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Posted

The laser code bug is fixed. No CTDs. I don't know if the bomb is tracking since I don't have means to test it.

 

Perhaps I'll fly in MP but somebody will have to guide me.

 

I'll ask ED for a hotfix for this issue.

"Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning."

"The three most dangerous things in the world are a programmer with a soldering iron, a hardware type with a program patch and a user with an idea."

Posted (edited)

Attached is a simple test mission with a script that will lase a group of 4 tanks, positioned in the centre of the abandoned airfield in front of you. Each time a target is destroyed it will automatically shift the laser spot to the next target. (To clarify, this mission uses the Black Sea map.)

 

Starting position is close-ish so you'll need to be fairly quick on the switches to set up for the attack. I haven't been able to test it with the M2000C as my game crashes as soon as I enable master-arm and select a GBU.

 

I've put the loadout as 4x GBU-12 to match the four targets. I also added an A-10C with 4x GBU-12s just to verify that the guidance actually worked. If you want to test with the A-10 you'll need to quickly select GBU-12 CCRP mode; waypoint should be on TARGETS which will place the bombs close enough to guide.

 

The script uses the Spot.createLaser() function to create the laser spot and is hard-coded to use 1688. (It also creates an IR spot, but shouldn't be relevant.) It also logs (to dcs.log) messages about which target is currently being lased if you want to verify it's running properly within the mission. (I like mTAIL for monitoring the logfile.)

Lase-Test.miz

Edited by nomdeplume
Adjust ROE/visibility to ensure AI units lasing the tanks isn't attacked
Posted
The laser code bug is fixed. No CTDs. I don't know if the bomb is tracking since I don't have means to test it.

 

Perhaps I'll fly in MP but somebody will have to guide me.

 

I'll ask ED for a hotfix for this issue.

 

if you need someone for MP i can do the A10c FAC :joystick:

SFMBE



Posted (edited)

Seems to work, BUT:

 

- Bomb latches only if you pickle it AFTER laser is on and lasing. If you release before laser is painting, it won`t recognize the laser.

 

- The CTD still persists upon choosing GBU`s, causes crash most of the time.

 

It might be of some help: I noticed that it crashes for me only with EFI (GBU12) if I select it right away after arming the system. If I Arm, choose MAG, then CAS (guns), then finally press EFI, it works like a charm. Doesn`t crash at all.

 

zerO

Edited by zerO_crash

[sIGPIC][/sIGPIC]

Posted
Attached is a simple test mission with a script that will lase a group of 4 tanks, positioned in the centre of the abandoned airfield in front of you. Each time a target is destroyed it will automatically shift the laser spot to the next target. (To clarify, this mission uses the Black Sea map.)

 

Starting position is close-ish so you'll need to be fairly quick on the switches to set up for the attack. I haven't been able to test it with the M2000C as my game crashes as soon as I enable master-arm and select a GBU.

 

I've put the loadout as 4x GBU-12 to match the four targets. I also added an A-10C with 4x GBU-12s just to verify that the guidance actually worked. If you want to test with the A-10 you'll need to quickly select GBU-12 CCRP mode; waypoint should be on TARGETS which will place the bombs close enough to guide.

 

The script uses the Spot.createLaser() function to create the laser spot and is hard-coded to use 1688. (It also creates an IR spot, but shouldn't be relevant.) It also logs (to dcs.log) messages about which target is currently being lased if you want to verify it's running properly within the mission. (I like mTAIL for monitoring the logfile.)

 

I tested it.

 

Killed the first tank

but missed all the others, probably flew too low for the bomb to reach them.

 

04108.307 INFO SCRIPTING: adding target: Unit #1

04108.307 INFO SCRIPTING: adding target: Unit #001

04108.307 INFO SCRIPTING: adding target: Unit #002

04108.307 INFO SCRIPTING: adding target: Unit #003

04108.307 INFO SCRIPTING: Laser code is: 1688

04110.983 INFO SCRIPTING: groupMarkingCallback(): marking target: Unit #1

04156.788 INFO SCRIPTING: groupMarkingCallback(): marked target no longer alive

04159.785 INFO SCRIPTING: groupMarkingCallback(): marking target: Unit #001

 

I will fly it tomorrow and will ask Prowler to help (he has A-10C).

"Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning."

"The three most dangerous things in the world are a programmer with a soldering iron, a hardware type with a program patch and a user with an idea."

Posted
I tested it.

 

Killed the first tank

but missed all the others, probably flew too low for the bomb to reach them.

 

 

 

I will fly it tomorrow and will ask Prowler to help (he has A-10C).

 

So any news on this?

Posted

Selecting bombs crashes the game

 

I got 2 rocket pods and 2 bombs in the loadout but when I tried to select a bomb the game crashes. Any idea why?

Posted

What are the bombs?

The only way to make sense out of change is to plunge into it, move with it, and join the dance.

"Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.."

https://ko-fi.com/joey45

 

Posted

Known bug. Has been fixed in Razbams' list of fixes that (hopefully) should be out in the next patch.

 

A work around for now is to select them right away once you take off. That way you don't have to waste more time flying to the tgt area and a crash to happen there.

[sIGPIC][/sIGPIC]

 

http://www.159thgar.com/

  • 2 weeks later...
Posted

Was doing some test to see what also on my side makes it crash and just came up with something odd, i tried to get all station empty and only load a single GBU on all station at a time and see if it works with only 1 station loaded, nothing on other stations ans discovered something odd, station 7 seems to be bugged, when you only load a single bomb, not matter what, i tried with a single GBU-12 and a single MK-82, when looking on F2 view, you clearly see the bomb on the station, but you get nothing on the PPA Panel, no loads at all, then i tried a single MK-82 on station 7 and a GNU-12 on station 3, then on the PPA all i see is EF1, no BL1 at all.

Posted
Was doing some test to see what also on my side makes it crash and just came up with something odd, i tried to get all station empty and only load a single GBU on all station at a time and see if it works with only 1 station loaded, nothing on other stations ans discovered something odd, station 7 seems to be bugged, when you only load a single bomb, not matter what, i tried with a single GBU-12 and a single MK-82, when looking on F2 view, you clearly see the bomb on the station, but you get nothing on the PPA Panel, no loads at all, then i tried a single MK-82 on station 7 and a GNU-12 on station 3, then on the PPA all i see is EF1, no BL1 at all.

I'll check, but this is a different bug.

"Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning."

"The three most dangerous things in the world are a programmer with a soldering iron, a hardware type with a program patch and a user with an idea."

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