[TC] Help please my Tigers Flak aint hitting a sitting duck

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sabrehawk
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Help please my Tigers Flak aint hitting a sitting duck

Post by sabrehawk » Tue, 16. Jun 09, 01:25

I about 10 flak arrays in my tiger and they dont hit NOTHING. Those weapons supposed to suppress fighers arent they? Well they are not able to hit a barn from 5 yards distance. And even if those puny scouts fly through the explosions they take no damage.

I have tried both MEFOS and vanilla turret commands.

whats the problem?????

delray
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Post by delray » Tue, 16. Jun 09, 01:35

Yeah, it's called FLAK bug. It happened because you saved your game when FAAs (or SSCs) were firing.

You need to set your turret commands to None, save and quit your game. Reload, give new commands to turrets and it should fix itself.
Where is it?

The-Gizmo
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Post by The-Gizmo » Tue, 16. Jun 09, 05:57

When I first bought my Boreas, I loaded it up with some flaks. I've never bought or used Salvage insurance, so I've never saved while my flaks were firing. They couldn't hit anything, I even tried using them manually, the enemies never took any damage, then I read about the bug. From that point on, I've banned all flak weapons from all my ships, until the bug is fixed 100%. I'd rather not risk having an unreliable weapon that might do nothing except use up energy.

delray
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Post by delray » Tue, 16. Jun 09, 06:03

FAA is too good to resign from it over some silly bug that happens only when you save when your or AI Flaks are firing.
Where is it?

dalin80
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Post by dalin80 » Tue, 16. Jun 09, 08:51

delray wrote:Yeah, it's called FLAK bug. It happened because you saved your game when FAAs (or SSCs) were firing.
.
that isnt the trigger, check d3 theres a thread on how its caused by the bullet being used.

the flak bug can kick in at any time.
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gandy|UKCS|
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Post by gandy|UKCS| » Tue, 16. Jun 09, 08:53

the quickest way ive found to fix the flack bug is to carry one small laser, hept, pac will do and when the bug happens and you are in a safe area is to eject all the FAA's in one go then turn round and pick them up again.

Now with the extra weapon you was carrying will jump in a weapon slot so none of the FAA's will auto equip meaning you have to equip them in the weapons menu and then they should work as normal.
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Kapakio
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Post by Kapakio » Tue, 16. Jun 09, 09:43

@gandy|UKCS|

Whould this work if you transfer the weapons to another ship instead of ejecting them to the space?

gandy|UKCS|
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Post by gandy|UKCS| » Tue, 16. Jun 09, 21:08

I think the thing to do is make sure you load up that spare weapon so when you move the weapons back into the tigers hold they wont auto equip
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