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Author Topic: Ultrapack bug report thread (all versions)  (Read 85821 times)

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Uhu-Alpenrose

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Re: Ultrapack bug report thread (all versions)
« Reply #120 on: December 24, 2019, 05:44:21 AM »

.........just forgotten !!!!!

Fuel is at 100 % ;D ;D ;D
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SAS~Storebror

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Re: Ultrapack bug report thread (all versions)
« Reply #121 on: December 24, 2019, 06:48:42 AM »

Okay, I think I see what happened.

You've been playing a QMB mission where the landing waypoint is at land, meaning that there's nowhere for floatplanes to land at that point.
In such case, floatplanes will enter an "emergency landing" pattern and that one involves switching off the engines immediately.
This by the way is stock game code, it happens with every version of IL-2 games, and it's intentionally.
It doesn't happen exactly at 30 minutes - 30 minutes is just an average time for many QMB missions where planes cruising at less than 300km/h speed will reach the final landing waypoint.

Repeat your test with a suitable mission for floatplanes, e.g. CoralSea_CVE, axis side, target "Airbase" and you will see that the planes are landing on the water just normally.

]cheers[
Mike
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Uhu-Alpenrose

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Re: Ultrapack bug report thread (all versions)
« Reply #122 on: December 25, 2019, 03:07:14 AM »

Hi Mike,

thx for the quick answer.......for the QMB Mission you may be right.

But remember........my original Problem startet with the BV222. I tried to make a historical Mission
for the BVs to fly from Italy to Lybia........for sure to land there on water !!!!!!

In that specific Mission each an every German Floater shuts down after 30 Minutes......but to be honest
the landing Point is just "on water".......meaning I didnt create a homebase on water to land........will try if this is the Problem.

Regards

ALPI
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SAS~Storebror

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Re: Ultrapack bug report thread (all versions)
« Reply #123 on: December 25, 2019, 07:53:35 AM »

If you still got problems, may I ask you for the specific mission file so I can check what causes ai to shut down their engines?
It's easy to find out, I only need to see what you are seeing.



Mike
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Uhu-Alpenrose

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Re: Ultrapack bug report thread (all versions)
« Reply #124 on: December 26, 2019, 05:04:34 AM »

Hi Mike,

thx for your help. Indeed even creating a water based homebase didnt help.

The BVs shut down the engines after 34 minutes even having made a water based homebase to land.

I have sent the files.

Regards

ALPI
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SAS~Storebror

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Re: Ultrapack bug report thread (all versions)
« Reply #125 on: December 26, 2019, 08:40:40 AM »

Thanks Alpi, got your mission.
Result: The planes shut off their engines exactly at the last "normal" waypoint, exactly when they switch to the "landing" waypoint.
This behaviour is exactly as in Stock IL-2, this is nothing Ultrapack specific and I must admit that I'm not experienced enough in mission building to tell you how exactly you can make a floatplane land without shutting off their engines.
The closest I got so far is to put the last "normal" waypoint right next to the landing waypoint, thereby the AI continues to fly normal until they reach the landing zone and then land on the water, however they'll shut off their engines in that case, too.

Some mission building expert has to come to help here.
FMB experts, please advise: How do you make seaplanes land on water without AI switching off their engines?

]cheers[
Mike
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Gubi

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Re: Ultrapack bug report thread (all versions)
« Reply #126 on: December 26, 2019, 08:46:41 AM »

I don't.  Gave up on that.  I thought that might be the problem but wanted to see it put through the paces.  In 4.10, anyway, the "landing" waypoint shuts off seaplane motors.  Indeed.
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SAS~Storebror

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Re: Ultrapack bug report thread (all versions)
« Reply #127 on: December 26, 2019, 08:51:19 AM »

Looking at the game's code, I think the issue is that it can't find a "suitable" airport to land on.
Standalone homebases don't seem to do the trick.
Fun fact is that the game does see airports that would fit, but they're too far off.
And the homebase placed next to the landing waypoint isn't considered suitable.
This means there must be something you can do to an airport to make it fit for seaplane landing purpose, but simply putting a standalone homebase on the water doesn't cut it.

]cheers[
Mike
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SAS~Loku

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Re: Ultrapack bug report thread (all versions)
« Reply #128 on: December 26, 2019, 11:25:30 AM »

Bugs found on last patches:
1.Tupolev SB-2M series, lack of some cockpits mat files cause steereing column mesh dissapear when turn on cockpits lights and game hangs, missing files are from  3do_28 and 3do_29 sfs files archives:

filelist for extractor
Code: [Select]
3DO/Cockpit/SB/shturval2_light.mat
3DO/Cockpit/SB/clepki2_light.mat
3DO/Cockpit/SB-Bombardier/lamp_n1_light.mat
3DO/Cockpit/SB-Bombardier/equip_an4_light.mat
3DO/Cockpit/SB-Bombardier/equip_an4_sha_light.mat
3DO/Cockpit/SB-Bombardier/equip_an4a_light.mat
3DO/Cockpit/SB-NGunner/lamp_n1_light.mat
3DO/Cockpit/SB-NGunner/equip_an4_light.mat
3DO/Cockpit/SB-NGunner/equip_an4_sha_light.mat
3DO/Cockpit/SB-NGunner/equip_an4a_light.mat
3DO/Cockpit/SB_103/shturval2_light.mat
3DO/Cockpit/SB_103/clepki2_light.mat
3DO/Cockpit/SB_103-Bombardier/lamp_n1_light.mat
3DO/Cockpit/SB_103-Bombardier/equip_an4_light.mat
3DO/Cockpit/SB_103-Bombardier/equip_an4_sha_light.mat
3DO/Cockpit/SB_103-Bombardier/equip_an4a_light.mat
3DO/Cockpit/SB_103-NGunner/lamp_n1_light.mat
3DO/Cockpit/SB_103-NGunner/equip_an4_light.mat
3DO/Cockpit/SB_103-NGunner/equip_an4_sha_light.mat
3DO/Cockpit/SB_103-NGunner/equip_an4a_light.mat
3DO/Cockpit/SB_103-TGunner/Prib_six_light.mat
3DO/Cockpit/SB_103-TGunner/DPrib_six_light.mat
3DO/Cockpit/SB_103-TGunner/arrow_light.mat
3DO/Cockpit/SB_103-TGunner/equip_radio_panel_light.mat
3DO/Cockpit/SB_103A/shturval2_light.mat
3DO/Cockpit/SB_103A/clepki2_light.mat
3DO/Cockpit/SB_103A-Bombardier/lamp_n1_light.mat
3DO/Cockpit/SB_103A-Bombardier/equip_an4_light.mat
3DO/Cockpit/SB_103A-Bombardier/equip_an4_sh_light.mat
3DO/Cockpit/SB_103A-Bombardier/equip_an4_sha_light.mat
3DO/Cockpit/SB_103A-Bombardier/equip_an4a_light.mat
3DO/Cockpit/SB_103A-NGunner/lamp_n1_light.mat
3DO/Cockpit/SB_103A-NGunner/equip_an4_light.mat
3DO/Cockpit/SB_103A-NGunner/equip_an4_sh_light.mat
3DO/Cockpit/SB_103A-NGunner/equip_an4_sha_light.mat
3DO/Cockpit/SB_103A-NGunner/equip_an4a_light.mat

2. SB-2M 103 series 201 and 103A series 221, top gunner turret stuck and dont rotate, must be some java error.

3.Polikarpov U-2VS (other variants are ok) aircraft dont spawn and game throw null error, a bomb from alternate loadout spawn at the machine gun place, cod file bug?.



log error

Code: [Select]
null
java.lang.ArrayIndexOutOfBoundsException
at com.maddox.il2.gui.GUIAirArming.prepareWeapons(GUIAirArming.java:1611)
at com.maddox.il2.gui.GUIAirArming._enter(GUIAirArming.java:1138)
at com.maddox.il2.game.GameState.enterPush(GameState.java:18)
at com.maddox.il2.game.GameStateStack.push(GameStateStack.java:55)
at com.maddox.il2.game.GameStateStack.push(GameStateStack.java:44)
at com.maddox.il2.gui.GUIQuick$WButtonArming.notify(GUIQuick.java:726)
at com.maddox.gwindow.GWindowDialogControl._notify(GWindowDialogControl.java:51)
at com.maddox.il2.gui.GUIButton._notify(GUIButton.java:18)
at com.maddox.gwindow.GWindowDialogControl.mouseClick(GWindowDialogControl.java:86)
at com.maddox.il2.gui.GUIButton.mouseClick(GUIButton.java:22)
at com.maddox.gwindow.GWindow._mouseButton(GWindow.java:514)
at com.maddox.gwindow.GWindowRoot.doMouseButton(GWindowRoot.java:251)
at com.maddox.gwindow.GWindowManager.doMouseButton(GWindowManager.java:69)
at com.maddox.il2.engine.GUIWindowManager.msgMouseButton(GUIWindowManager.java:126)
at com.maddox.rts.MsgMouse.invokeListener(MsgMouse.java:98)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendToArray(Message.java:1147)
at com.maddox.rts.Message.sendTo(Message.java:1128)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:180)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:374)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
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macgiver

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Re: Ultrapack bug report thread (all versions)
« Reply #129 on: December 26, 2019, 01:14:45 PM »

I don't.  Gave up on that.  I thought that might be the problem but wanted to see it put through the paces.  In 4.10, anyway, the "landing" waypoint shuts off seaplane motors.  Indeed.
Years ago I tried to do some missions with hydroplanes (Ju-52) and now I remember that this always been the problem. I've tried in UP 3.0 RC4, ModAct 3.06(?) and HSFX (5?) invariably with the same result...last waypoint before landing engine cut-off independent of distance between waypoints.
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SAS~Storebror

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Re: Ultrapack bug report thread (all versions)
« Reply #130 on: December 27, 2019, 12:36:23 AM »

Thanks for the reports Loku, I can confirm all of these from a quick test.
Will be fixed in the next patch.

As for the seaplane landing / engine shutdown behaviour, I'll try to dig deeper into this (stock game) issue, but can't promise much.
Stock game's way of choosing landing airport and pattern is quite confusing.
TD seems to be unaware of the KISS principle.


Mike
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Uhu-Alpenrose

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Re: Ultrapack bug report thread (all versions)
« Reply #131 on: December 29, 2019, 10:19:06 AM »

Hi Mike,

thx for testing my Mission and even if the issue is with the original game, I would not have found out that the last waypoint
before landing " is the one ". But no Problem any longer, the work arround to place the last waypoint Close to the landing Point
is good enough. Now my BVs make it to Lybia. Great.....thx for this helpful idea !!!!

Nevertheless the BV will not spawn, if you are the pilot what was reported already........is this on the to do list for next patch?????

Regards


ALPI
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