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Stonehouse

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Everything posted by Stonehouse

  1. Tested it again after today's patch and it still has not been fixed. Completely and easily reproducible and very much breaks WW2 anti shipping attacks as well as anything modern attacking a ship when it just has bombs.
  2. Ok I have retested after patching and get the same issue. Specifically what I did was to open the mission attached a few posts up, then select a group of ships, control C control V to create a new group. Moved the way points around a bit and then selected a group (most southern blue) and using the "Unit x of y" section of the group properties I increased the number of ships in a group by clicking the ">" on the "y" portion of the section. Then using the <> for the x part of the section I navigated through the units in the group and changed the ship type. So Dry Cargo to Bulk or tanker etc. Note before changing the blue group I did the same on one of the red groups, it may be important to note that these red groups are Iranian which I think has had the civ ships added for PG?? ie new coalition or at least new units associated with the coalition. Anyway between fiddling around with each group I hit the save icon (diskette symbol) and after a short period of doing this sort of activity it went blue and didn't return to the white state. Checking dcs.log I see the same error block exactly: PS Thinking about the Iranian idea I went back to try again. I started a fresh mission with the same coalition setup as the previous one. Once the map had loaded I placed an Iranian Bulk cargo ship on the map, added half a doz waypoints, changed the number of units in the group. No issues. Did a control C and V to create a second group. Repositioned the second groups waypoints a bit. Still no problem. I then went and incremented the number of units FOR THE PASTED GROUP using the method described above. I immediately had the save issue occur. So as a guess I believe the cut and paste is losing something vital in the definition for the pasted group and this triggers the error when you try to change the unit count in the pasted group. I also went back and this time tried USA and the Stennis. Repeated method and had the issue occur immediately after changing the number of units in the group. Repeated it again on Caucasus but this time with the CG-60 ship type with the same results. So it seems fairly conclusive that it is not any particular unit but the cut and paste combined with the changing of number of units in the group for the pasted group that triggers the error. Maybe a bug crept in with the new template stuff?? PS Sorry BigNewy but just while I have your attention - could I also draw your attention to this bug that I reported ages ago too please? https://forums.eagle.ru/showthread.php?p=3520572#post3520572 It basically stops WW2 shipping strike missions as well as modern anti ship missions using bombs. If you've already seen it and it has been reported for fixing some time down the track all good but if it hasn't could you please look at it. It is very reproducible and even Grimes has tried it and seen the same issue.
  3. Might have improved in today's OB patch if someone wants to check. Seems to be a relevant item in the change log.
  4. Ok I've checked my mission editor folder under saved games and can't see anything that is out of place to my eyes in regard to the mission editor. Only thing maybe even slightly related to mods that I can see is some of the unit payloads in the UnitPayloads folder are for mod aircraft. Weather folder is empty. I have used the coalition switcher mod in the past though even it's uninstalled now. In case you can see something out of place or potentially suspicious Newy, I have attached a screen shot of the mission editor saved game folder contents. Thanks, Stoney PS I guess you could call the template lua from Stuka's unit templates a mod in regard to the editor, I have checked it and it seems to be just ground units so I didn't think it would be a likely root cause. ie combattemplates.v2.lua PPS Haven't had a chance to retest after today's patch.
  5. I'll double check although it may be tomorrow as it's pretty much time to head off to sleep here. I use JSGME to manage mods so there shouldn't be but it is worth checking. At the moment most of the ones I use are alternate controls to give me true switches for my Warthog and avoid the double switching dance and Mustang's terrain mod and my Spitty clean canopy so you wouldn't think they would impact ships but who knows. I'll get back to you soon anyway. Cheers
  6. Building a simple F18 practice mission and after putting in some F18s and a few simple bits of window dressing on their base I started adding some cargo ships moving up and down the gulf. However something goes wrong and I get the following in my dcs.log and the save button remains blued out like the save is in progress and never returns to white to indicate the save finishes. If I try to exit save=yes does not work and I have to do a save=no. I've attached a screen shot of the editor at the time and also the mission for what it's worth after doing an exit with save = no. I had noticed this issue earlier on another version of this mission where I persisted and kept going back in after restarting dcs and adding more and hitting the same issue repeatedly and eventually found that on the save = no exit I got stuck on a black screen and never made it back to the menu and had to end DCS via task manager. That same mission also would run in single player but fail to load in MP. I didn't raise it at the time because I was using MOOSE to run random air traffic and wasn't sure if that was part of the problem. The attached mission is basically me trying to restart the build without MOOSE to see what happened and apparently it would seem like it isn't MOOSE. No mods running by the way when this occurred. I was however using the copy and paste functionality in the editor while creating units. At the point this occurred there were no triggers or manually written scripts present at all just units. 457 F18 practice2.miz
  7. Not really. The idle/off position is an actual direct x button push that you can work with as well as having to lift the throttle handle but the AB detent is not and it's just lifting the throttle assuming you haven't flipped the little cam over. So as others have said if you don't map the finger lift you can't get to AB on a carrier shot and max throttle on the Warthog = max military power. Airfield take off or once airborne it doesn't matter and you get AB when you move the throttles to their max.
  8. Yes agree, I have tried using a Harrier with several different loadouts and if the AI only has bombs it won't attack or stops attacking after using up it's missiles. I didn't realise it extended to other armed ships however, so the issue is actually a bit worse than I thought. Last I checked the LST was ok after one of the recent patches, I haven't checked it again yet though.
  9. Still broken after last patch https://forums.eagle.ru/showpost.php?p=3496224&postcount=6
  10. Checked this again after this weeks patch. Tarawa and Samuel Chase are still not being attacked by AI aircraft set as Anti Ship strike and correct waypoint actions if armed with bombs. They will attack ships if they are "old" ships like the dry bulk carrier and tanker. This means at present that all WW2 missions involving bombing attacks on Samuel Chase ships do not work. Also even for modern era missions attacks on the Tarawa will not work if the AI aircraft are loaded with bombs only.
  11. I only had time for a quick look at the new map but it seems like the grass airfields have gotten a little closer to actuality. It looks like an aircraft with waypoint 0 set to a take off task will now snap to the grass airfield. Landing waypoints still don't however. Also the take off is faked a bit and the aircraft is already airborne at around 100 ft AGL.
  12. Jeez turn my back and you sneak in a brand new skin :) lol. Looks very nice indeed.
  13. Seems ok, green shield when I go into the MP lobby anyway. Also had a look at it running in the latest open beta and the results have changed a little since the mod was first released. Still looks good but you do get a little more reflection than before. I guess this is due to changes brought about in 2.5.1. On the whole I think it is a pretty good result and you feel like you are looking through curved clear canopy without having issues seeing things but it also I think better represents what I have read of the care that ground crews lavished on keeping the canopy as good as possible to help their pilot survive and give him even the smallest edge in combat.
  14. Think this still works https://www.digitalcombatsimulator.com/en/files/2315459/
  15. Can never see your pics Hawkeye. I end up having to look at the source of the webpage to get the URLs and then check them out. Is there some additional settings for dropbox locations and how the URL is resolved that might impact viewing under different browsers? Win 7 and IE11 used here. I know there is an update to get but I've had the same issue with the pics you post using dropbox from day 1. Lol anyway looks very nice.
  16. Post latest open beta patch both the Tarawa and the Samuel Chase are still not valid bombing targets for AI aircraft set up with Anti Ship strike and specific advance waypoint action instructions to bomb these targets.
  17. Post latest open beta patch both the Tarawa and the Samuel Chase are still not valid bombing targets for AI aircraft set up with Anti Ship strike and specific advance waypoint action instructions to bomb these targets.
  18. Ok really weird as previously eject and pilot dead (to me anyway) appeared watertight when I had used it. Have you been able to isolate what situation is leaking through? ie where the aircraft has been destroyed but the pilot neither ejects or is killed. I would have thought that the wreck hitting the ground would have killed the pilot too so a crash event would also have a linked pilot dead event triggered if they were still alive and had not ejected when the crash event was triggered. I don't think I have ever seen an AI belly land a badly damaged plane, usually they bail as soon as it gets that bad. What you are saying could be a previously undiscovered bug. I guess you might have to add crash event monitoring too if somehow the eject and pilot dead doesn't cover it. I've noticed engine shutdown often occurs when the aircraft gets seriously damaged but then you get a pilot dead/eject and an eventual crash event so I believe you don't need to worry about monitoring for engine shutdown. <edit> fyi I attacked the issue for GCICAP development versions differently as I tracked take offs and landings. So count of available airframes was decremented on take off and incremented on landing event. This wasn't because I believed eject/pilot dead was broken but simply because it was less work as GCICAP was already handling the landing event so I just went with the flow.
  19. I suppose you could also try using the unit life = 0 or some value you deem as destroyed/not repairable.
  20. Thanks Strut, I'm downloading as I type They all look great. Any chance of a generic 451 SQD skin for use on the Normandy map?
  21. OK very strange. If you look at the mission I attached in my first response it will only produce a message for the pilot eject and pilot killed events. So they still must happen regardless of what turns up in your log.......unless it is a MP v's SP thing??? Running in SP as gamemaster I see the eject and pilot kill events trigger the relevant message. ie I have set it up to issue a different message for each event. Perhaps try an event handler outside of MOOSE too just in case that is somehow missing the events? <edit> if you look at the events listed in the debrief picture you can see the indicated pilot kill and engine shutdown separate events listed for a 109. You can also see a pilot eject event for another 109 slightly lower down. The first aircraft exploded mid air when very badly hit by fire from a P51 and the second one the aircraft lost a wing and the pilot bailed out and there was a later crash event for this aircraft which is not shown in the pic. All the aircraft were AI. <edit2> maybe I misunderstood.....you are looking for an aircraft dead event? then I think there is not one and you need to use the pilot bailed and dead events either by themselves or in combination with the crash and engine shutdown events.
  22. Hi Pikey, Sorry but I don't think that is correct about the pilot eject and dead events. I believe they apply to AI too, not only do you see these events listed for AI in post mission debriefs generated by the game but also you can test it easily using missions like the one attached. <edit> you need about strength 100 to get a pilot kill event event test.miz
  23. ...And broken again. Easily reproducible, take a LS Samuel Chase and a FW190 armed with a SC500, task the FW190 with a shipping strike role and give it a few waypoints and on say the first waypoint for an air start tell it to attack the ship. The aircraft just overflies the target vessel without attacking it.
  24. Lol I know that feeling :). My 22 yr old kid seems to have a talent for pointing out those moments with great relish.
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