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B24 and COOP Bombing with Fragmentation Bombs
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Experiencing issue with all bombloads not just Fragementation bombs when the drop type is set to TRAIN and the number of bombs selected for drop is less than the full bombload. SEE THIS THREAD for update. In COOP mode, I discovered the following issue. Issue Detail: Host was the pilot and at LEAST one other human is in the aircraft manning the bombing station. LOAD-OUT: 16x20 Fragmentation Bombs Assume the bomber has the sight configured correctly. During the Bombsight Automation ON event, the messages "Bombs Away" is displayed on the screen but the bombs do NOT drop. All other load-outs seem to work. If only ONE human occupies the plane in COOP MODE and does the bombing, the 16x20 Fragmentation Bombs release as expected. In SINGLE PLAYER MODE the 16x20 Fragmentation Bombs release as expected. Tried this in Pairs and Salvo mode. |
Coop NTRK Track Issue
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Player 1 is the HOST
Player 2 (ME) joins his plane. I happen to be in the bomber position. Player 2 begins NTRK recording during the mission countdown. Mission continues as normal, etc. Stop recording... When playing back this NTRK file, the origin for Player 2 is never established and the camera at the start of track playback is stuck at the aircraft spawn point. NTRK track attached. |
DS Server crashes
2x almost exactly same error as above: Ds Completely locks up, needs exit to stop java.lang.NullPointerException at com.maddox.il2.objects.weapons.Bomb.start(Bomb.jav a:774) at com.maddox.il2.objects.weapons.BombM26A2.doFireCon taineds(BombM26A2.java:265) at com.maddox.il2.objects.weapons.BombM26A2.interpola teTick(BombM26A2.java:37) at com.maddox.il2.engine.InterpolateAdapter.msgTimeOu t(InterpolateAdapter.java:174) at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOu t.java:73) at com.maddox.rts.Message._send(Message.java:1217) at com.maddox.rts.Message.sendToObject(Message.java:1 191) at com.maddox.rts.Message.sendTo(Message.java:1134) at com.maddox.rts.Message.trySend(Message.java:1115) at com.maddox.rts.Time.loopMessages(Time.java:252) at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101) at com.maddox.il2.game.DServer.loopApp(DServer.java:1 83) at com.maddox.il2.game.Main.exec(Main.java:439) at com.maddox.il2.game.DServer.main(DServer.java:436) Exception in thread "main" java.lang.OutOfMemoryError |
Hello,
B-24D-140-CO - The smoke outlet of the left engines is correct, but the smoke outlet of the right motor is reversed. Better is : _Engine3EF_01 <BASE> _Engine3EF_02 <BASE> 0 0.924407 -0.381407 -1 0 0 0 0.462357 0.886694 -0.0109 1.87378 -0.60529 0 0.924407 -0.381407 -1 0 0 0 0.462357 0.886694 -0.0109 1.87378 -0.60529 _Engine4EF_01 <BASE> _Engine4EF_02 <BASE> 0 0.924407 -0.381407 -1 0 0 0 0.462357 0.886694 -0.0148001 1.97738 -0.5033 0 0.924407 -0.381407 -1 0 0 0 0.462357 0.886694 -0.0148001 1.97738 -0.5033 - The rear gunner is killed but his guns continue to fire ... |
Duly noted, thanks.
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Update to 16x20 Frag Bomb Issue
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I'm working on providing some tracks but have new information.
Please read carefully as I believe there is a new problem. But assume this is a "chapter two" of the previous post located here: http://forum.1cpublishing.eu/showpos...7&postcount=78 I was very careful in this testing. With the 16x20 Bomblets... the second set of train bombs released wtihout any input from either player. It's just WEIRD. There is a track attached with commentary. Player1 = Host / Bombardier Player2 = Pilot Connection: LAN. No I mean it. Literally two computers within feet from each other. Start of mission, Player2 engages level autopilot. (also tested with the player just turning over control to copilot) Player1 gets in CO-PILOT seat. Player2 hands CO-PILOT control (full) to Player1. Player one sets up the plane for a successful bomb run. Player2 engages level autopilot. Player1 takes back full control of the airplane (but does not touch anything FOR THE REMAINDER OF THE TEST). Player2 gets in bombardier position. Assume Player2 configures sight correctly. Player2 configures salvo, 8 bombs (half), 500ms delay. Player2 adjusts course by commanding C1 Autopilot and correct controls. Player2 opens bomb bay doors. Player2 enables Bomb Automation. Scenario CONSTANT: 8 racks seem to release correctly (different result from previous testing where NOTHING was released given the same circumstances). Now, the following two variations happen over 8 tests... EITHER Scenario Variation 1: Player2 then directs the plane with Turn Left/Right control to second target. Assume Player2 configures sight correctly. Player2 configures salvo, 8 bombs (the rest or "all"), 500ms delay. C1 Autopilot is still on from first run; bomb bay doors are still open. Player2 enables Bomb Automation. Bombs Away appears as a message on the screen. But bombs do NOT release. Scenario Variation 2: Player2 sits and enjoys first bomb run and the second set of 8 bombs mysteriously just DROPS for no reason about 15 seconds later. Um... Attached is the NTRK. |
Is that right?
USAAF AVG squadrons default skins. http://s020.radikal.ru/i706/1506/a2/42ce543bd280.jpg |
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About the memory issue when playing big map with a lot of AIs, planes, moving columns of tanks/trucks and static objects:
Try this http://www.sas1946.com/main/index.php?topic=16403.0 I use it since the 2.3.0 version on stock Dedicated Server and Client. My old rig µP: Athlon 64x2 2.2 GHz RAM: 2 GB DDR2 OS: XP Home SP3 I run both every day online 4.13RC04m DS + Client + TS3 Server + Client + TrackIR + Stats. If you don't use IL2 Selector you can't join. The stocks version don't allow enough memory for heavy missions... It's an old problem... |
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the v4.12.2 DF server worked perfect with heavy missions without modding the exe. the java mamory error with v4.13 is being looked into so no need to panic ...............yet :) |
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