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#1
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a first i would like to thnak you for those wonderful mods you did, but i discovered a little bug with the video capturing/playing function.
I do some kind of dogfight analysation after the most of my flights and as i flew with a Hs129B-2/Wa (B-3) to find out what an effect this tiny canon has on a B-29, I destroyed it completly. As I watched the Video, the B-29 remained undamaged and my plan did what I actually did (Left turn etc.) But then it crashed into ground what I defentliy didn't. Same Problem with the Hs 129 B-2. I recognized this problem with no other plane at this moment. PS: This is my first post in your forum and please excuse my english, I am an german pupil. |
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#2
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Hi TD, getting a similar problem trying to edit some campaign videos. When watching back a 'Quick recording' of a mission that worked perfectly well, moving tank and vehicle columns, plus static ships, behave in an absolutely bonkers manner. Vehicles leapfrog through each other at insane speeds; then stop abruptly; then a vehicle will pass through the one in front of it as though its transparent, and the whole column will set off again at about 80 mph. Their wayfinding is completely kaput so they bounce off other objects in thier mad lurches. I have a static tanker set up which sinks via a plane spawing in it. In the replay the plane simply passes through the tanker, which remains intact. I also had some Ki-27s taking off from a patch of ground (no test runway - just found a level area where the takeoff command works) which works fine in the mission. In the recording of the mission the a/c spend half of their takeoff bouncing along the ground upright at 90 degrees on their prop hubs. Insania! It is as if the damage, wayfinding, and collision models are disrupted. I stress this only happens when i record a track....when i 'save track' it plays back fine. However, i have noticed that looking in the respective ntrk/trk files in wordpad the 'recorded' tracks are in that crazy video code, while 'saved' tracks are in plain .mis file language. Ie. the problem seems to lie with the 'record video' function/code rather than 'save track'. I've done alot of testing with this - i've cleaned out my caches, removed all other user created content from the game folders; recorded QMB tracks (with the same result - try recording the transport column at the allied airfield on Pacific islands on 'Scramble')....i've even re-installed and re-patched the damn thing twice to no avail. Old tracks, such as "The Black Death" (which also has moving vehicle columns) do not exhibit this behaviour. If you need me to, i'll make a new recording of this behaviour and PM it to you. Last edited by TedStryker; 06-05-2011 at 05:26 PM. Reason: Dodgy use of english |
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#3
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Dear TD,
I'm not sure if this is a bug or whether it's a remnant bit of programming from the non-MDS versions of IL2 (pre-4.10), either way I've found a potential "cheat" in completing the "Destroy Ground" objective. Try this: 1. Create a moving dogfight map with an area of water (Pacific Islands for example). 2. Place a "Destroy Ground" Primary Objective over an area of water, increase the radius of the circle to max and set Destruction percentage to 100%. 3. Place a moving or static ship inside the "Destroy Ground" objective circle. 4. Place a test runway and a red homebase outside the target circle, make it an airstart at 300m toward the target circle. 5. Save the map, create a new multiplayer game and spawn at the airstart airfield. 6. Fly toward the ship and enter the area of the target circle, descending and levelling off at wavetop height. 7. Press Ctrl+E to bail out. 8. The moment your pilot hits the water, bingo, MISSION COMPLETE. Here's what I think is happening: a) The "Destroy Ground" target circle recognises one ship inside it's effective radius at the start of the map so it needs only one target to count destroyed for the objective to be complete. b) When you bail out at wavetop height, your pilot doesnt have enough height to deploy his chute. c) The instant the pilot hits the water, he becomes a USpilot 1 or 2 object (effectively a "Stationary Ship" object) and is immediately killed because he hit the water too fast. d) The "Stationary Ship" US pilot is destroyed and the target circle counts that one object toward it's total. Has anyone in the TD team seen this effect before and if so, is there any way to counter it? Your feedback here would be appreciated, thanks in advance, |
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#4
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#5
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We're having a problem with the UK-Dedicated1 server and I'm wondering if it's a bug that has cropped up with the release of 4.10 or 4.10.1. We've only really narrowed down the possible cause recently but I believe this may have been happening the whole time.
A little preface: When I say narrowing down the cause... I mean there appears to be correlation but I've not been able to determine anything else. The problem is that many users are complaining of periodic stutters or screen freezes while playing on the server. This does not appear to affect them offline. We're not sure if it affects them on other servers or not. Although people have been having problems for a while now I've only just recently noticed the problem myself. I've not yet had a screen freeze but I have seen my FPS decrease and periodic stuttering appear. The only connection we can see is a series of error messages that seem to appear at random (from our perspective) in the IL-2 console. Code:
[15:56:27] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2 Code:
[16:26:15] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2 [16:26:20] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2 [16:26:31] NetAircraft error, ID_03: java.io.EOFException [16:26:31] NetAircraft error, ID_03: java.io.EOFException Code:
NTERNAL ERROR: HierMesh: Can't find chunk 'NullPart_D0' [15:51:52] WARNING: Clear VBuf 130993 [15:52:02] WARNING: Clear IBuf 219315 [15:52:06] INTERNAL ERROR: HierMesh: Can't find chunk 'NullPart_D0' INTERNAL ERROR: HierMesh: Can't find chunk 'NullPart_D0' [15:55:58] INTERNAL ERROR: HierMesh: Can't find chunk 'NullPart_D0' [15:56:27] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2 [15:57:15] INTERNAL ERROR: HierMesh: Can't find chunk 'NullPart_D0 We are running FBDj (1.5 I THINK) on the server and it is a dedicated server. The scenarios we run sometimes have MDS elements in them such as moving ships, vehicles or AI aircraft. Other times they don't and the problem still crops up. The one where my frame rate was decreased had no MDS elements on it at all. No moving ships, vehicles, AI or anything of the sort. Just static objects only like an old style dogfight server scenario. Why it was cropping up there I have no idea. Finally it doesn't appear to affect all players at the same time. I had one error, someone else had a different error (in the same session) and others reported no errors at all. Which leads one to think it's a client side problem. It is being reported by a confirmed 5+ people in our mini-community alone with more casual players on the server also reporting similar problems. I'm starting to post this message around in a few different places to see if anyone knows what is happening and if this is a bug or a glitch (with 4.10/4.10.1) or something specific to our server... if it is... any clues as to what is going on?
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Find my missions and much more at Mission4Today.com Last edited by IceFire; 06-07-2011 at 11:49 PM. |
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#6
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Do you have a track from when this is happening? I wonder if the error is there in the track as well.
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#7
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I hadn't thought to do this. Next time it comes up I'll record one...
__________________
Find my missions and much more at Mission4Today.com |
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#8
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Quote:
__________________
Find my missions and much more at Mission4Today.com |
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#9
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Code:
[15:56:27] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2 Code:
INTERNAL ERROR: HierMesh: Can't find chunk 'NullPart_D0' [15:51:52] |
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