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Post by Dutch Owen on Apr 22, 2020 12:47:51 GMT -5
Testers,
We've been having a problem with bug reports being scattered around and it becomes difficult for me to track them all down to get details when I go to fix them.
So to solve that let's report all bugs in any version marked 0.11.X here in this thread. As each number steps up (e.g. 0.12.X) I'll start a new thread.
Thanks!
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Post by hajolippke on Apr 22, 2020 13:21:02 GMT -5
Flares and Chaff (not visible) are working! I have to admit, though, that I preferred to previous Chaff-program: When I entered a zone with SAM-threat, I "loaded" a continous chaff-release by pressing a couple of times "Shift + F". Since there was a chaff-release only one time per second, I had a couple of chaff-coming out for the next few seconds and could concentrate on flying and shooting. Now I have a lot of chaff I can deploy, but I have to do it manually in the moment when I´m under fire. The previous version allowed me to keep that on a sort of "temporary autopilot". But the new chaff-program looks cool! HAJO
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Post by Dutch Owen on Apr 22, 2020 13:58:30 GMT -5
Flares and Chaff (not visible) are working! I have to admit, though, that I preferred to previous Chaff-program: When I entered a zone with SAM-threat, I "loaded" a continous chaff-release by pressing a couple of times "Shift + F". Since there was a chaff-release only one time per second, I had a couple of chaff-coming out for the next few seconds and could concentrate on flying and shooting. Now I have a lot of chaff I can deploy, but I have to do it manually in the moment when I´m under fire. The previous version allowed me to keep that on a sort of "temporary autopilot". But the new chaff-program looks cool! HAJO Chaff is invisible for the same reason I think it's invisible with Tacpack - any realistic looking chaff effect would have a heavy draw on frame rate, and not visible from very far away anyhow. I may implement some kind of selection for single versus a timed group of flares/chaff, the reason it's single is because you only have 120 of them and if you run out you don't have any more and I didn't want to make it easy to waste them. But I might make a key combination that would toggle between continuous and single. Dutch
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Post by hajolippke on Apr 22, 2020 14:48:17 GMT -5
Oh, it´s only 120? Good to know, I thought they were endless... An option to choose between continous and single chaff would be indeed great! HAJO
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Post by StuB on Apr 22, 2020 15:27:52 GMT -5
I had labels on, so I could see if anything was firing, while I did a quick test. While monitoring active units during a strike against FSX@War target Dong Hoi Rail Line, there was one ZSU-23 present. It was firing at me (and I think it even hit me a couple of times) but the monitor did not show it at all. The only thing that was listed was a different gun that showed a distance of 91. When I paused the sim (while the gun was firing) and clicked on "Show Active Units" again it displayed the unit for split second and then it reverted back to the other one.
One other thing. Once the sim is paused, the FSCAI interface shows ---Paused--- at the top. It does not seem to change, once you un-pause the sim.
And one more thing.... I understand that tracers, chaff, etc... can be a drag on system performance. But it would be nice if some sort of smoke effect could appear at the site of a light AAA unit (i.e. 12.7mm/14mm/23mm/37mm/57mm) is firing. My father says that often, during daylight, the only way they knew there was light AAA firing at them was from the gun smoke coming up through the jungle....which they would them bomb the crap out of.
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Post by hajolippke on Apr 22, 2020 16:25:16 GMT -5
Good idea with the smoke effect! I just killed a ZU-23, but only after I spawned a wingman who attacked it first (and crashed in the jungle only a couple of meters away from it... ). That was a good marker for me as well! HAJO
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Post by stearmandriver on Apr 23, 2020 5:32:18 GMT -5
Flying a SEA mission from Yankee station with @war running (missions were available to start from carrier btw) in the VRS Superbug, I spawned a wingman after launch. He joined on me, pointed out an aerial radar target (a tanker I also spawned) and started calling out ground targets as we approached our target area. After every call, "ground target 11 o'clock!", I opened the flight menu and chose the option instructing him to attack ground targets. He always responded "unable, no ground targets." He did respond when I gave him the instruction to cover me; killed several guns targeting me during my runs. But the "engage ground targets" instruction didn't work.
Overall great stuff though!
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Post by hajolippke on Apr 23, 2020 9:09:43 GMT -5
Not directly 0.11.X-related, but still valid: Wingmen and their behaviour. At this moment I´m testing with my P-3 Orion, and the wingman was veeeery loose on the formation. He did indeed kept following me, but slowly crawled to FL180 while I´m still on 6000ft.
Need to check other aircraft as well, but in previous versions they usually (except for A10s and PC-6s) more or less kep following their own heading after spawning without taking much care of what their wingleader is doing.
HAJO
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Post by Dutch Owen on Apr 23, 2020 9:17:00 GMT -5
Not directly 0.11.X-related, but still valid: Wingmen and their behaviour. At this moment I´m testing with my P-3 Orion, and the wingman was veeeery loose on the formation. He did indeed kept following me, but slowly crawled to FL180 while I´m still on 6000ft. Need to check other aircraft as well, but in previous versions they usually (except for A10s and PC-6s) more or less kep following their own heading after spawning without taking much care of what their wingleader is doing. HAJO The inadequacy of the wingmen's formation skills is a known issue that will be fixed. Nothing was done in this release to change it. Dutch
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Post by hajolippke on Apr 23, 2020 11:29:37 GMT -5
1. I was using my "Harpoons", but noticed that I can only toggle the targets "one time": I start with a list of possible targets (like, 19, so pressing "F6" reads "1/19"), but with every additional press of "F6" the number of targets reduces by 1 ("1/18", "1/17", etc.), until my "targetting system" runs out of targets. 2. I was hit heavy over the target, and on my way out of the death zone I had a couple of explosions rocking my aircraft. My A/C was also closely followed by a a graphic effect of "scorched/burned ground" (see picture), but that effect disappeared after some time.
3. For some reason the removed vehicles stayed in the window (see picture) and also all went to the wrong team. Maybe because I had started FSCAI while in flight, but on other occasions today starting in mid-flight worked well for the automatic team-designation.
4. According to PlanG all small calibre AAA went straight north (see picture).
HAJO
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Post by hajolippke on Apr 23, 2020 12:40:30 GMT -5
Ok, here in the PDJ the bullets of the smaller AAA go in other directions than straight north - seems they are working properly...:
HAJO
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Post by xpel on Apr 23, 2020 13:07:43 GMT -5
Preliminary tests, reporting two rather known issues : 1. Spiral defensive dive & crash. Crash with 0 hits.Tested 4 times. Important : none test started with a head on merge. In all cases, F-4s by arriving at "combat stage" area, happened to be at relative rear hemisphere of F-104s. No familiar Hi - Low yo yo performed by F-104s at any test. Break bitbull turns & spiral diving only. Speeds at start of dive 500 - 600 knots... I also crashed following such a dive once... Starting altitude of engagement = 20.000ft A Tacview example. All 4 tests presented similar AI F-104 behaviour - results (ie, dive & crash) : 2. The known "viscious" circle - entrapment, after destruction of hostile AIs, with inability of friendly F-4 to revert in searching state. He keeps circling over there. (So, I have to close FSCAI so that he can follow me with dynamic Wpts for RTB). Without reverting to Searching state, I guess he can't follow FSCAI assignments Wpts either... Even if this is not recorded at Log, he keeps circling there. And for some visuals of the test flights :
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Post by Dutch Owen on Apr 23, 2020 22:52:51 GMT -5
#1, I'm concerned about jets crashing during the spiral dive maneuver; I need to tweak numbers to prevent that. The props seem to avoid hitting the ground but the jets need higher thresholds.
#2. Yeah this one is on the list to get nailed soon.
Dutch
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Post by stearmandriver on Apr 24, 2020 3:07:22 GMT -5
Hi Dutch, another possible carrier missions bug to report.
Twice now I've flown the same mission against the Vinh POH, successfully struck and destroyed targets on site both times. After trapping back aboard the carrier at Yankee station, I cannot seem to end the mission. Mission phase still says "Inbound", and my instructions are to return to the carrier at Yankee station and land. Which I've done, but can't end the mission. Also, even though @war shows every target on the site destroyed, the FSCAI log doesn't show me hitting anything. There are some errors at the beginning of the log, wondering if that's related? Log file:
---------------------------------------------------- 00:00:00 ------------------------ SCANNING ---------------------------- 00:00:00 Contract ID EGKB-47012-1 - Syntax error: '$X4NK' is not a valid ICAO in Stage statement 00:00:00 Contract ID EGKB-47012 - Stage 1 has a syntax error. 00:00:00 Contract ID EGKB-47018-1 - Syntax error: '$X1WK' is not a valid ICAO in Stage statement 00:00:00 Contract ID EGKB-47018 - Stage 1 has a syntax error. 00:00:00 Contract ID EGUB-47017-1 - Syntax error: '$X4NK' is not a valid ICAO in Stage statement 00:00:00 Contract ID EGUB-47017 - Stage 1 has a syntax error. 00:00:00 Contract ID EGUB-47017-1 - Syntax error: '$X4NK' is not a valid ICAO in Stage statement 00:00:00 Contract ID EGUB-47017 - Stage 1 has a syntax error. 00:00:00 Contract ID KSOP-10003-1 - Syntax error: 'Type' is not the 4th parameter in Object statement 00:00:00 Contract ID VVDN-57001-1 - Syntax error: '$L20A' is not a valid ICAO in Stage statement 00:00:00 Contract ID VVDN-57001 - Stage 1 has a syntax error. 00:00:00 Contract ID VVDN-57002-1 - Syntax error: '$L20A' is not a valid ICAO in Stage statement 00:00:00 Contract ID VVDN-57002 - Stage 1 has a syntax error. 00:00:00 Contract ID VVDN-57003-1 - Syntax error: '$L20A' is not a valid ICAO in Stage statement 00:00:00 Contract ID VVDN-57003 - Stage 1 has a syntax error. 00:00:00 14 Errors Detected. 00:00:00 ------------------------ TRACKING ---------------------------- 00:00:00 MISSION: Number YANK-38035 Flight 1 Class 'Attack' STARTED 00:00:00 Mission Object VINHOB1 'PAVN_ZU-23' Spawned at 18.658768/105.712701 REQID=70000 00:00:00 Mission Object VINHOB2 'PAVN_KS-30' Spawned at 18.655434/105.711870 REQID=70001 00:00:00 Mission Object VINHOB3 'PAVN_ZU-23' Spawned at 18.651696/105.710119 REQID=70002 00:00:00 Mission Object VINHOB4 'PAVN_KS-30' Spawned at 18.652107/105.709431 REQID=70003 00:00:00 Mission Object VINHOB5 'PAVN_ZU-23' Spawned at 18.653975/105.710384 REQID=70004 00:00:00 Mission Object VINHOB6 'PAVN_KS-30' Spawned at 18.657057/105.710154 REQID=70005 00:00:00 Mission Object VINHOB7 'PAVN_ZU-23' Spawned at 18.659142/105.710860 REQID=70006 00:00:00 Mission Object VINHOB8 'PAVN_KS-30' Spawned at 18.662851/105.674775 REQID=70007 00:00:00 Mission Object VINHOB9 'PAVN_ZU-23' Spawned at 18.664043/105.672846 REQID=70008 00:00:00 Mission Object VINHOB10 'PAVN_KS-30' Spawned at 18.664508/105.672752 REQID=70009 00:00:00 Mission Object VINHOB11 'PAVN_ZU-23' Spawned at 18.664504/105.674613 REQID=70010 00:00:00 Mission Object VINHOB12 'PAVN_KS-30' Spawned at 18.692087/105.729459 REQID=70011 00:00:00 Mission Object VINHOB13 'PAVN_ZU-23' Spawned at 18.667150/105.723758 REQID=70012 00:00:00 Mission Object VINHOB14 'PAVN_KS-30' Spawned at 18.640201/105.696421 REQID=70013 00:00:00 Mission Object VINHOB15 'PAVN_ZU-23' Spawned at 18.650704/105.649980 REQID=70014 00:00:00 MISSION: Transition to OUTBOUND 00:27:13 MISSION: Transition to ENGAGED 00:28:32 MISSION: Transition to INBOUND 00:29:13 MISSION: Transition BACK to ENGAGED 00:30:29 MISSION: Transition to INBOUND 01:23:30 MISSION: Number 38035 Type A FLT 8 ABORTED --------------------------------------------------------------------------------------------------
Only possible thought I have is that the carrier moved out of the Yankee station zone, but I can't believe it moved more than about 20 miles during my mission, and I spawned it right on top of the Yankee station symbol on the FSX map. I never did check to see how that location (which I assume is put there by @war) lines up with your Yankee Station zone though. Hmmm...
***EDIT*** I plugged your coordinates for Yankee Station into Google Earth, then plugged in the coords for the position displayed on the FSX map (does that come from @war?), and that would be the problem. Your Yankee station is actually over 100km from that one, so I'm surprised it showed let me select a mission to begin with... but it explains why it doesn't know I'm at Yankee station when I recover back aboard. The boat had actually moved even farther away from your coords during the mission.
So I edited carriers.cfg to place the center of Yankee Station where the FSX map shows it, and upped the radius to 150km. Will test again tomorrow.
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Post by xpel on Apr 24, 2020 4:01:25 GMT -5
Have you run "makerunways.exe" after installation of @war, so that new airports be included in sim's database ?...
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