kaba Posted December 22, 2024 Posted December 22, 2024 Mission 1, supercarrier deck crew enabled, after player takeoff 2 hornets and 1 tomcat (all AI) land. The 2 hornets block the deck and the tomcat cannot taxi out of the landing area. Subsequent AI have to wave off their landings, player never gets signal charlie (and besides couldn't land anyway because of the foul deck)
Sandman Simulations Posted December 22, 2024 Posted December 22, 2024 1 hour ago, kaba said: Mission 1, supercarrier deck crew enabled, after player takeoff 2 hornets and 1 tomcat (all AI) land. The 2 hornets block the deck and the tomcat cannot taxi out of the landing area. Subsequent AI have to wave off their landings, player never gets signal charlie (and besides couldn't land anyway because of the foul deck) Hi, Thank you for reporting. I'll take a look. At the moment I suggest to dissable the taxi director as it seems that some new stuff gets broken after every update. No matter if it works when submitting the patch to ED it might get broken after that. I think the problem might be statics on the deck. That kind of problem should get fixed by ED so I'm not sure if it's worth to remove all the statics before that or to make all AI to despawn immediately after landing.
Sandman Simulations Posted December 22, 2024 Posted December 22, 2024 3 hours ago, kaba said: Mission 1, supercarrier deck crew enabled, after player takeoff 2 hornets and 1 tomcat (all AI) land. The 2 hornets block the deck and the tomcat cannot taxi out of the landing area. Subsequent AI have to wave off their landings, player never gets signal charlie (and besides couldn't land anyway because of the foul deck) Checked and just as you said. After the second landing two Hornets stuck on the deck with the director enabled. I think it can happen even after the first landing depending if they get into the pattern before the player. The mission works fine with the director disabled. As I don't like the empty deck with no statics at all so it might be the only option to despawn all the landing AI right after they have stopped. Not very immersive either. I already made the patch for the issue for mission 4 but now I'm thinking is it really worth of it. Even if the director is quite a nice feature when working correctly It's one pita to make the missions designed before the director era to work perfectly with the it at least for now as all the updates change the behavior. The director also changes the taxi, launch and recovery order from what it was designed in the first place. It's usually not a problem in the missions where there is not many AI launching or recovering at the same time with the player. I need to think about this.
kaba Posted December 22, 2024 Author Posted December 22, 2024 2 hours ago, Sandman Simulations said: Checked and just as you said. After the second landing two Hornets stuck on the deck with the director enabled. I think it can happen even after the first landing depending if they get into the pattern before the player. The mission works fine with the director disabled. As I don't like the empty deck with no statics at all so it might be the only option to despawn all the landing AI right after they have stopped. Not very immersive either. I already made the patch for the issue for mission 4 but now I'm thinking is it really worth of it. Even if the director is quite a nice feature when working correctly It's one pita to make the missions designed before the director era to work perfectly with the it at least for now as all the updates change the behavior. The director also changes the taxi, launch and recovery order from what it was designed in the first place. It's usually not a problem in the missions where there is not many AI launching or recovering at the same time with the player. I need to think about this. Thanks for looking into it so quickly. I would personally rather no statics and active directors. But appreciate that might not be to everyone's tastes...if it even fixes the issue. I'll disable the directors for later missions if needed. for now I skipped M01 and moved to M02. The issue didn't re-occur on M02.
draconus Posted December 22, 2024 Posted December 22, 2024 I'd like to keep the new directors too if only possible. 1 Win10 i7-10700KF 32GB RTX4070S Quest 3 T16000M VPC CDT-VMAX TFRP FC3 F-14A/B F-15E CA SC NTTR PG Syria
Sandman Simulations Posted December 23, 2024 Posted December 23, 2024 (edited) 11 hours ago, kaba said: Thanks for looking into it so quickly. I would personally rather no statics and active directors. But appreciate that might not be to everyone's tastes...if it even fixes the issue. I'll disable the directors for later missions if needed. for now I skipped M01 and moved to M02. The issue didn't re-occur on M02. 6 hours ago, draconus said: I'd like to keep the new directors too if only possible. I agree, I would like the taxi director to work too. At the moment, it functions without issues in most tasks. So you can use it but there might be some issues. However, the DCS development version is updated approximately every other day, and currently, every update includes changes related to the taxi director. A large portion of these changes alters much more than what ED intended to happen. For this reason, there is no guarantee that a fix addressing a specific issue will still work two days later. Understandably, it is also not feasible to test every detail after every update, which inevitably leads to fixes being released that no longer address the problem. I know this is far from ideal, but campaign creators have no control over this. Most of the issues currently occurring (aircraft not taxiing to the catapult, getting stuck, etc.) should be resolved by ED. I am trying to come up with solutions that won’t stop working immediately after release. The easiest option would, of course, be to remove all AI aircraft and static units from the flight deck, but in my opinion, an empty flight deck significantly kills immersion. Edited December 23, 2024 by Sandman Simulations 1
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