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Posted (edited)

Hallo all,

 

I experience a new buggy behaviour since DCS version 1.5.3.53279 (update 7)

 

Spawned ground troops are not following anymore the route path when they are spawned dynamically using coalition.addGroup(). (Air groups seem to still following their route when dynamically spawned)

 

I have my test mission MOOSE_Test_SPAWN.miz file attached, which is spawning at various locations air and ground units to test my MOOSE Spawn function.

 

Find in the mission the ground vehicle Spawn Vehicle Scheduled. It is located at the Batumi airfield.

 

Run the mission in DCS version 1.5.3.53279.

You'll see that the units get stacked upon each other and are not moving. (you can observe with the F7 key!)

Check the attached picture for an example after 3 scheduled spawns with a minimum 60 seconds time interval between each spawn.

 

To simulate that it was working before, run the same mission in DCS version 1.5.3.52724.

 

You will need to execute a DCS_UPDATER update 1.5.3.52724 for that, reverting DCS to a previous version.

When you run the same mission in DCS 1.5.3.52724, you'll see that the vehicle is moving.

 

So, what has changed, and how can i revert this?

 

The structure that i am sending to coalition.addGroup() is:

 

{["visible"]=false,["taskSelected"]=true,["lateActivation"]=false,["tasks"]={},["hidden"]=false,["units"]={[1]={["type"]="M978 HEMTT Tanker",["transportable"]={["randomTransportable"]=false,},["skill"]="Random",["y"]=617883.99999999,["x"]=-356587.42857142,["name"]="Spawn Vehicle Scheduled#001-01",["playerCanDrive"]=true,["heading"]=5.306863985456,},},["y"]=617883.99999999,["x"]=-356587.42857142,["name"]="Spawn Vehicle Scheduled#001",["start_time"]=0,["task"]="Ground Nothing",["route"]={["routeRelativeTOT"]=true,["points"]={[1]={["speed_locked"]=true,["type"]="Turning Point",["ETA"]=0,["alt_type"]="BARO",["x"]=-356587.42857142,["y"]=617883.99999999,["formation_template"]="",["name"]="DictKey_WptName_92",["ETA_locked"]=true,["speed"]=5.5555555555556,["action"]="Off Road",["task"]={["id"]="ComboTask",["params"]={["tasks"]={},},},["alt"]=10,},[2]={["speed_locked"]=true,["type"]="Turning Point",["ETA"]=396.68234348516,["alt_type"]="BARO",["x"]=-355353.14285714,["y"]=616058.28571427,["formation_template"]="",["name"]="DictKey_WptName_93",["ETA_locked"]=false,["speed"]=5.5555555555556,["action"]="Off Road",["task"]={["id"]="ComboTask",["params"]={["tasks"]={},},},["alt"]=7,},},},}

So, what is wrong with this? And do others experience the same problem?

 

please provide feedback.

 

FC

MOOSE_Test_SPAWN.miz

Screen_160605_213556.thumb.jpg.710e5c066fe36f6369aefa1522c70ff3.jpg

Edited by FlightControl

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Posted
See also here

 

http://forums.eagle.ru/showpost.php?p=2796182&postcount=89

 

CTLD Script is not working anymore, too.

 

 

Aha! So we're not alone in this ... Thanks SNAFU. This will need an urgent fix i guess ...

 

gunterlund21 was testing (trying out) today the Moose SPAWN class and found this strange behaviour. We talked about it on skype and then i retested my MOOSE_test_SPAWN mission and the same problem appeared on my machine also.

 

Why is ED not involving us in pre-release testing? I mean, the process can be improved ... A simple bunch of tests can get these bugs out in no time ... running before the facts, not after the facts ...

 

FC

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Posted

Use enough logging there Butch?

 

Anyways the issue does not occur on the tester build. I think it might have been related to teh AI on/off bug.

 

Why is ED not involving us in pre-release testing?

Do you not use the open beta?

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Posted
Use enough logging there Butch?

 

Did i crash your harddrive?

 

Anyways the issue does not occur on the tester build. I think it might have been related to teh AI on/off bug.

 

Did you run the mentioned mission on the tester build to resimulate the issue?

 

What is the AI on/off bug about?

 

Do you not use the open beta?

 

No, i stopped with that, what is the use. I've spent hours and hours reporting bugs and they don't get fixed. Sure you understand.

 

Sven

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Posted
Use enough logging there Butch?

 

 

 

Anyways the issue does not occur on the tester build. I think it might have been related to teh AI on/off bug.

 

 

 

Do you not use the open beta?

 

 

 

 

 

Think ya used enough dynamite there, Butch?

 

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Posted
Did you run the mentioned mission on the tester build to resimulate the issue?

 

What is the AI on/off bug about?

 

No, i stopped with that, what is the use. I've spent hours and hours reporting bugs and they don't get fixed. Sure you understand.

 

Yes I ran that mission and made my own test on both Nevada and the Caucuses. The issue was not present in those tests.

 

Basically if you turned AI off and back on, they stayed off. There was another bug where dynamically spawned units wouldn't engage. This specific bug was likely fixed when one or both of those were fixed.

 

Its your prerogative to use whichever versions you want to use.

 

Sent from ABRIS.

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Posted
Yes I ran that mission and made my own test on both Nevada and the Caucuses. The issue was not present in those tests.

 

Grimes, sorry to say but i am confused. Maybe it is the English, as i am not native.

 

Your own tests, that were ground moving units that were ran on the latest released version (update 7), and the bug did not appear:

 

So did you spawn a new ground unit using coalition.addGroup() and the group would move along their planned path?

 

In the meanwhile a message has passed stating that this bug has been confirmed and they are working on an internal fix.

 

http://forums.eagle.ru/showpost.php?p=2803154&postcount=100

 

Sven

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Posted

Flight Control

Since your making a significant contribution with Moose, is it possible for you to get involved in the "Tester Version"? Grimes can he become a tester?

I was in Art of the Kill D#@ it!!!!

Posted

Unfortunately I have to confirm this after experimenting to make sure it is in fact a new bug. I am experiencing the same issue with latest DCS World version 1.5.3.53279.

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Posted
Flight Control

 

Since your making a significant contribution with Moose, is it possible for you to get involved in the "Tester Version"? Grimes can he become a tester?

 

 

 

 

 

To become an ED tester is by invitation only. Personally I am open for the role, but of course such a role comes with responsibilities and expectations. I've been actively participating in beta testing the past years, but the bugs identified are sometimes solved, but most of them are not till today...

 

 

 

And I understand, not all bugs can be solved swiftly, especially when a team is under pressure like ed is today. I know the team is working hard and making fantastic software. But wouldn't it be a good idea to see if the quality assurance process of ed can be improved?

 

 

 

There are persons in the community who have written 1000s lines of code, having their own test missions and scripts. I think also it would be great to involve these people in more proactive testing, at least when preparing a major update that will be flagged as stable... These would also be people who can report directly to the quality assurance manager at ed (by mail). Not sure what the current ed testers team responsibilities are in its current form... Don't get me wrong, not a critic, just a question, an open one.

 

 

 

Sven

 

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  • 2 weeks later...
Posted
very gentle bump

 

is there an estimated time when we could expect a fix?

 

Seems another week without hotfix.... and so many missions bugged...:mad:

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Posted
Seems another week without hotfix.... and so many missions bugged...:mad:

 

 

 

I have an idea! Maybe we should initiate a poll! (just kidding). You can do the workaround mentioned above...

 

Sent from mTalk on Windows 10 mobile

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Posted

I know I can roll back. But then I will get back the A10C waypoint bug and the old FM for the Gazelle... Is it that hard to fix that small bug and do a single hotfix ?

i9 9900k, 64 Go RAM, RTX 4090, Warthog HOTAS Throttle & Stick, Virpil AH64 collective, TPR rudder, MFD Cougar, Trackir 5 Pro, Multipurpose UFC, Alain Dufour's TEDAC and Oculus Rift S (when I want some VR),

http://www.twitch.tv/zarma4074 /  https://www.youtube.com/user/Zarma4074 

 

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Posted
I know I can roll back. But then I will get back the A10C waypoint bug and the old FM for the Gazelle... Is it that hard to fix that small bug and do a single hotfix ?

 

 

 

 

 

 

 

I suggest you make a choice at this time. For sure the dev team has a clear reason not to post an update. Suggest you evaluate in the short term what is more important for you: Working ground units or bug in gazelle and a10c. I am in the same situation as you, and I made my choice. I've done a roll back.

 

 

 

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Posted

I think it's what I an going to do especially that I have to beta test the MP version of the Gazelle campaign. Are you using the previews stable release ?

i9 9900k, 64 Go RAM, RTX 4090, Warthog HOTAS Throttle & Stick, Virpil AH64 collective, TPR rudder, MFD Cougar, Trackir 5 Pro, Multipurpose UFC, Alain Dufour's TEDAC and Oculus Rift S (when I want some VR),

http://www.twitch.tv/zarma4074 /  https://www.youtube.com/user/Zarma4074 

 

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Posted
Flight Control

 

Since your making a significant contribution with Moose, is it possible for you to get involved in the "Tester Version"? Grimes can he become a tester?

 

 

 

This request has been opened for follow up with sithspawn and Grimes. @Grimes, please consider this request.

 

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Posted
I think it's what I an going to do especially that I have to beta test the MP version of the Gazelle campaign. Are you using the previews stable release ?

 

 

 

Yes, I am using 1.5.3.52724. Stable version. Revert with dcs_updater update 1.5.3.52724.

 

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