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Post by gosling on Mar 1, 2011 6:17:16 GMT -5
Out of three hurriccanes spawning at Hawkinge. One spawned some distance away on a hill. The human pilot managed to get airborne but the AI pilot after a restart failed I think. I do not know if it was no.2 or no.3. Gosling
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Post by JG26_Badger on Mar 1, 2011 9:14:55 GMT -5
I checked the mission file nothing wrong with the Hurricanes at Hawkinge. We checked the server nothing wrong with that. I suspect it is version conflict that caused some to be out of synchronization with the host computer. This is not an SEOW bug error.
We have tested extensively. The only mods that need to be enabled are the ones listed. If players put in their own cockpit mods and other non campaign related mods well that is at your own risk.
Badger
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Post by LW/JG10_subg on Mar 1, 2011 13:11:59 GMT -5
As to the freezes can we say from now on we will relaunch from HL if a restart is deemed neccessary anyway - just in case? As for my settings I use non perfect and use only the mods that Badger has utilised, I keep my game fairly simple like back in the day cos 1. I am poor with technical issues and panic alot and 2. I kindof am often not interested in much more stuff if it is going to cause issues. My PC isn't that new (4 years but hot spec then) I have never ever frozen out of a game before which is the weird thing even after multiple restarts but I guess we are pushing things on this map a bit - only Sundays seem to be the issue (we have big numbers??) but I am also fairly sure that only on Sundays have we had in game restarts too?? the mystery remains. S!
BTW we are aware of only one base bug relating to 109E1s at a certain base
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Post by gosling on Mar 2, 2011 4:39:01 GMT -5
I checked the mission file nothing wrong with the Hurricanes at Hawkinge. We checked the server nothing wrong with that. I suspect it is version conflict that caused some to be out of synchronization with the host computer. This is not an SEOW bug error. We have tested extensively. The only mods that need to be enabled are the ones listed. If players put in their own cockpit mods and other non campaign related mods well that is at your own risk. Badger Roger that, Badger. I am exactly the right setup and havent touched 4.101 yet and the other two aircraft were AI. Only, one launched. That's why I asked. I suspected a map spawning issue. Clearly you have found that not to be the case so I have no idea why only one AI got airborne. My wingman never answered when I called for Rejoin at about 500ft after takeoff. Gos
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Post by CSS_Hayzee on Mar 2, 2011 11:01:28 GMT -5
I can almost guarantee that the problem with people spawing outside their aircraft/some distance away from airfield/exploding on runway.......all happens at the airfields that have "test runways"/temp runways.....please correct me if im wrong....i bet im not. Something i noticed the other day: I built in the full mission builder a simple two waypoint takeoff from Krefeld airfield the other day to practice with...a test runway. When i spawned in, i was at the end of the airfield i expected to be taking off of, with no room to roll. Normally on an airfield, the end where you put the "0" or first waypoint on the map, the game intereprets this as the "lift-off point", and the game will spawn you on the opposite end of the runway, pointing that direction. Doesnt seem this is so with temporary airfields....When plotting with the temp airfields, the first waypoint is where you begin your roll, not the liftoff point. Maybe no big deal, but may have something to do how the game interprets stuff..... but wait....theres more... I went into FMB and moved the 0 waypoint to the other end of the field to make it my roll point instead of my liftoff point..no big deal....started the game...select aircraft..hit fly...BOOM.... exploded on spawn....humm, wierd.....exit, reload, hit fly....BOOM, same thing..exploding on spawn....what the hell im thinking....go in FMB, check everything out..placement on map/altitudes/airspeeds/objects around me on map etc..everythings good!!!! WTF? ? Try again....same thing...BOOM!! I went back into FMB and moved the starting waypoint again...just a little, saved, loaded mission, select aircraft, hit fly...all good...everything as it should be.....GOOFY!!! The test runways are weird...you go off of them, you explode and die...they sit up higher then the surrounding landscape...maybe i found a "hole" in one??? I think EZ is right on this one...i think its a test/temp runway issue.
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Post by wolfhnd on Mar 2, 2011 11:06:05 GMT -5
Thanks Hayzee. We should then determine which end of the carrier the spawn point should be placed when planning missions.
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Post by CSS_Hayzee on Mar 2, 2011 11:16:57 GMT -5
I dont think you can pick the spawn point, only the takeoff direction/heading by placing the first waypoint.
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Deleted Member
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Post by Deleted on Mar 2, 2011 12:11:43 GMT -5
I know that with test runways, if you rotate the runway the planes will take off from the other end. Doesn't necesarily depend on the next waypoint. This is with test runways anyways.
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Post by JG26_Badger on Mar 2, 2011 12:52:28 GMT -5
The temporary runways have not been an issue in this campaign. Gosling is was refering to Hawkinge that is not a temporary runway. If you do not have the correct map then your coordinates will be different at that location and you could spawn off the runways. The SEOW program put in the temporary runways at Krefeld, Monchen-Gladbach, Brussels, Antwerp Deurne, Vissengen, Waalhaven, Schaffen. They all work correctly. So yes Hayzee you are wrong. We already addressed the airframes that do not need to be based at the temporary runways being the 109E-1 which was posted and told to the commanders. Now if they put them there after we told them not to then that is their problem. I have worked with 4shades and set up the SEOW correctly with the temporary runways. Commanders you can't have 12 flights taking off at the same time from those bases, so either you delay flights or only launch 3-4 flights per base.
FMB building is totally different. You have to attach the plane to the runway then have take off the land it by attaching it to the runway using the similar function for escort or bombing targets. SEOW does not work that way. The coordinates and takeoff vectors I had to put those in manually and we tested each one extensively.
Badger
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Post by CSS_Hayzee on Mar 2, 2011 14:21:59 GMT -5
Good....im happy im wrong....seemed to fit when i was having a similar problem myself.
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