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Warehousing and weapons - user-unfriendly


philstyle

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This image shows what happens to the weapons availability at an airfield every time ED puts out a new patch with changes to the weapons.

1. Updated weapons default back to 100 availability, ruining any attempt by mission makers and hosts to stick to custom weapons sets (especially important for creating historically-based limitations)
2. New weapons get added which populate the top of the list. These remain un-named until we do a bit of jiggery pokery to effectively reset the whole warehousing at that base, which requires a couple of mission saves and re-loads.

Now, this isn't a problem for people who host missions with 1 or 2 bases or people who don't care about weapons availability. But for those of us who do or did, this can require 30+ minutes per mission to "fix" per patch (each airfield having to be checked and updated). I've hosted playlists of 15 to 20 missions before, meaning that a single patch resulted in the loss of 8 hours of my time to go through and correct all this induced drag.

A the risk of being accused of being poisonous some more, this is a massive disincentive to hosting complex and sophisticated missions. I know I am not the first to give up due to this (and other) aspect that put time barriers in the way of sophisticated mission design and push us all back in the direction of banal/ same-same copy-cat missions.

 

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Edited by philstyle
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On YouTube: https://www.youtube.com/philstylenz

Storm of War WW2 server website: https://stormofwar.net/

 

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Likely another year in the "to be raised" pile, then 2 or 3 years languishing in the "I did ask, but nothing's happened" pile, followed by potentially being fixed in 5 minutes, or more languishing in the "shove it underneath the carpet along with the Sabre guns and the Dora engine bug reports" pile.

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Crazy that this is still a problem.

 

We got around this by using the payload restriction feature on each individual aircraft, leaving the airfields/carriers/FARPS set to unlimited.  For our purposes, we just wanted to restrict weapons to a certain time period, so that worked well (albeit with a significant time investment to retrofit missions).  If the design intent is to limit munitions availability or simulate logistics, then yeah, there's no getting around this super-irritating bug.

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Early Cold War Servers

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I think this was reported four or five years ago but I can't be bothered to find the post, it was extremely taxing when we had OB updates weekly that tended to introduce new weapons almost every patch.

And a post by Grimes indicating that this has been going on since FC3 added the warehouse system.

So I guess I do care enough to look up the old posts but only a couple of them.  But now I'm frustrated again about it.

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Does the "already reported" mean that ED already know about this? 
Was this previously fixed but has now resurfaced?

I am a bit lost with this bug... It is a massive time waste for customers to deal with, and maybe ED thinks it is not an issue any more. . . 


 


Edited by philstyle
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On YouTube: https://www.youtube.com/philstylenz

Storm of War WW2 server website: https://stormofwar.net/

 

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  • 3 weeks later...
On 2/11/2022 at 8:50 AM, philstyle said:

Does the "already reported" mean that ED already know about this? 
Was this previously fixed but has now resurfaced?

I am a bit lost with this bug... It is a massive time waste for customers to deal with, and maybe ED thinks it is not an issue any more. . .

Hi Phil. A first bug was fixed in mid-2021, but then another similar issue showed up. It's reported and we're waiting for a fix.

Don't accept indie game testing requests from friends in Discord. Ever.

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