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Posted (edited)
I noticed that SAMs often get stuck in reloading and hence become useless. Observed in SA-13, SA-8 and SA-9 in MP. Others are likely also affected.
 
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no TRK yet, since this occurs on large MP server (Contention) with lot's of despawning/respawning.
Edited by okopanja
  • Like 1
Posted
Just now, Flappie said:

Hey @okopanja !

Did you leave the vehicle and then return? or did you stay the whole time?

At least one where I entered was in original state before I entered and shot like 4-5 minutes on it's own. After getting into this state they do not fire anymore even as AI.

All client tracks I have are fairly large, and I am not sure which one was the one not touched by me or other players.

On tacview I can see that objects get de-spawned and respawned over time. This is puzzling me, since they should technically be separate objects, but the state persists (it may have to do with mission scripts)

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Posted (edited)

Since you suspect the mission scripts, I can use the mission to try and reproduce the bug.

I found the server, I'll check.

Edited by Flappie

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Posted (edited)

tried to replay as server results in crash as in screenshot.

This error means they used non-sanitized lua environment to interact from mission editor scripts with local filesystem.

Meanwhile I uploaded trk files here:

https://drive.google.com/drive/folders/1sWUguBPYF0sQRcm0d7k1MHACej9NPISb?usp=sharing

Likely not usable, I have to interrupt now. I will try to check with guy who runs the server if he can upload trk from server side...

 

Edited by okopanja
  • Thanks 1
Posted

I extracted the mission from my MP track, and here's the deal: when the init script cannot be run (because it's on the original server), no SAM units are spawned. I can't reproduce the bug in these conditions.

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  • 1 year later...
Posted

I found out that HQ-7 suffers from this bug in slightly different way.

The workaround from above can be applied to it and afterwards the units can be driven. However the unit starts the reload that takes over a million seconds?

Essentially it becomes useless until the end of session.

Can some developer please check if the reload time is messed up? Might be a low handing fruit to fix.

 

Posted

(I will provide the track in the afternoon).

But steps to reproduce are roughly:

1. engage 4 targets to spend full missile load

2. go to reload point

3. you get million seconds reload time.

Posted

I tried your track and it worked just fine: the HQ-7 missile is fired, I am then switched to the MiG-29 cockpit, then back in the HQ-7 and there are 3 missiles left.

Are you able to reproduce the issue if you replay this track?

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Posted
1 hour ago, Flappie said:

I tried your track and it worked just fine: the HQ-7 missile is fired, I am then switched to the MiG-29 cockpit, then back in the HQ-7 and there are 3 missiles left.

Are you able to reproduce the issue if you replay this track?

After this I triggered the reload by moving the HQ-7 to Ural, and they I got 1 milion seconds reload time.

Posted

Strange will re-check and update you.

Maybe I submitted wrong trk. 

The idea was to fire one missile and then get to the track with intermediate sudden jump to another module (was trying trigger 1s).

Meanwhile I think I kind of figured out why the 1M seconds. 

I scanned the lua environment and found out the following for the particular HQ-7 unit from the mission:

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Also I noticed that virtually all ships have this reload time, which is approx 11.5 days. 

My suspicion is that the HQ-7 was created from one of the naval SAMs, which also had this value and someone simply forgot to update it to the more meaningful value.

Still there maybe another place with this value, since we get "slightly" larger value than 1M.

  • Thanks 1
Posted

No problem: I've just been able to reproduce the bug in a SP mission. 👍 Issue reported.

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Nice investigation, I'll add your findings to the report.

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