Speaking of bugs, can we PLEASE fix this absolutely ridiculous conscript bogging problem????????????????????? My sherman didn't even move 1m before bogging on dry ground right where it started. This is also a bug. Nobody in the world can tell me this is realistic behavior. Edit: Barely a minute later, look what happens again. Lol this is a joke. Edited October 16, 2022 by Artkin 0 Quote Link to comment Share on other sites More sharing options...
Artkin Posted October 16, 2022 Author Share Posted October 16, 2022 (edited) On 10/10/2022 at 7:18 AM, Vacillator said: That was my take on it, but I could be totally wrong. Yeah, not my men. I'm not so foolish to throw bodies into bullets. My men had 0 suppression and decided to take the mud+water route instead of the nice paved road of the causeway. It's obvious the hedgerow has something to do with it. But that's totally another ****ed part of CMBN. My partner and I have had to fix our squads/teams DOZENS of times in our 2v2 game (Shanley on Hill 30 by WimO/Kandu). Infantry cannot path well through hedgerow doors, they get lost most of time unless you baby them and set waypoints on both sides of the hedgerow entrance. This was even acknowledged by Chuckdyke. Edited October 16, 2022 by Artkin 0 Quote Link to comment Share on other sites More sharing options...
Ultradave Posted October 16, 2022 Share Posted October 16, 2022 7 hours ago, Artkin said: Speaking of bugs, can we PLEASE fix this absolutely ridiculous conscript bogging problem????????????????????? My sherman didn't even move 1m before bogging on dry ground right where it started. This is also a bug. Nobody in the world can tell me this is realistic behavior. Edit: Barely a minute later, look what happens again. Lol this is a joke. Game? (looks like RTFR?) Is there a saved game? Best way to get someone to look at it. Is this mentioned somewhere else where there is more info? (link?) You sound frustrated like this is one that has been going on for years, but I haven't read it (of course I don't read everything in the forum all the time). Dave PS - No way I would walk on top of that causeway myself, under fire or not under fire. I'd be crouching, hopping from one bush to the next, hugging the dirt in between. 0 Quote Link to comment Share on other sites More sharing options...
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