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Old 12-04-22, 12:53 AM   #34
Join Date: Dec 2019
Posts: 10
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Thanks! With a little adoption (torpedo config is different between player and non-player ship) it works


Encountered another bug in the meantime.

If there is a ship on ship engagement, with missiles launched from both sides, and player launches a helicopter, the game crashes on next missile launch by AI in function LaunchSAM.OnExit()

Happens only with active player helicopter.

Additionally, is it feasible, that AI would detect the player ship and identify it with sufficient confidence to launch missile attacks immediately on the start of a mission (at least when the speed is increased to 15 or more knots) with distances of 35-45 k/yds? It seems to be acoustic detection, since my radar is off and if I launch a decoy torpedo, AI attacks the faster between us, but I doubt the speed of decision in this scenario. Does AI process neutral contacts?
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