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Posted
39 minutes ago, -DED-Rapidus said:

I can't reproduce the problem in any way, apparently due to the fact that I'm trying to do it on an empty server in ideal conditions. Tell me, how many people did you have on the server when the plane jumped in the parking lot near the repair point? The second question is, I need tracks to analyze missions. I understand that the problem with the jump happens unexpectedly, so if you didn't have time to save the track, then save the mission for me, thank you.

You need to collide with another player (surviving this is difficult now because of the pilot damage) and then try to repair your plane. Finish the mission and you will be thrown in the air.

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Posted

@J99_Sizzlorr, do I have to complete the mission when the repair starts or when the repair is completed?

Posted
Just now, -DED-Rapidus said:

@J99_Sizzlorr, do I have to complete the mission when the repair starts or when the repair is completed?

when it starts like in my video...

 

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  • 1 month later...
Posted (edited)

Brief description: Checkzone MCU in multiplayer does not work


Detailed description, conditions:

See attached mission testcheckzone4.mission from the zip file. Steps:

 

  1. Run it in the game's multiplayer server, or in dserver (I suggest icons ON)
  2. Spawn in the german bf109f4
  3. wait 15s, notice the messages "enemy close" and "defense spawned"
  4. wait 15s, notice the message "enemy spawned"

 

Expected behaviour:

  1. Normally, what should happen is that the check zone (see screenshot for the settings) is triggered 15s after the player spawns.
  2. Then after 15s (30s after player spawn) the Russian Lagg spawns and flies towards the check zone.
  3. When it enters the check zone, a German bf109 spawns.

The problem is that in the observed behaviour, the defense is spawned first, which would indicate that the check zone fires even though there are no Allies planes in the zone yet.


Additional assets (videos, screenshots, logs):

TestCheckzone.zip

Capture.thumb.JPG.25b06d4bd2fcfc218ab5a34e2c0173ee.JPG

Your PC config data (OS, drivers, specific software):

Windows 10 Home, AMD 5800x, 64GB RAM, NVidia 3080ti.

Edited by coconut
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Posted

@-DED-RapidusIt works.

I noticed the airfield spawn was moved outside of the checkzone. Is that what causes the problem?

  • Upvote 1
deleted@199296
Posted

@coconut, hi!

Don't put anything in the editor that should trigger the check zone!
The airfield can remain in the check zone.
I would also make the control zone run through a Counter MCU for an aesthetic appearance :mellow:.

 

testcheckzones4.zip

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Posted

Ok, good to know, thanks. Your tip is a good work-around, but I still think checkzone has a bug. That defending bf109 AI was not in the Allies' coalition, wasn't enabled from start, and hadn't spawned yet. It shouldn't have triggered that check zone, considering how it's configured.

 

Actually, before the bf109 AI has spawned, it should not trigger any checkzone regardless of how they are set up.

  • Upvote 1
deleted@199296
Posted
13 часов назад, coconut сказал:

Ok, good to know, thanks. Your tip is a good work-around, but I still think checkzone has a bug. That defending bf109 AI was not in the Allies' coalition, wasn't enabled from start, and hadn't spawned yet. It shouldn't have triggered that check zone, considering how it's configured.

Believe me, the check zone is not the worst thing you have encountered ;).

I don't understand why you need a check zone for such a simple task.

An enemy appeared, an ally flew in. All bots. Why use a check zone here, launch an ally through a timer.
I use the check zone only for live players. Why do bots need such luxury?:mellow:

  • Upvote 1
Posted
8 hours ago, spiker said:

I don't understand why you need a check zone for such a simple task.

This example was a test case to make the devs aware of a potential bug, not a use case.

 

I have a system that generates multiplayer missions automatically, depending on results from previous missions, effectively implementing an automated online multiplayer campaign. Because it generates missions that cover a large area, I need to save resources and spawn and delete defenses depending on the presence of planes (players or AIs). I suspect that this bug has been the cause of a number of odd things in my missions, such as:

  1. unnecessary spawning of AAA when no enemies are around,
  2. spawning AI patrols that spawn without players (or any other planes) being around,
  3. objectives on the ground becoming marked on the map despite no player having been close enough to spot them,
  4. in-game messages informing of enemy planes presence in places where no enemy planes exist

Because these missions are generated automatically, it's not always easy to make sure that all check zones are clear of planes. Well, it's not super hard to fix, but it's work and it's not fun. It would be nice if it were fixed in the game instead, which would also benefit lots of other mission makers.

Posted (edited)
22 hours ago, coconut said:

Ok, good to know, thanks. Your tip is a good work-around, but I still think checkzone has a bug. That defending bf109 AI was not in the Allies' coalition, wasn't enabled from start, and hadn't spawned yet. It shouldn't have triggered that check zone, considering how it's configured.

 

Actually, before the bf109 AI has spawned, it should not trigger any checkzone regardless of how they are set up.

 

I agree, it does look like a bug. I looked very carefully at Coconut's setup and there does not appear to be any Allied objects in the checkzone at the time it fires.

Edited by JimTM
deleted@199296
Posted
3 часа назад, coconut сказал:

It would be nice if it were fixed in the game instead, which would also benefit lots of other mission makers.

Yes! This is a bug, it needs to be corrected.
You can use a workaround while the developers fix this issue. Make the bot neutral, then assign it a coalition through the command Behaviour. I made an example.
By the way, the  Complex Trigger is working correctly.

 

test_C_Z.zip

Posted (edited)
On 2/20/2022 at 7:36 AM, coconut said:

Brief description: Checkzone MCU in multiplayer does not work


Detailed description, conditions:

...

 

@coconut, I recreated your scenario from scratch (attached) and it works as you intended. Your original setup looked fine to me so I'm not sure why it failed.

 

JimTM - Test Coconut Checkzone Bug Scenario - 2.zip

Edited by JimTM
  • 1CGS
Posted
9 hours ago, coconut said:

I need to save resources and spawn and delete defenses depending on the presence of planes (players or AIs)

Spawners clog an array of objects in memory, if you don't need to "pulse" generate objects, then it's better to use activators.

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Posted

@JimTM Interesting. I tried it and it worked. Not sure what's needed to trigger the bug.

@spiker Another work-around which seems to work is to move the planes to spawn far away and check in "spawn here" in the Spawn MCU.

deleted@199296
Posted
3 часа назад, coconut сказал:

Another work-around which seems to work is to move the planes to spawn far away and check in "spawn here" in the Spawn MCU.

Yes, both Rapidus and I wrote about this above. I just thought that this method is easier than moving all the planes because of this problem. Good luck! :)

  • 3 months later...
BlitzPig_EL
Posted (edited)

 

Game cannot find my saved dogfight missions.

 

When attempting to host a multiplayer dogfight game, which I have been doing since the game launched, the game select panes in on the hosting screen are blank.  All my missions are showing in the "dogfight" file on my computer, and I can open them with the Mission Editor, but the game does not see them.  This happened after I did some editing work on a mission and saved it, then attempted to host the mission for testing.  I have used the "convert to binary" tool in the editor to try to fix this, without success.

I have restarted the computer, with no results.

 

I am on Windows 10 Pro, game is up to date with latest Version.  Video drivers (Nvidia) up to date. EVGA RTX 2070 Super,  32 gigs ram.

 

*EDIT*   I did try verifying the game files on Steam as well, no effect.  I also noticed that my dogfight selections, points needed, number of players, timeout settings all changed as well.   I also tried starting the game from the EXE in the game folder, no change.  

Edited by BlitzPig_EL
Posted
18 hours ago, BlitzPig_EL said:

 

Game cannot find my saved dogfight missions.

 

When attempting to host a multiplayer dogfight game, which I have been doing since the game launched, the game select panes in on the hosting screen are blank.  All my missions are showing in the "dogfight" file on my computer, and I can open them with the Mission Editor, but the game does not see them.  This happened after I did some editing work on a mission and saved it, then attempted to host the mission for testing.  I have used the "convert to binary" tool in the editor to try to fix this, without success.

I have restarted the computer, with no results.

 

I am on Windows 10 Pro, game is up to date with latest Version.  Video drivers (Nvidia) up to date. EVGA RTX 2070 Super,  32 gigs ram.

 

*EDIT*   I did try verifying the game files on Steam as well, no effect.  I also noticed that my dogfight selections, points needed, number of players, timeout settings all changed as well.   I also tried starting the game from the EXE in the game folder, no change.  

 

Try deleting/moving ctreecache.eng, mtreecache.eng and ttreecache.eng from the data directory.

Posted (edited)
18 hours ago, BlitzPig_EL said:

 

Game cannot find my saved dogfight missions.

...

 

See possible solution in your other post.

 

Note that it's best to make only one post on a topic because it makes it much easier for others to follow the topic. If you want to make sure people see your topic, you could make one of the posts a simple reference only to the full post (e.g., Simple Topic: "Game not accessing my saved DF missions", Content: "See my post (link here) in the Technical Issues and Bug Reports forum.). However, I'm not sure that this method would pass the Forum Rule 9 smell test.

Edited by JimTM
BlitzPig_EL
Posted

Thanks JimTM,  as I don't hang out in the other sections of the forum much, I really don't know how much traffic they get, and I'm desperate to get my game running again.

 

It's a sickness...

super-truite
Posted (edited)

Brief description:  

spurious firing effect when playing a tank with multiple human crew members
 

Detailed description, conditions:  

While playing with 2 players in a tank (gunner and commander), the sound and particle effect for firing is triggered for the commander, when the gun is reloaded (without the gunner actually firing). No ammo is consumed for the gunner. This bug happens also when the tank is repairing. 
Last tank for which I saw the bug: SU 152 (me as a commander) and someone else as the gunner.

When the gunner fires right after reloading, you therefore see as a commander 2 firing effects in a row

Your PC config data (OS, drivers, specific software):

Intel(R) Core(TM) i9-9900K CPU @ 3.60GHz

NVIDIA Titan X (Pascal)

32 GB DDR4 RAM

Windows 10

-----------------------------------------------------------------------------------------------------------------------------------------------------
 

Brief description:  

Bad synchronization of ammo information in the lower left ammo summary ammo for Tank crews in multiplayer
 

Detailed description, conditions:  

While playing with 2 players in a tank (gunner and commander), the ammo information can be different for the gunner and commander in the lower left ammo summary UI.
For instance: HE: 10 / APHE: 10 for gunner and HE:0 / APHE: 10 for the gunner (the actual true value).
Last tank for which I saw the bug: SU 152 (me as a commander) and someone else as the gunner

Your PC config data (OS, drivers, specific software):

Intel(R) Core(TM) i9-9900K CPU @ 3.60GHz

NVIDIA Titan X (Pascal)

32 GB DDR4 RAM

Windows 10

Edited by super-truite
  • Thanks 1
super-truite
Posted

Brief description:  

In tanks, requesting distance of target to AI crew is still possible when deactivating AI gunner in Dserver config. Furthermore, this option does not work all the time
 

Detailed description, conditions:  

Not sure if it is a bug or intended behavior, but when disabling AI gunner in the .sds config file, it is still possible to request to the crew some targeting or firing actions. It is for instance possible to request the distance of a target using command key + left click on target + F7. This causes a huge problem in MP because most players do not know how to use it and are confused when seeing players doing  perfect aiming from long distances. It renders the use of reticules obsolete. While this option makes sense on normal difficulty, it should be possible to remove it by disabling AI gunners for more realistic servers. On top of that this feature works inconsistently. Sometimes it is really slow to respond (10 seconds or more) sometimes hitting F7 does not trigger it at all after pressing the command key and left clicking on the target

Your PC config data (OS, drivers, specific software):

Intel(R) Core(TM) i9-9900K CPU @ 3.60GHz

NVIDIA Titan X (Pascal)

32 GB DDR4 RAM

Windows 10

  •  
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-DED-Rapidus
Posted
On 7/2/2022 at 6:08 PM, super-truite said:

This causes a huge problem in MP because most players do not know how to use it and are confused when seeing players doing  perfect aiming from long distances.

As I understand it, the ability to find out the range on the  the expert server - that's the advantage?

super-truite
Posted
3 hours ago, -DED-Rapidus said:

As I understand it, the ability to find out the range on the  the expert server - that's the advantage?

Yes, players can find out the range, which is 90% of the aiming process. And most players do not know it and anyway, when  chosing to disable the ai gunner it would make sense to also remove this type of help from the AI crew.

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Regingrave-
Posted
02.07.2022 в 13:08, super-truite сказал:

It is for instance possible to request the distance of a target using command key + left click on target + F7. This causes a huge problem in MP because most players do not know how to use it and are confused when seeing players doing  perfect aiming from long distances. It renders the use of reticules obsolete. While this option makes sense on normal difficulty, it should be possible to remove it by disabling AI gunners for more realistic servers.

On Expert difficulty there is no target marker with exact distance when using commander's order, only the message which gives you distance within hundreds of meters, so it's not rendering reticles useless. You also have to remember that target spotting is one of the key gameplay functions of the tank commander, depriving him of it will ruin his gameplay, making him a dead weight, especially in Multicrew. So we have to be careful about it, although we'll probably condiser some changes.

Posted
36 minutes ago, Regingrave said:

On Expert difficulty there is no target marker with exact distance when using commander's order, only the message which gives you distance within hundreds of meters, so it's not rendering reticles useless. You also have to remember that target spotting is one of the key gameplay functions of the tank commander, depriving him of it will ruin his gameplay, making him a dead weight, especially in Multicrew. So we have to be careful about it, although we'll probably condiser some changes.

at that moment, at least reduce the precision of the information given... the precision of the measurement is just perfect, he is never wrong: except in reality, the measurement was never completely precise (the human is fallible...) and several measurements were made by different members of the tank

 

(see the tiger tank manual so part of it talks about how to measure the shooting distance...)page69.jpg.c92fcf9dc91eb01cc926d19f0bbcbf25.jpg

(don't find it in german or english...)

 

here, a single member calculates with lethal precision in 1 s the distance...

the fact that it is totally accurate kills the gameplay... you never miss a target...

 

and if it is not possible to use this "tricks", because the target is too far, it is enough to ask for a suppression shot and we obtain the same result.

we can have distances up to 2000m , if I remember correctly (you just have to take control of the barrel, the gunner is not always precise)

 

 

super-truite
Posted
47 minutes ago, Regingrave said:

On Expert difficulty there is no target marker with exact distance when using commander's order, only the message which gives you distance within hundreds of meters, so it's not rendering reticles useless. You also have to remember that target spotting is one of the key gameplay functions of the tank commander, depriving him of it will ruin his gameplay, making him a dead weight, especially in Multicrew. So we have to be careful about it, although we'll probably condiser some changes.

Yes I am talking about the radio message. What we do not like is that as commanders, we'd rather learn how to guess the distances with the binoculars. If this distance spotting options is activated it turns the commander gameplay into a contest of who clicks the faster. Sorry for deviating onto something that is more a suggestion than a bug. There are bugs with this feature though and if it is decided to not allow server admins to remove it  should be fixed because when in a duel with another tank, it creates a huge disadvantage if the distance evaluation procedure fails. Unfortunately I do not seem to find a reproducible setup to trigger those bugs...

  • Upvote 2
Posted

I believe that in Multiplayer tank play there should be no AI assistance in the tank WHATSOEVER. No aiming assist, No target alerts, nothing.

  • Upvote 3
Posted
6 minutes ago, DD_Friar said:

I believe that in Multiplayer tank play there should be no AI assistance in the tank WHATSOEVER. No aiming assist, No target alerts, nothing.

totally agree, but it is then necessary to add in game a communication system for the multicrew (like VOIP, SRS... in addition, it would be a plus for communication in the whole team...)

  • 1 month later...
J99_Sizzlorr
Posted (edited)

Brief description:

 

Balloon cables are invisible in multiplayer.

 

Detailed description: 

 

When the mission is run through the DServer, balloons which are connected to a winch have an invisible cable running from the balloon to the winch. It still has collision modelled but you can not see the cable.

If you run the same mission on an ingame server cables are visible (at least for the host haven't tested this as client.)

Edited by J99_Sizzlorr
  • 1CGS
Posted
08.08.2022 в 18:53, J99_Sizzlorr сказал:

Brief description:

 

Balloon cables are invisible in multiplayer.

 

Detailed description: 

 

When the mission is run through the DServer, balloons which are connected to a winch have an invisible cable running from the balloon to the winch. It still has collision modelled but you can not see the cable.

If you run the same mission on an ingame server cables are visible (at least for the host haven't tested this as client.)

We'll fix that, thank you for the report.

  • Like 1
  • 1 month later...
Posted
On 8/10/2022 at 1:53 PM, Regingrave said:

We'll fix that, thank you for the report.

The problem with the invisible balloon cables in multiplayer persits after the latest patch.

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  • 3 weeks later...
Posted

After end of the mission (DServer.exe) many players' aircraft get instant 100% damage:

 

Log example:

T:0 AType:15 VER:17
T:505888 AType:7 
T:505889 AType:4 PLID:21713 PID:46289 BUL:593 SH:0 BOMB:0 RCT:0 (267341.9063,15.3400,197471.5313)
T:505889 AType:4 PLID:259276 PID:260300 BUL:1880 SH:0 BOMB:2 RCT:0 (250225.0313,1477.9326,182312.7344)
T:505890 AType:4 PLID:84198 PID:37094 BUL:500 SH:0 BOMB:3 RCT:0 (245613.2344,133.4609,396848.2188)
T:505890 AType:4 PLID:64731 PID:61659 BUL:1730 SH:0 BOMB:0 RCT:0 (251416.1094,4213.9829,314853.1250)
T:505890 AType:4 PLID:85150 PID:86174 BUL:2060 SH:0 BOMB:0 RCT:0 (269895.4688,8931.2500,187827.0313)
T:505890 AType:4 PLID:21712 PID:83152 BUL:703 SH:0 BOMB:0 RCT:0 (273296.8125,3053.1169,204064.3125)
T:505890 AType:4 PLID:535621 PID:536645 BUL:800 SH:0 BOMB:0 RCT:0 (262724.2500,7940.7891,190643.5156)
T:505890 AType:4 PLID:286843 PID:287867 BUL:1508 SH:0 BOMB:0 RCT:0 (274631.3750,7198.0313,191384.2500)
T:505890 AType:4 PLID:222411 PID:223435 BUL:1350 SH:0 BOMB:6 RCT:0 (251119.3594,1640.0111,181039.3438)
T:505890 AType:4 PLID:29935 PID:30959 BUL:1070 SH:0 BOMB:0 RCT:0 (229717.9375,305.7836,262248.3125)
T:505890 AType:4 PLID:235655 PID:248967 BUL:1508 SH:0 BOMB:0 RCT:0 (270495.1250,7113.1792,189030.6563)
T:505890 AType:4 PLID:111803 PID:159931 BUL:2512 SH:0 BOMB:0 RCT:0 (245142.9063,1355.6685,176931.8125)
T:505890 AType:16 BOTID:46289 POS(267342.0625,15.1441,197472.2344)
T:505891 AType:4 PLID:53466 PID:50394 BUL:800 SH:0 BOMB:0 RCT:0 (278105.2813,2196.0200,193222.4219)
T:505891 AType:4 PLID:57568 PID:58592 BUL:1108 SH:0 BOMB:0 RCT:0 (218742.7188,2616.2031,74831.4375)
T:505891 AType:4 PLID:47213 PID:100461 BUL:2060 SH:0 BOMB:0 RCT:0 (270155.3750,8905.7500,189784.7031)
T:505891 AType:4 PLID:44253 PID:45277 BUL:2300 SH:0 BOMB:1 RCT:0 (51909.0742,1678.9575,259180.5938)
T:505891 AType:4 PLID:27886 PID:28910 BUL:576 SH:0 BOMB:2 RCT:0 (216369.0313,1838.1354,208075.1406)
T:505891 AType:16 BOTID:83152 POS(273302.2188,3053.7649,204063.9375)
T:505891 AType:2 DMG:1.0000 AID:-1 TID:21712 POS(273299.3438,3053.4333,204064.1250)
T:505891 AType:16 BOTID:223435 POS(251125.8281,1639.9697,181036.7656)
T:505891 AType:16 BOTID:86174 POS(269888.6875,8931.6045,187823.3906)
T:505891 AType:2 DMG:1.0000 AID:-1 TID:222411 POS(251121.8125,1639.9567,181038.3594)
T:505891 AType:3 AID:-1 TID:222411 POS(251121.8125,1639.9567,181038.3594)
T:505891 AType:2 DMG:1.0000 AID:-1 TID:85150 POS(269892.5625,8931.4014,187825.5000)
T:505892 AType:3 AID:-1 TID:85150 POS(269892.5625,8931.4014,187825.5000)

T:505892 AType:16 BOTID:260300 POS(250233.9063,1477.7407,182311.8594)
T:505892 AType:2 DMG:1.0000 AID:-1 TID:259276 POS(250227.4688,1477.8854,182312.5000)
T:505892 AType:3 AID:-1 TID:259276 POS(250227.4688,1477.8854,182312.5000)

T:505892 AType:16 BOTID:536645 POS(262714.4375,7940.7461,190646.9063)
T:505892 AType:2 DMG:1.0000 AID:-1 TID:535621 POS(262721.0313,7940.8188,190644.6719)
T:505892 AType:16 BOTID:30959 POS(229707.8906,304.7437,262250.4063)
T:505892 AType:2 DMG:1.0000 AID:-1 TID:29935 POS(229714.8281,305.4636,262249.0000)
T:505892 AType:3 AID:-1 TID:29935 POS(229714.8281,305.4636,262249.0000)
T:505892 AType:3 AID:-1 TID:535621 POS(262721.0313,7940.8188,190644.6719)
T:505892 AType:3 AID:-1 TID:21712 POS(273299.3438,3053.4333,204064.1250)

T:505892 AType:16 BOTID:58592 POS(218749.2813,2616.6677,74836.0000)
T:505892 AType:16 BOTID:159931 POS(245150.4688,1355.6022,176937.7031)
T:505892 AType:2 DMG:1.0000 AID:-1 TID:111803 POS(245145.0938,1355.6038,176933.5156)

and so on....

  • 1CGS
Posted

@=LG/F=Kathon, the planes are still in the air after the mission is completed, so after the mission ends, they crash on the ground. What's wrong?

Posted
6 hours ago, -DED-Rapidus said:

@=LG/F=Kathon, the planes are still in the air after the mission is completed, so after the mission ends, they crash on the ground. What's wrong?

Could you read coordinates of the events: damage/kill and tell me what is the altitude of them? So planes as you say crash on the ground on 7900m or 8900m? How is it possible?

e.g.

T:505892 AType:3 AID:-1 TID:85150 POS(269892.5625,8931.4014,187825.5000)

T:505892 AType:3 AID:-1 TID:535621 POS(262721.0313,7940.8188,190644.6719)

  • Thanks 1
  • 2 months later...
Posted
On 8/10/2022 at 1:53 PM, Regingrave said:

We'll fix that, thank you for the report.

I'm sorry to inform you that the balloon cable is still not visible in multiplayer dogfight mode on a dedicated server...

Posted (edited)
On 7/2/2022 at 12:08 PM, super-truite said:

Brief description:  

In tanks, requesting distance of target to AI crew is still possible when deactivating AI gunner in Dserver config. Furthermore, this option does not work all the time
 

Detailed description, conditions:  

Not sure if it is a bug or intended behavior, but when disabling AI gunner in the .sds config file, it is still possible to request to the crew some targeting or firing actions. It is for instance possible to request the distance of a target using command key + left click on target + F7. This causes a huge problem in MP because most players do not know how to use it and are confused when seeing players doing  perfect aiming from long distances. It renders the use of reticules obsolete. While this option makes sense on normal difficulty, it should be possible to remove it by disabling AI gunners for more realistic servers. On top of that this feature works inconsistently. Sometimes it is really slow to respond (10 seconds or more) sometimes hitting F7 does not trigger it at all after pressing the command key and left clicking on the target

Your PC config data (OS, drivers, specific software):

Intel(R) Core(TM) i9-9900K CPU @ 3.60GHz

NVIDIA Titan X (Pascal)

32 GB DDR4 RAM

Windows 10

  •  

In fact, when I cannot compute the distance using F7, it turns out I can using Alt+ F7. Still a bug, but at least I can use the functionality. 
Edit: this happens to other players too. Some are still able to use F7, for others it switches to Alt+F7

Edited by super-truite
  • 4 months later...
-332FG-Kami_K220
Posted

Hi team, Just reporting a bug I have seen since some of the recent updates. One of our squad members I believe had already mentioned it and we thought it was a problem with his system but we have recreated it today on flying on the Combat box MP Server during the FnF. The bug is that when using the record function it give the person recording extra speed. We were all nicely in formation then one member engaged the record function and instantly gained an extra 50-100 MPH to the rest of the formation and when the record function was turned off they returned to the same speed as they originally were with the formation. 

  • Confused 1
  • 4 weeks later...
1PL-Husar-1Esk
Posted

Brief description: RRR bug

Detailed description, conditions:  

FC. RRR bug. When you start from airstart then land on aerodrome with RRR active. Repairing landing gear never is done. Plane still have visual wing skin damage but can't be repaired.

Additional assets (videos, screenshots, logs):

game track and video

 

 

Tracks.zip

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