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Modular missiles issues (And some others) #796

Description

@gmm89m

The intention of this bug report is to list all of the issues with the Modular Missiles, therefore if anybody who is reading this is experiencing issues that are not listed here, is welcome to provide additional information. I will include and describe all of the issues I found. The version which is being used during tests: v1.12.0.0 (https://github.com/BrettRyland/BDArmory/releases/tag/v1.12.0.0)

List of Issues

1. AI is not using modular missiles properly.

2. Inertial targeting type does not works.

3. Missile count in weapons manager menu is broken.

4. Antirad targeting type does not works properly.

1. AI is not using modular missiles properly.

Description of the bug:

AI stops using missiles after it used one, no matter what. It may use more if the guard mode was turned on while there is more than 1 target, but turning off/on after that will not solve the issue.

To reproduce:

Arm the AI (no difference between Air/Ground AI) with the Modular Missiles, ensure that those missiles work properly when used by the player. Air AI will probably launch 1 missile at the player, after that, it will not be able to use those missiles again.

Expected behaviour:

AI has to use modular missiles just like the regular ones, depending on their characteristics which are in this case defined by the player.

Additional context:

If I remember correctly, this issue appeared in the update that added loft guidance to modular missiles.

2. Inertial targeting type does not works.

Description of the bug:

Firstly, there is no way to define the active radar range for the missile in the editor when Inertial guidance is being chosen, therefore it would not be able to get an active lock itself. Moreover, after launch, missile is not doing anything, possibly because the EC resource remains restricted (this is unique to Inertial guidance for some reason). The AIM-120 also suffers from this issue, as it also just flies straight until it self-destructs.

To reproduce:

Make a missile with inertial guidance, launch it at the target.

Expected behaviour:

The missile should be able to fly towards the target without a radar lock, or without any data from the radar at all.
Possibly with configurable data-link.

Additional context:

The data-link could be designed to have a setting which defines how many times per second it receives a data about target (e.g. 1 = 1 update each second, 2 = 1 update each 0.5 seconds, ect)

3. Missile count in weapons manager menu is broken.

Description of the bug:

The count does not works properly, I do not think it requires any additional explanation

Image

4. Antirad targeting type does not works properly.

Description of the bug:

Missile does not locks at the radar which is only scanning the player, it only locks when the player is locked. However, it is not possible to tell when the missile is locked at the target, and which target as the UI does not tells it.

To reproduce:

Make an Antirad missile, try to launch it at the target which has the radar turned on, but which is not locking the player. Then launch it at the target which is locking the player with its radar. The UI is not telling anything in both cases.

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