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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games.

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  #1  
Old 06-11-2012, 05:30 PM
ATAG_Bliss ATAG_Bliss is offline
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Originally Posted by Blackdog_kt View Post
I've heard people discussing this on ATAG TS as well. It seems that if you bounce around too much on take-off, the script is getting fooled into thinking you touched down and starts the despawn timer. When the timer expires your plane disappears.

The way to prevent it is to either optimize the script (in case anyone knows how), or make sure your wheels don't touch the ground after they initially come off the runway.
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Originally Posted by Ailantd View Post
Script trying to know if you are landing by how much you bounce is really weird. It should be based in aircraft speed.
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Originally Posted by Melbourne, FL View Post
I was in a 109 offline.

Alexander
The script only activates if you have landed, bailed out, or the player has exited the aircraft.

The bug that happens is sometimes you will spawn with your wheels off the ground. By the time it's bounced once, before even starting the engine, the game thinks you were flying and landed. A screen message with your name will also say you have landed/returned home etc. That's what is happening.

Easiest way to avoid it it check the messages when you spawn.

As far as the plane stuck in mid air, I have no idea.
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Old 06-11-2012, 08:22 PM
Continu0 Continu0 is offline
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Quote:
Originally Posted by ATAG_Bliss View Post
The script only activates if you have landed, bailed out, or the player has exited the aircraft.

The bug that happens is sometimes you will spawn with your wheels off the ground. By the time it's bounced once, before even starting the engine, the game thinks you were flying and landed. A screen message with your name will also say you have landed/returned home etc. That's what is happening.

Easiest way to avoid it it check the messages when you spawn.

As far as the plane stuck in mid air, I have no idea.
Then the solution would be to change the script into one that starts after a certain time of inactivity....?

IMO Landing as a indicator for despawning doesn´t make sense if you want to take off again or keep rolling around on the airfield...
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  #3  
Old 06-12-2012, 12:46 AM
ATAG_Bliss ATAG_Bliss is offline
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As far as I know there is no library callout in cliffs that will measure some sort of inactiveness of a player. There are several states but that. To understand why the script is used in its current context you would of had to play early on and witness airfields filled with planes.

But as I've already stated the problem isn't with the script. The problem is with the game spawns. Perhaps the game should be fixed then we wouldn't have to work around every MP issue with a piece of code? Just a thought on the real problem.
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Old 06-12-2012, 03:42 AM
ATAG_Colander ATAG_Colander is offline
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Agree 100% with Bliss.

Solutions should not be workarounds. Solutions should be fixes.

Now, I can understand using a workaround while we wait for the fix, however, this is not the case.
When the script de-spawns a plane, the plane disappears and you end up stuck mid air with no plane around you. In this case, the plane was still there. This must be some other weird bug.

~S~
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