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  #1  
Old February 3rd, 2006, 08:01 PM
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hoplitis hoplitis is offline
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Default Phantom bombardment revisited

See also:
http://www.shrapnelcommunity.com/thr...t=1#Post403872

It seems that under certain circumstances enemy aerial StandOff Attacks (SOAs) disrupt player's planned arty fire missions, causing phantom bombardments during which no ammo is expended and no change is registered on the arty screen timer/counter.

I have attached a scenario (named "test998", slot 998, version 2.5). It's Russia (Human)vs Sweden (AI). Swedish forces consist of an HQ and Viggens with Maverics. Russian forces are a tank Coy, arty battery and HQ. The scen begins with a pre planned Russian Bombardnent. Do the following:
1. Move the T-72s due West until they reach hexes (21,xx) and let them become sitting ducks.
2. Keep up the initial arty barrage. If arty "drifts" do not correct but plot arty where it dropped the previus turn. The main thing is to have arty firing enery turn.
3. Keep track of arty ammo and arty screen timer/counter.

The Viggens will usually appear after turn 4 or 5. They may initialy target the arty units but eventually go after the T-72s.

I played the scen as above four times and almost always had phantom bombardments after the SOAs.

Other info: Windowed Mode, DirectX, 800x600.

I hope this is of some help. BTW this is my first scen
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File Type: zip 404106-test998.zip (76.7 KB, 196 views)
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  #2  
Old February 4th, 2006, 09:52 AM
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Mobhack Mobhack is online now
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Default Re: Phantom bombardment revisited

Ok - will check that out later on, & see if I can debug into the problem.

Cheers
Andy
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Old February 4th, 2006, 02:30 PM
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Default Re: Phantom bombardment revisited

Glad to help.
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Old June 28th, 2007, 10:07 PM

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Default Re: Phantom bombardment revisited

I still see this problem with 3.5(DL). Has the root cause been identified? It is definitely related to SOA by aircraft, in that arty BEFORE a SOA is fine, but arty AFTER an SOA attack is not.
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Old August 28th, 2007, 12:19 PM

ueauvan ueauvan is offline
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Default Re: Phantom bombardment revisited

i get this with 3.5 as well, im playing '86 campaign as US versus Soviets. when his SU-27s do stand off then neither his artillery nor my mine fire, meanwhile all other of his units move and i dont see what happens, for example tanks advance 10 hexes and attack infantry and i have suddenly got "gooks in the wire" and no idea who expended what a/t missiles etc or not . usually have to generate another battle as phantom arty makes the scenario unplayable
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Old September 23rd, 2007, 03:57 PM
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Default Re: Phantom bombardment revisited

Same problem woth 3.5.
For some reason airstrikes before the artillery is scheduled to land occasionally causes phantom artillery.
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