IckyATLAS Posted April 2, 2020 Posted April 2, 2020 I ran into a game killer action, that causes a complete crash of the game and find myself in front of the desktop screen. I did have deadly game freezes, but never such a radical effect. This happens if you delete an airfield. I am designing a mission that uses many airfield objects on one given airfield. These different airfields are being activated and deactivated according to what their corresponding plane does. Like take off, landing, parking in different places etc. I had no issue with that except that I saw a deactivated airfield refusing to deactivate and influencing the airplane with a wrong taxi and parking pattern. So to avoid this I decided just to delete it as I will not need it anymore in the mission. The delete works much too well as it deletes the game. Is it a Bug or a forbidden action that should not have been allowed by the editor?
jollyjack Posted April 13, 2020 Posted April 13, 2020 Sometimes with a mission that can still be loaded in the editor it saves the day by selecting all and save it as a group. Then start a new map with the same textures etc, and re-import the saved group file. This also works if you've got some ghostly cross firing on the ground from persistent deleted Entry active MCUs. Apparently such actions can leave junk behind in your mission file, especially with complicated ones ...
IckyATLAS Posted April 14, 2020 Author Posted April 14, 2020 14 hours ago, jollyjack said: Sometimes with a mission that can still be loaded in the editor it saves the day by selecting all and save it as a group. Then start a new map with the same textures etc, and re-import the saved group file. This also works if you've got some ghostly cross firing on the ground from persistent deleted Entry active MCUs. Apparently such actions can leave junk behind in your mission file, especially with complicated ones ... You are correct. I mentioned that once in another post. All my groups in my missions are structured and nested inside one main Mission Group. These are the following steps: 1) At the creation of a Mission say with the Kuban Map, first import all the related available templates (bridges, cities, airfields etc). These will appear in the mission tree as groups under the main mission name. 2) Create then the Mission Group by grouping all these initial template groups. 3) Everything new created has to be in new groups that are always inside this main Mission Group. 4) When you save the Mission file then also save the corresponding Mission Group besides some individual groups that can be reused separately for other missions. It is good practice to have at least one or two chronological versions available so that you can come back one or two steps. But this needs good file management of missions and groups versions. 5) Because this Mission Group contains all the templates which are geometrically correct in position relative to the map, and your objects are positioned relative to the templates, if you reload the Mission Group on a new empty identical map, all the objects will be at the right place. This is very useful as a backup, because the editor lacks any UNDO function. One wrong selection, manipulation etc. and some groups or objects can get misplaced sometimes you not knowing it, like city blocks and other stuff, like airfield objects. If it is too messy then this feature will save the day. I had to use it only twice up to now but it was a huge relief. ?
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now