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Posted (edited)

(Posting a link to this threas in the Heatblur F-14 section as well, because I don't know who's responsibility this is)

 

Overview:

In multiplayer, when spawning on the supercarrier, the client F-14s take up more space than they should. The first player always spawns on point 5 (I have no idea why the sixpack spawn points 1-4 is ignored in MP). But instead of spawning on point 6, the next Tomcat spawns on 7, then point 9, and so on. Hornets spawn 5, 6, 7, 8, 9, 10 etc as expected. 

 

One might think the Tomcat is too large to fit two next to each other. However, that's not the case, since all AI Tomcats will spawn as expected, and they can clearly fit in there.

 

A possibility is that the game tests availability by checking if the aircraft collision box would fit in the spawn position. Maybe the game is using the collision box for Tomcats with un-swept wings instead of swept, which is wrong, since Tomcats always have swept wings when spawning. Still strange that it works for AI but not for clients though.

 

Repro 1:

1. Launch a server in MP

2. Spawn one client Tomcat (will spawn at 5)

3. Spawn another client Tomcat (will spawn at 7, which is wrong)

 

Repro 2:

1. Lauch a server in MP

2. Spawn one AI Tomcat (will spawn at 5)

3. Spawn another AI Tomcat (will spawn at 6, as intended)

 

Remarks:

1) The bug is severe for multiplayer, since a mixed package of Hornets and Tomcats will only be able to spawn a few aircraft before the deck is full. We have been forced to spawn Tomcats hot on the catapult instead, which isn't what we want.

 

2) If you spawn a Hornet and then a Tomcat (or a Tomcat, then a Hornet), the same bug occurs. So two Tomcats are not strictly necessary for the repro. If one (1) or more Tomcats are involved, it breaks.

 

Tracks and miz:

Tracks attached. Note that the Human track plays a little weird. It spawns the first player (me) at the sixpack (like it would in SP), instead of at point 5 (which is where I actually spawned when we recorded the track). Still, then next client spawns at point 7, so it still shows the bug.

 

The F-14_SpawningBug_AI_Delayed.miz file spawns the AI with 5 second intervals instead of being spawned at mission start, to make it as similar to client spawning as possible.

 

Also attached the .miz files for easy testing.

 

047B1F33-869F-4357-9EBF-69E4BA2B2A83.png

F-14_SpawningBug_MP_AI_WorksAsIntended.trk F-14_SpawningBug_MP_Humans_Bugged.trk F-14_SpawnBug_AI_Delayed.miz F-14_SpawnBug_Human.miz F-14_SpawnBug_AI.miz

Edited by Bankler
Added tracks and mission files
  • Like 7
Posted

this may have been to fix the desynced wing sweep bug it had a while back, where joining an F-14 in the RIO seat would cause the wings to instantly unsweep and hit the plane next to you.

Posted
4 hours ago, 9thHunt said:

this may have been to fix the desynced wing sweep bug it had a while back, where joining an F-14 in the RIO seat would cause the wings to instantly unsweep and hit the plane next to you.

It has been like this long before that actually. But yeah, I assume it's connected to the wing sweep functionality in one way or another.

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