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Posted (edited)

@ ED Development team and moderators,

 

Please try to evaluate the possibility to fix BUG 1, BUG 4, BUG 8 and BUG 11 in the list of the first post. These bugs are blocking end-user lua scripts to function properly and are ruining the experience for the end users.

 

For those acknowledging these bugs, please reply and verbose the urgency. I am not sure ED understands what is the blocking factor on these. I mean, some of these are present since the intro of DCS 1.5.0!!!

 

Grimes cannot help here, it is up to the ED development team. Please try to communicate how these can and will be fixed. If i can help in any way, i will!!!

The question has been asked politely, and we hope we can get a polite but reliable answer from the ED team. Don't let us in the cold like this.

 

thank you in advance,

Sven

Edited by FlightControl
  • Like 1

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Posted
Attention to this would be greatly appreciated.

 

+1.

 

Suggestion: put the fixed bug in the first post into a spoiler, to help readability.

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The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously.

  • ED Team
Posted

Grimes can help you buy reporting these bugs to ED, from there ED will prioritize. That is the best we can do.

 

 

@ ED Development team and moderators,

 

Please try to evaluate the possibility to fix BUG 1, BUG 4, BUG 8 and BUG 11 in the list of the first post. These bugs are blocking end-user lua scripts to function properly and are ruining the experience for the end users.

 

For those acknowledging these bugs, please reply and verbose the urgency. I am not sure ED understands what is the blocking factor on these. I mean, some of these are present since the intro of DCS 1.5.0!!!

 

Grimes cannot help here, it is up to the ED development team. Please try to communicate how these can and will be fixed. If i can help in any way, i will!!!

The question has been asked politely, and we hope we can get a polite but reliable answer from the ED team. Don't let us in the cold like this.

 

thank you in advance,

Sven

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Posted
Grimes can help you buy reporting these bugs to ED, from there ED will prioritize. That is the best we can do.

 

They are and have been reported for quite some time. On numerous occasions I have posted reminders in relevant threads or updated the bug reports to try and get them prioritized.

The right man in the wrong place makes all the difference in the world.

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Posted
They are and have been reported for quite some time. On numerous occasions I have posted reminders in relevant threads or updated the bug reports to try and get them prioritized.

 

Thanks Grimes. Your attention is greatly appreciated.

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

Posted
+100

 

We in TAW are using the AirBasePolice class to prevent cowboy pilots from taking off on the taxiway.

 

This is a VERY AWESOME function that we REALLY want to use, so please ED, help us fix this!

 

I will second this!

 

It's a very good feature that we need, it will literally save lives, how can anyone not want to support such a cause! :thumbup:

Posted
They are and have been reported for quite some time. On numerous occasions I have posted reminders in relevant threads or updated the bug reports to try and get them prioritized.

 

Hello Grimes and Sithspawn, thanks for your replies.

 

So, it seems highly likely that the fixes for these type of errors will not happen before the release of 2.5. The ED team would like to focus on the finalization of the merge of 1.5 and 2.0, and thus, will not focus too much on bug solving at this time, fixing these kind of errors.

 

This is a very valid explanation and I understand why this decision is taken. We'll wait until version 2.5 gets released and we'll await then also the bug solves. Please confirm if the assumption is correct.

 

Note however, that bug 11 added to the list, is a DIFFERENT kind of error. Grimes, i suggest you have a look at why a UNIT (with skill client and logged into the system remotely), cannot be destroyed by calling Unit:destroy()

 

If useful I'll make a separate post of this error.

 

Sven

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Posted (edited)
Hello Grimes and Sithspawn, thanks for your replies.

 

So, it seems highly likely that the fixes for these type of errors will not happen before the release of 2.5. The ED team would like to focus on the finalization of the merge of 1.5 and 2.0, and thus, will not focus too much on bug solving at this time, fixing these kind of errors.

 

This is a very valid explanation and I understand why this decision is taken. We'll wait until version 2.5 gets released and we'll await then also the bug solves. Please confirm if the assumption is correct.

 

Note however, that bug 11 added to the list, is a DIFFERENT kind of error. Grimes, i suggest you have a look at why a UNIT (with skill client and logged into the system remotely), cannot be destroyed by calling Unit:destroy()

 

If useful I'll make a separate post of this error.

 

Sven

The function clearly states it is not usable in multiplayer, but I guess you've already seen that. Can you force the Player Leave Unit event - (does this place him back in selection screen?), and then perform the destroy function on the unit?

Edited by Panhead
Posted
The function clearly states it is not usable in multiplayer, but I guess you've already seen that. Can you force the Player Leave Unit event - (does this place him back in selection screen?), and then perform the destroy function on the unit?

 

Sorry panhead, i cannot follow your statement. You can force a player to go back to spectators. That process worked before.

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Posted

Hi Flight, you sure about Bug #3? You feed the parking spot through the airplane data, i'm sure you're aware of that. You gotta do it right though, what happens to spots already taken i'm not sure since the last update. In the past i've seen AI planes spawn on players though. Not very healthy for either one.

-

If man were meant to fly he'd be filled with helium.

Posted
Hi Flight, you sure about Bug #3? You feed the parking spot through the airplane data, i'm sure you're aware of that. You gotta do it right though, what happens to spots already taken i'm not sure since the last update. In the past i've seen AI planes spawn on players though. Not very healthy for either one.

 

In moose. I copy the complete exact template as described in the mission editor to spawn objects. I just cannot get it spawned at the parking spot as defined in the mission editor.

 

If you think the bug report #3 is incorrect, please prove with an example mission.

 

Sent from mTalk on Windows 10 mobile

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Posted (edited)

Sure, when i have a minute to spare i'll create a mission.

 

E: It seems to work 'under certain conditions', i've seen this work properly. Meaning usually they get a random parking spot on spawning. So the 'bug' is there alright.

Edited by Coug4r

-

If man were meant to fly he'd be filled with helium.

Posted
@ ED Development team and moderators,

 

Please try to evaluate the possibility to fix BUG 1, BUG 4, BUG 8 and BUG 11 in the list of the first post. These bugs are blocking end-user lua scripts to function properly and are ruining the experience for the end users.

 

For those acknowledging these bugs, please reply and verbose the urgency. I am not sure ED understands what is the blocking factor on these. I mean, some of these are present since the intro of DCS 1.5.0!!!

 

Grimes cannot help here, it is up to the ED development team. Please try to communicate how these can and will be fixed. If i can help in any way, i will!!!

The question has been asked politely, and we hope we can get a polite but reliable answer from the ED team. Don't let us in the cold like this.

 

thank you in advance,

Sven

Yes ED please fix these! :thumbup:

Posted
It's quite minor, but could we add the fact that the AI never goes to the selected parking spot after landing?

 

Yes, that is a good one. I'll add it.

Actually, i'll revise the table a bit, there are also some other errors that need tracking also. Like the initialization script option not working.

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Posted
Sure, when i have a minute to spare i'll create a mission.

 

E: It seems to work 'under certain conditions', i've seen this work properly. Meaning usually they get a random parking spot on spawning. So the 'bug' is there alright.

 

Thanks Coug4r,

 

Am very interested in the method to follow, how to get the right parking spot on spawning. If there is a trick to follow please explain what the trick is. Happy to delete the error and we can explain what tricks we need to do as the solution or workaround.

 

Sven

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  • ED Team
Posted
They are and have been reported for quite some time. On numerous occasions I have posted reminders in relevant threads or updated the bug reports to try and get them prioritized.

 

Good to know, then there isnt much else we can do but wait and see.

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Posted

We (STP) would really like to use the AibasePolice along with other framework-functions to improve the enduser experience in dcsworld.

As these are depending on the above mentioned dcsworld functions, fixing these bugs would be greatly appreciated.

  • 3 weeks later...
Posted

ME bugs

 

+1

Mission editor bugs are off putting for mission designers. It's so time consuming to track down and make work arounds for bugs and inconsistencies which prevent things working the way they should.

Mission design is a major component of DCS. Without the ability to design missions effectively, DCS is meaningless regardless of how great the aircraft and environment are.

Please, please please fix the bugs so we can get to work on the missions this amazing simulator should be more than capable of running.

Posted (edited)

+1 to some critical ME bug fixes that block community extension to the DCS World environment.

 

I realise that some of them are part of an 'interim stage' of development that shouldn't be fixed in the current versions. This doesn't take away the implications of the effects of the "bridging" builds we've had and how long this bridging period should last for. If we look at the length of time that said bridging builds have been around, their effect on community stability, addition to confusion and constraint of extensions, the impact of this state of affairs has a widespread feel and sets us back in development of the entire DCSW environment, so these are not JUST BUGS, they are collective symptoms and blockers to the entire game, given the impact fixes will have once a clear path is set for community developers. Abandoned scripts litter this game, we need to keep the gifted members of the community less stressed and more contributory.

Edited by Pikey
typo

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