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#1
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have found the following issues, maybe not bugs but I thought it was worth mentioning:
1, U2VS has lost its flare load outs, this means any older missions made before 413.3 will now have an empty default U2VS in the mission, so no flares. U2LNB has that load out so the simple short term fix is for the mission builder/user to use FMB to change the planes name in the mission and problem solved. perhaps this can be reintroduced in an upcoming hot fix etc. 2. U2Vs has skis based on using a winter map, quite nice if your on a snowy runway but on a long concrete runway it is not needed. U2LNB does not have skies so no problems there. I have also noticed this with the new Bf110 planes; there is a load out for the C4B variant that has AB 250 cluster bombs, none of the Bf110E and F planes has them, yet they have a quite varied load out of other types of bombs. SB series, if a mission was made using the earlier SB with oval engines it had underwing racks, now that it does not, any older missions made carrying cluster bomb pods etc will have to be re done. |
#2
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Hello, not a bug, maybe only a refuse (or possibly I'm wrong):
in I-153M63 skin folder there is a custtomization file with cecksum references, but not skin, nor a void btw, thank you for new default skins in mig, I-153 ecc... ![]() |
#3
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I think it's either just missing the Void.bmp skin, or you can use the other I-153 void for this one. the customization file is there for the internalized skins in the *.sfs file and should be there.
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#4
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So if you create a mission with a TestRunway* and a Lerch targeting the runway you can not unchock your plane. It is stuck there.
*also, applies to ships. Don't judge if a mission builder wants to make a Lerche mission taking off from a boat, please, that's beside the point. ![]() Last edited by Tolwyn; 02-04-2017 at 05:46 PM. |
#5
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well, just for kicks i put the u2vs with skies on a frozen lake bed attached to stationary runway 4, spawned with a high nose up skis hanging in the air, hit chocks and bammo it fell into the other plane tucked in behind it. got rid of the stationary runway and it works fine except as always wingman isnt behind you as there is no runway.
i also tried an improvised field using just the runway grass sections in the objects menu, for a single player it will work great, for a pair or more not going to work as planes spawn away from each other, use stationary runway 4 and acts as aircraft carrier so landing planes will de spawn. was wanting to create rough partisan built strip etc, problem is ai wont land on them as no white runway marker to link them to it. single player one plane no problem. not a bug but a fmb tweak, perhaps a short version of stationary runway 4 cut in half would work fine. |
#6
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For your mission, I think you want to use the Static Aircraft spawn, with taxi-to-takeoff icons (even if just one or two). Give me a second to post an example mission you can use.
You can use the static aircraft spawn points to place the aircraft in any configuration. I'll post a couple different varieties. Try this one first (no testrunway needed) Code:
[MAIN] MAP Net2Winter/load.ini TIME 12.0 CloudType 0 CloudHeight 1000.0 player r0100 army 1 playerNum 0 [SEASON] Year 1940 Month 6 Day 15 [WEATHER] WindDirection 0.0 WindSpeed 0.0 Gust 0 Turbulence 0 [MDS] MDS_Radar_SetRadarToAdvanceMode 0 MDS_Radar_RefreshInterval 0 MDS_Radar_DisableVectoring 0 MDS_Radar_EnableTowerCommunications 1 MDS_Radar_ShipsAsRadar 0 MDS_Radar_ShipRadar_MaxRange 100 MDS_Radar_ShipRadar_MinHeight 100 MDS_Radar_ShipRadar_MaxHeight 5000 MDS_Radar_ShipSmallRadar_MaxRange 25 MDS_Radar_ShipSmallRadar_MinHeight 0 MDS_Radar_ShipSmallRadar_MaxHeight 2000 MDS_Radar_ScoutsAsRadar 0 MDS_Radar_ScoutRadar_MaxRange 2 MDS_Radar_ScoutRadar_DeltaHeight 1500 MDS_Radar_HideUnpopulatedAirstripsFromMinimap 0 MDS_Radar_ScoutGroundObjects_Alpha 5 MDS_Radar_ScoutCompleteRecon 0 MDS_Misc_DisableAIRadioChatter 0 MDS_Misc_DespawnAIPlanesAfterLanding 1 MDS_Misc_HidePlayersCountOnHomeBase 0 MDS_Misc_BombsCat1_CratersVisibilityMultiplier 1.0 MDS_Misc_BombsCat2_CratersVisibilityMultiplier 1.0 MDS_Misc_BombsCat3_CratersVisibilityMultiplier 1.0 [RespawnTime] Bigship 1800 Ship 1800 Aeroanchored 1800 Artillery 1800 Searchlight 1800 [Wing] r0100 [r0100] Planes 3 Skill 1 Class air.U_2VS Fuel 65 weapons default spawn0 1_Static spawn1 2_Static spawn2 0_Static [r0100_Way] TAKEOFF_005 24615.66 15875.12 0 0 &0 TRIGGERS 0 0 20 0 TAKEOFF_005 24614.47 15907.22 0 0 &0 TRIGGERS 0 0 20 0 TAKEOFF 24546.78 16399.13 0 0 &0 NORMFLY 24469.57 21675.51 500.00 120.00 &0 NORMFLY 22785.32 19361.80 500.00 120.00 &0 NORMFLY 24673.72 17898.72 200.00 110.00 &0 LANDING_104 24739.97 16810.40 0 0 &0 [NStationary] 0_Static vehicles.planes.Plane$U_2VS 1 24563.22 15817.90 300.00 0.0 null 1 1.0 null 1 1_Static vehicles.planes.Plane$U_2VS 1 24621.53 15799.54 270.00 0.0 null 1 1.0 null 1 2_Static vehicles.planes.Plane$U_2VS 1 24666.71 15825.38 255.00 0.0 null 1 1.0 null 1 [Buildings] [Bridge] [House] Quote:
Last edited by Tolwyn; 02-04-2017 at 07:24 PM. |
#7
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The second example utilizes the testrunway.
I've found you need the testrunway to landing properly and despawn of AI craft (you certainly don't need this for all HUMAN flights): (the testrunway is one of the AREA-based runways, not one that has a raised cement or whatever). They show up as a red-colored area). Code:
[MAIN] MAP Net2Winter/load.ini TIME 12.0 CloudType 0 CloudHeight 1000.0 player r0100 army 1 playerNum 0 [SEASON] Year 1940 Month 6 Day 15 [WEATHER] WindDirection 0.0 WindSpeed 0.0 Gust 0 Turbulence 0 [MDS] MDS_Radar_SetRadarToAdvanceMode 0 MDS_Radar_RefreshInterval 0 MDS_Radar_DisableVectoring 0 MDS_Radar_EnableTowerCommunications 1 MDS_Radar_ShipsAsRadar 0 MDS_Radar_ShipRadar_MaxRange 100 MDS_Radar_ShipRadar_MinHeight 100 MDS_Radar_ShipRadar_MaxHeight 5000 MDS_Radar_ShipSmallRadar_MaxRange 25 MDS_Radar_ShipSmallRadar_MinHeight 0 MDS_Radar_ShipSmallRadar_MaxHeight 2000 MDS_Radar_ScoutsAsRadar 0 MDS_Radar_ScoutRadar_MaxRange 2 MDS_Radar_ScoutRadar_DeltaHeight 1500 MDS_Radar_HideUnpopulatedAirstripsFromMinimap 0 MDS_Radar_ScoutGroundObjects_Alpha 5 MDS_Radar_ScoutCompleteRecon 0 MDS_Misc_DisableAIRadioChatter 0 MDS_Misc_DespawnAIPlanesAfterLanding 1 MDS_Misc_HidePlayersCountOnHomeBase 0 MDS_Misc_BombsCat1_CratersVisibilityMultiplier 1.0 MDS_Misc_BombsCat2_CratersVisibilityMultiplier 1.0 MDS_Misc_BombsCat3_CratersVisibilityMultiplier 1.0 [RespawnTime] Bigship 1800 Ship 1800 Aeroanchored 1800 Artillery 1800 Searchlight 1800 [Wing] r0100 [r0100] Planes 3 Skill 1 Class air.U_2VS Fuel 65 weapons default spawn0 1_Static spawn1 2_Static spawn2 0_Static [r0100_Way] TAKEOFF_005 21028.16 19406.25 0 0 &0 TRIGGERS 0 0 20 0 TAKEOFF 19944.79 19398.64 0 0 &0 NORMFLY 17603.50 19387.74 500.00 120.00 &0 NORMFLY 19490.34 23023.14 500.00 120.00 &0 NORMFLY 23811.19 19389.30 500.00 110.00 &0 LANDING_104 21370.38 19407.00 0 0 3_Static 0 &0 [NStationary] 0_Static vehicles.planes.Plane$U_2VS 1 21126.08 19406.10 180.00 0.0 null 1 1.0 null 1 1_Static vehicles.planes.Plane$U_2VS 1 21072.81 19407.09 180.00 0.0 null 1 1.0 null 1 2_Static vehicles.planes.Plane$U_2VS 1 21098.46 19406.79 180.00 0.0 null 1 1.0 null 1 3_Static ships.Ship$RwyTranspWide 1 20503.96 19401.40 540.00 0.0 0 2 1.0 [Buildings] [Bridge] [House] Last edited by Tolwyn; 02-04-2017 at 08:30 PM. |
#8
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Hi guys.
After patch installation all I get is the splash screen and then the game crashes to desktop. Help please. |
#9
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Can we have some more details please.
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#10
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AI planes carrying rockets are ignoring a linked to it truck convoy, they just circle about and go home, if commanded to attack vehicles they just go home. if the target is a town full of stationary vehicles they will attack, but for a convoy they will ignore it. Also making a low level bomb run from 350m on a truck convoy they go far lower and plonk into the ground while carrying fab 50 bombs.
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