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Bugs...
Sept 29, 2019 13:29:46 GMT -5
Post by Travis on Sept 29, 2019 13:29:46 GMT -5
I see the problem in the log ... "TeamNext Reached!". That'll be fixed in the next release. Thanks! Dutch Nice Dutch! Thanks. BTW, could you add a small option to turn ON/OFF the log. It would be great to spare writing on my SSD... I would turn it ON to analyze issue only :-) Cheers Daniel
Hi Daniel, Dutch may have his own thoughts on this, but I would posit that for this early stage of public Alpha development, he would need to be able to access any fully-fleshed out log even if you didn't notice a problem at the time. My train of thought is such - if you were to notice an easily reproducible bug, then yes - the ability to turn logging on and off would be very nice. But at this stage, there may be bugs that are present but not so easily reproducible. So it's essential to be able to capture as many things as possible. Even things that you might not think as necessary. Such has helped me tremendously in FSCaptain development. I've seen bugs in Captains' logs that would not be apparent in the simulator. Now when I get my hands on the post-Alpha FSCAI source (ha!) I'll add plenty of options and limits so that future logs can be as small as you need (while still capturing necessary data). Best,
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Bugs...
Sept 29, 2019 16:22:05 GMT -5
Post by Dutch Owen on Sept 29, 2019 16:22:05 GMT -5
We'll add an option to turn off logs but the default is that they are on and people will need to edit the Options.cfg to turn them off. So if you really need to turn off logs you can, but what Travis said is true - sometimes bugs can't easily be reproduced to get a log and the log from the flight is the only clue we have.
Dutch
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Bugs...
Sept 30, 2019 15:49:24 GMT -5
Post by xpel on Sept 30, 2019 15:49:24 GMT -5
Dutch, check out this also :
I added a new weapon at database via FSCAI's UI. At the "Sound" field (bottom), I typed a "wwi_guns" as the name of .wav was. When I checked later, it was "WWI_GUNS". Maybe this has something to do with the sound error issue window that comes up when I'm hit ? (though I was not hit by these "guns").
By the way, this issue with version .12. I see you have uploaded new .13 version. Thank's.
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Post by xpel on Oct 1, 2019 3:29:31 GMT -5
Sound problem has been corrected with latest (.13) version. Good job ! Now I hear the hits I take... and I do take... New bug "on the block" though : "FSCAI stopped working" message & quits. I attach one short Log. (dropped target, on ground) FSCAI_20191001_110124.log (11.37 KB)
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Post by xpel on Oct 1, 2019 9:10:12 GMT -5
I verify. Reverted to previous version (.12) and I don't get the FSCAI quit message.
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Bugs...
Oct 1, 2019 12:35:39 GMT -5
Post by Dutch Owen on Oct 1, 2019 12:35:39 GMT -5
I verify. Reverted to previous version (.12) and I don't get the FSCAI quit message. Added that to the list, but at the moment I have almost no time to work on FSCAI, but since this is a crash I will look at tonight.
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Bugs...
Oct 1, 2019 13:29:46 GMT -5
Post by xpel on Oct 1, 2019 13:29:46 GMT -5
Correction. After a half an hour combat flying, same message at .12 version. Happened after AIs "Disengaged - No Available Weapon" & crashed the ground. Just after the explosion.
AIs when disabled or Out of ammo, won't resume to FSX Missions Wpts (about Traffic plan, I don't know). If disabled will make turns for ever at the same place. If out of ammo, they will steeply dive towards the ground and follow a swallow straight descent until they'll crash. (after that FSCAI quits).
And most important : AIs are not spawned as wingmen, but from missions script, right from the start.
Dutch, regardless I spam posting my observations, keep up with your schedules... Nobody expects FSCAI to gets perfect in a week time... no pressure.
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Bugs...
Oct 5, 2019 12:08:13 GMT -5
Post by dggoofy on Oct 5, 2019 12:08:13 GMT -5
Hi Dutch,
Nice job! Every version is better. Just notice a problem by me.
I start from ground and call 3 wingmen. They appear correctly on a parking sport, but they never move and takeoff. Engines stay off. Dont'know if I'm doing something wrong or if it's just a small bug.
Cheers
Daniel
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Bugs...
Oct 5, 2019 12:12:35 GMT -5
Post by xpel on Oct 5, 2019 12:12:35 GMT -5
It's not a FSCAI problem. This airport just don't have proper AFCAD files to support AI Traffic in general. Test in another (default FSX) airport & you'll see there is no problem... I have the same problem with a custom made airport by some user.
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Bugs...
Oct 5, 2019 13:13:04 GMT -5
Post by dggoofy on Oct 5, 2019 13:13:04 GMT -5
It's not a FSCAI problem. This airport just don't have proper AFCAD files to support AI Traffic in general. Test in another (default FSX) airport & you'll see there is no problem... I have the same problem with a custom made airport by some user. Yes it's a custom airport, but FS AI traffic work normally. So I suppose I miss a detail to make this custom airport working...
Thanks for the answer!
Cheers
Daniel
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Bugs...
Oct 5, 2019 13:40:14 GMT -5
Post by xpel on Oct 5, 2019 13:40:14 GMT -5
In such a case, the problem may lie to the AI Wingmen you use. Unlikely, but is a chance. Try with other AI wings to see what happens. Especially if you're using a complicated plane and AI wings are copies of your plane...
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Bugs...
Oct 5, 2019 13:52:17 GMT -5
Post by Dutch Owen on Oct 5, 2019 13:52:17 GMT -5
Yes, for all the airplanes I fly I've configured my Wings.cfg file to have me fly with AI aircraft instead of a copy of mine. They are always better on frames and usually just fly lots better as AI than a plane designed to be flown by the user. Many of the tricks developers use to make airplanes fly more realistically totally bugger the airplane as AI. The AI system is obviously designed around the most basic configurations.
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Bugs...
Oct 5, 2019 14:06:32 GMT -5
Post by hajolippke on Oct 5, 2019 14:06:32 GMT -5
I replaced the IRIS A10 in the wings.cfg against AI-models, but for some reason the #3 Wingman showed up as Iris-model, while the other two were "standard" AI-models. Any ideas?
HAJO
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Bugs...
Oct 5, 2019 14:28:31 GMT -5
Post by xpel on Oct 5, 2019 14:28:31 GMT -5
Yes, I had the same problem. Probably a type error in front of your eyes that you don't see...
Also check if opponent title at Pos=0, is correct and exist in your simobjects.
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Bugs...
Oct 12, 2019 9:17:22 GMT -5
Post by hajolippke on Oct 12, 2019 9:17:22 GMT -5
Not a bug, but neither a feature (in my opinion): The long list of "active/removed" units. Would it be possible to remove the "removed" objects from that list? HAJO
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