Raptorattacker Posted April 21, 2021 Posted April 21, 2021 On 3/16/2021 at 10:37 PM, Eisenfaustus said: I have serious performance problems in the Rheinland career. Almost every mission turns into a slow motion picture - while keeping 30-60 fps. Are you recording it at the same time by any chance? That had a serious impact on my game and I gave up recording Missions etc a while ago. Hardly ever get the slo-mo affliction after that. Just a thought... 5 hours ago, LF_Tigre91 said: same Seems to be sorted now.
Eisenfaustus Posted April 22, 2021 Posted April 22, 2021 4 hours ago, Raptorattacker said: Are you recording it at the same time by any chance? That had a serious impact on my game and I gave up recording Missions etc a while ago. Hardly ever get the slo-mo affliction after that. Just a thought... Thanks but no I'm not. However recently it seems to have gotten better - the slow mo is still there but at a lower level so that playing is possible again. It affects mostly fighter bomber intercepts, because 8 P47 are escorted by 8 Spits and intercepted by 8 Fw 190s. So 50% more fighters doing stuff than possible in QMB. So my new question: If the career is set to low density - could the number of planes maybe be reduced? Or is it the hard difficulty that sets the number so high?
1CGS -DED-Rapidus Posted April 22, 2021 1CGS Posted April 22, 2021 8 hours ago, Maqui said: I've taken the albatros up in a couple of quick battles to test the Nieuport. Downed planes don't register as hacing been killed there. I haven't encountered a nieuport in multiplayer battles, but it would be a shame if the same lack of recording happened there as well. Thanks, yes, we overlooked the problem, we will fix it. 3 hours ago, Eisenfaustus said: Thanks but no I'm not. However recently it seems to have gotten better - the slow mo is still there but at a lower level so that playing is possible again. It affects mostly fighter bomber intercepts, because 8 P47 are escorted by 8 Spits and intercepted by 8 Fw 190s. So 50% more fighters doing stuff than possible in QMB. So my new question: If the career is set to low density - could the number of planes maybe be reduced? Or is it the hard difficulty that sets the number so high? When choosing a career, you can set the density of the number of aircraft in the career. 1
Eisenfaustus Posted April 22, 2021 Posted April 22, 2021 1 hour ago, -DED-Rapidus said: When choosing a career, you can set the density of the number of aircraft in the career. Yes - but with low density and high difficulty I often find myself in furballs with 20+ planes involved (mostly on attacker intercepts) - is that as intended? side question - were spitfire escorts for p47 fighter bombers actually that common?
1CGS -DED-Rapidus Posted April 22, 2021 1CGS Posted April 22, 2021 @Eisenfaustus, here we need to ask comrade @LukeFF 1
negulescurobert Posted April 22, 2021 Posted April 22, 2021 (edited) Hello everyone! I am facing lately serious performance problems in the BOK career, and in all scripted campaigns(official or 3rd party) involving Kuban map. It seems to me that this is happening more and more, moving slower and slower after each game update(I might be subjective about this tough) All missions are moving in slow motion, even if FPS is not decreasing bellow 60.Time acceleration having quite no influence, it looks like the slow speed remain the same. Fighter missions can be played somehow, still very annoying, but as for the bombers, they are like stuck in the air, it takes like a year to get to the battle zone Moscow, Stalingrad and Bodenplatte career or scripted career missions (except for the Hell Hawks scripted campaign, where I am facing the same very slow motion) are moving all fluently, time acceleration very effective, everything just fine, doesn't matter quantity of airplanes or/and ground forces that are involved in the battle. Tried different settings to improve performance but it didn't helped. Unfortunately nVidia Game experience software doesn't recognize the IL-2 game, so I could not use a recommended graphics setup, just do tweaking by myself, decreasing graphics settings but did not managed to get any noticeable improvement. Can be the fact that the game data is written on HDD drive, not SSD? Did anyone else faced the same issue, all BoX except for BoK working fine? Any hints? Many thanks in advance for any given advice that someone can give. Edited April 22, 2021 by negulescurobert
1CGS LukeFF Posted April 22, 2021 1CGS Posted April 22, 2021 (edited) 8 hours ago, Eisenfaustus said: Yes - but with low density and high difficulty I often find myself in furballs with 20+ planes involved (mostly on attacker intercepts) - is that as intended? side question - were spitfire escorts for p47 fighter bombers actually that common? 5 hours ago, -DED-Rapidus said: @Eisenfaustus, here we need to ask comrade @LukeFF Yes, with the difficulty level set to high, you have the highest chance of encountering enemy aircraft. The density level refers to ground object density. Not sure about Spitfires escorting P-47s - typically the fighter-bombers would have an escort from their own squadron for such missions (e.g., it wasn't uncommon for Typhoons without ordnance to escort other Typhoons from their squadron with rockets or bombs to the target). Edited April 22, 2021 by LukeFF 1
Cleo9 Posted April 23, 2021 Posted April 23, 2021 (edited) Brief description : E/A dives & crashes to the ground while being chased Detailed description : May be this is a problem that has been reported before. I noticed this on multiple occasions in at least two different careers : BoM (Mig-3) and BoBP (Spit XIV). I'm on the six of an E/A trying to get it in my sight and all of a sudden, to evade the pursuit, the E/A in question just dives to the ground and crashes !! I don't even have to fire at it ! Then on the radio I hear "target destroyed", but I don't get the credit for the kill. Strange AI behavior... I started noticing this bug after update 4.504 and it is still present even after the most recent update. Edited April 25, 2021 by Cleo9
No.23_Gaylion Posted April 27, 2021 Posted April 27, 2021 QMB won't load. Just sits and spins after I hit start. Any fixes for it?
Rommel1717 Posted April 27, 2021 Posted April 27, 2021 Playing as a FW190 pilot Stalingrad career and the mission is to escort stukas to target area. 9 Stukas in formation they don’t dive bomb like stukas should they circle target area and then low level bomb a factory but only the lead Stuka drops his bomb the rest do not and the entire staffel of stukas return to base all but one aircraft carrying their bombs. Very disappointing was hoping to see epic Stuka attack. Have escorted 3 missions like this in my career and every time stukas behave like this. Please fix. By order of Rommel ?
Cleo9 Posted April 28, 2021 Posted April 28, 2021 On 4/22/2021 at 8:07 PM, Cleo9 said: Brief description : E/A dives & crashes to the ground while being chased Detailed description : May be this is a problem that has been reported before. I noticed this on multiple occasions in at least two different careers : BoM (Mig-3) and BoBP (Spit XIV). I'm on the six of an E/A trying to get it in my sight and all of a sudden, to evade the pursuit, the E/A in question just dives to the ground and crashes !! I don't even have to fire at it ! Then on the radio I hear "target destroyed", but I don't get the credit for the kill. Strange AI behavior... I started noticing this bug after update 4.504 and it is still present even after the most recent update. I can confirm that AI suicidal behavior affects all careers and all planes. It is not only affecting E/A but friendlies also. 2 days ago I started a FWA8 campaign in BoBP. Initially, I only saw Spitfires committing suicide. Then I flew a free hunt mission and 3 of the AI planes in my squadron just decided to dive to the ground and end it all right there...
IvanBezdomny Posted April 28, 2021 Posted April 28, 2021 I'm playing a Soviet Battle of Moscow career and was flying I-16s with the 29th IAP. When it came time to rotate off from November of 41 to March of 42 and transition over to the Hurricane MK II I can no longer access this career. The program freezes up, I can hear the background noises still but nothing else is moving. I have the Hurricane collector aircraft and have flown it in other careers but for some reason with this unit I can't get it to work. Has anyone else had this problem or is it just me?
1CGS -DED-Rapidus Posted April 28, 2021 1CGS Posted April 28, 2021 21 hours ago, US213_Talbot said: QMB won't load. Just sits and spins after I hit start. Any fixes for it? A similar problem occurred at the first start after the update, please try again. 18 hours ago, ACG_Rommel said: Playing as a FW190 pilot Stalingrad career and the mission is to escort stukas to target area. 9 Stukas in formation they don’t dive bomb like stukas should they circle target area and then low level bomb a factory but only the lead Stuka drops his bomb the rest do not and the entire staffel of stukas return to base all but one aircraft carrying their bombs. Very disappointing was hoping to see epic Stuka attack. Have escorted 3 missions like this in my career and every time stukas behave like this. Please fix. By order of Rommel ? If it repeat with Stukas, please save the mission file (the _gen.mission file is in the \data\missions folder)/ 9 hours ago, Cleo9 said: I can confirm that AI suicidal behavior affects all careers and all planes. It is not only affecting E/A but friendlies also. 2 days ago I started a FWA8 campaign in BoBP. Initially, I only saw Spitfires committing suicide. Then I flew a free hunt mission and 3 of the AI planes in my squadron just decided to dive to the ground and end it all right there... I will also ask you to record a track. 8 hours ago, IvanBezdomny said: I'm playing a Soviet Battle of Moscow career and was flying I-16s with the 29th IAP. When it came time to rotate off from November of 41 to March of 42 and transition over to the Hurricane MK II I can no longer access this career. The program freezes up, I can hear the background noises still but nothing else is moving. I have the Hurricane collector aircraft and have flown it in other careers but for some reason with this unit I can't get it to work. Has anyone else had this problem or is it just me? I will write you what you need to do in your personal email.
greybeard_52 Posted May 4, 2021 Posted May 4, 2021 It often happens (like illustrated in the screenshot below) that stock campaign generator sets as landing direction (pls see blue down pointed oval) the wrong one. I mean (as you may watch in the figure) that it forces AI controlled aircraft to land crosswind as well as induces me too to make same error, when (like in the example) the right runway is available, oriented according the wind direction. I would recall that in RL also single runways are always oriented according to main wind direction in that specific region (obviously), so, given that the algorithm should know both, it never should put the landing aircraft in the trouble derivating from a crosswind landing. But when the runways are more than one, a fortiori it should pick the upwind one. Can't believe that in a such sophisticated simulation the algorithm choice is random...?
1CGS LukeFF Posted May 4, 2021 1CGS Posted May 4, 2021 2 hours ago, greybeard_52 said: It often happens (like illustrated in the screenshot below) that stock campaign generator sets as landing direction (pls see blue down pointed oval) the wrong one. I mean (as you may watch in the figure) that it forces AI controlled aircraft to land crosswind as well as induces me too to make same error, when (like in the example) the right runway is available, oriented according the wind direction. I would recall that in RL also single runways are always oriented according to main wind direction in that specific region (obviously), so, given that the algorithm should know both, it never should put the landing aircraft in the trouble derivating from a crosswind landing. But when the runways are more than one, a fortiori it should pick the upwind one. Can't believe that in a such sophisticated simulation the algorithm choice is random...? We need the mission file to see where there might be an issue. 1
greybeard_52 Posted May 4, 2021 Posted May 4, 2021 2 hours ago, LukeFF said: We need the mission file to see where there might be an issue. Where should I look?
1CGS -DED-Rapidus Posted May 4, 2021 1CGS Posted May 4, 2021 @greybeard_52, we need a file _gen.mission in il2\data\missions folder.
greybeard_52 Posted May 5, 2021 Posted May 5, 2021 6 hours ago, -DED-Rapidus said: we need a file _gen.mission in il2\data\missions folder. Wow! I couldn't imagine that "mother of all missions" thing!? Here we go (available for one week)! https://we.tl/t-7UME3ySewj 1
Nadelbaum Posted May 5, 2021 Posted May 5, 2021 (edited) Two times a CTD during Hell Hawks Over the Bulge campaign, mission 3. During the airfield attack. @-DED-Rapidus I'll PM you for the link to Google Drive for two crash dumps and the corresponding tracks. Both on version 4.601b. Edited May 5, 2021 by Nadelbaum 1
1CGS -DED-Rapidus Posted May 7, 2021 1CGS Posted May 7, 2021 @Nadelbaum, and to everyone else who gets a similar CTD-I really need information about what you did before the game flew to the desktop.
DN308 Posted May 9, 2021 Posted May 9, 2021 In mission edited, I use to put some media, in particular sound from mp3. Before 4.601, everything worked like a charm and now, nothing. Is there a sequence that change? Or a new logic in order to use it ? Thanks in advance for missions builders
Cleo9 Posted May 16, 2021 Posted May 16, 2021 (edited) Brief description FW190D9 career not really ending... BoBP Detailed description I was about to fly my final mission in this career, April 1st 1945, and this is what I got... All personal and squadron data were lost, except for medals and awards (before April 1st) Headquarter (3rd) screenshot suggests that I ended the career ("show battle results" tab... btw I have access to the closure video), but the 4th screenshot indicates that the career is still in progress (Nowotny). Can't trace back any pilot info, unit hq info, etc., whatever the day. I only have access to the medals and awards earned as of March 31st. If I go back to, let's say, March 19, I get the medal screen of the 31st (pilot menu), but that's all I get, there are no stats re : air, ground kills, etc..., and no unit hq info. I transferred from one squadron to another many times during this career and also changed the options on multiple occasions re : the duration of the career (realistic vs medium). May be it contributed to the global f***k up? Edited May 16, 2021 by Cleo9
1CGS -DED-Rapidus Posted May 16, 2021 1CGS Posted May 16, 2021 2 minutes ago, Cleo9 said: Brief description FW190D9 career not really ending... BoBP |Ok. I will need the files, I will write to you later in PM. 1
Cleo9 Posted May 16, 2021 Posted May 16, 2021 (edited) 2 minutes ago, -DED-Rapidus said: |Ok. I will need the files, I will write to you later in PM. tks, what files do you need ? Edited May 16, 2021 by Cleo9
Cleo9 Posted May 16, 2021 Posted May 16, 2021 13 hours ago, -DED-Rapidus said: |Ok. I will need the files, I will write to you later in PM. Career and specific usersave 2021-4-26-4-30-8-889.rar Career.rar 1
Stolle Posted May 21, 2021 Posted May 21, 2021 I am experiencing crashes during several missions in the Hell Hawks over the Bulge campaign. I have to do a hard boot to shut down then restart the computer, so there is no crash dump created. After restarting, the next mission in the campaign is available and I am able to fly the next mission in the campaign which will also crash. Right before the missions crash, I am flying in formation about half way to the way to the target area. I did notice something I have not seen before, there were several .mlg files in the data folder instead of the data/flight logs folder.
Fiyero Posted May 27, 2021 Posted May 27, 2021 On 4/28/2021 at 5:58 AM, IvanBezdomny said: I'm playing a Soviet Battle of Moscow career and was flying I-16s with the 29th IAP. When it came time to rotate off from November of 41 to March of 42 and transition over to the Hurricane MK II I can no longer access this career. The program freezes up, I can hear the background noises still but nothing else is moving. I have the Hurricane collector aircraft and have flown it in other careers but for some reason with this unit I can't get it to work. Has anyone else had this problem or is it just me? I have exactly the same problem. Please provide solution if possible.
1CGS -DED-Rapidus Posted May 28, 2021 1CGS Posted May 28, 2021 On 5/21/2021 at 10:17 PM, Stolle said: I am experiencing crashes during several missions in the Hell Hawks over the Bulge campaign. I have to do a hard boot to shut down then restart the computer, so there is no crash dump created. After restarting, the next mission in the campaign is available and I am able to fly the next mission in the campaign which will also crash. Right before the missions crash, I am flying in formation about half way to the way to the target area. I did notice something I have not seen before, there were several .mlg files in the data folder instead of the data/flight logs folder. 20 hours ago, Fiyero said: I have exactly the same problem. Please provide solution if possible. please,make dxdiag reports and screenshots of the graphics settings from the game.
Alonzo Posted June 1, 2021 Posted June 1, 2021 Hi there. We seem to have some kind of bug in the Mission Editor / dserver. Since February this year, the mission editor has been saving a mission including an empty .list file (even if the .list was not empty when the mission was loaded -- Ctrl-S overwrites it with an empty one). But that was fine, clients had no problem until today. Now, today, if there is an empty .list file on the server, clients get "unable to save to disk". I manually restored the .list files from source control, and used the resaver to deploy to my server. In this case, resaver failed to rewrite the paths for the subtitle files, including "alonzodev" (the development path for the file) and not "alonzo" (the normal server path for the file). I'm not sure what's going on here. Until today, game clients didn't care about the .list file and an empty or malformed one was fine. Maybe we can go back to that behavior. I suspect Combat Box is not the only server facing issues, since there are so few in the server list right now. 1
Alonzo Posted June 1, 2021 Posted June 1, 2021 2 hours ago, Alonzo said: Hi there. We seem to have some kind of bug in the Mission Editor / dserver. Since February this year, the mission editor has been saving a mission including an empty .list file (even if the .list was not empty when the mission was loaded -- Ctrl-S overwrites it with an empty one). But that was fine, clients had no problem until today. Now, today, if there is an empty .list file on the server, clients get "unable to save to disk". I manually restored the .list files from source control, and used the resaver to deploy to my server. In this case, resaver failed to rewrite the paths for the subtitle files, including "alonzodev" (the development path for the file) and not "alonzo" (the normal server path for the file). I'm not sure what's going on here. Until today, game clients didn't care about the .list file and an empty or malformed one was fine. Maybe we can go back to that behavior. I suspect Combat Box is not the only server facing issues, since there are so few in the server list right now. I've fixed the problem, at least for now, by creating a .list file from our mission deploy script. It ignores whatever was previously in the .list and just creates one with a dummy checksum for each of the subtitle languages. Then it runs the resaver as normal and everything seems ok. Having an empty .list file definitely causes clients a problem when they try to download the mission. 1 1
1CGS -DED-Rapidus Posted June 1, 2021 1CGS Posted June 1, 2021 4 hours ago, Alonzo said: I suspect Combat Box is not the only server facing issues, since there are so few in the server list right now. Not all servers have been updated yet. to analyze the problem, I need your mission files.
Alonzo Posted June 2, 2021 Posted June 2, 2021 14 hours ago, -DED-Rapidus said: Not all servers have been updated yet. to analyze the problem, I need your mission files. I've sent a PM with details, thanks for looking. 1
Na-zdorovie Posted June 2, 2021 Posted June 2, 2021 i have found a few on career mode where for example you need to intercept ground planes, you get there and can see they have allready been due to craters, fly around for 10 mins, no notifications, flight heads home and lands..................end of?
Stolle Posted June 9, 2021 Posted June 9, 2021 On 5/28/2021 at 12:30 PM, -DED-Rapidus said: please,make dxdiag reports and screenshots of the graphics settings from the game. Here is the dxdiag reports and the graphics settings DxDiag.txt 1
Pennix_LeGaulois Posted June 15, 2021 Posted June 15, 2021 Hello Dev Team, First I'd like to thank you for the wonderful work you do with so many regular updates and improvement. Then I would like to apologize if I am not clear enough, English is not my native language. I will do my best to describe the weird bug I am experiencing. Brief description : Using IL2 V4.602, and a custom dogfight mission A check zone, configured to detect an Axis plane in a sphere, is firing as if a plane was inside when no axis plane have been spawned yet. After a plane was spawned then deleted, it keeps firing as if a plane was inside. If, in the mission editor, the plane and its MCU Trigger:Spawner are deleted then re-created, the check zone will work as intended. example of both behaviors are enclosed. Detailed description, conditions : What I am trying to achieve : I deactivate and reactivate check zones to "ask" regularly if planes are within. One Check zone is configured to detect Axis planes within, the other one is configured to detect Allies planes within. If there is a plane in the check zone, it triggers an event. If there is no plane, another event is triggered. What is happening : From Check Zones initial activation, when no plane are in its detection radius (no plane other than the player has been spawned yet), the Check Zone configured to detect Axis planes within triggers the event as if a plane is inside. After a plane was spawned then deleted, the check zone keeps triggering the event as if a plane is inside. Another Check Zone, configured to detect an Allied plane within, works as expected. This was experienced on several custom missions created using the mission editor. Enclosed is a very simple example of a checkzone exhibiting the bug. What is really weird : If you perform the following operations : using the mission editor, you delete the axis plane and the Trigger:Spawner that spawns it you save the mission under a new name you run the mission in game (this step might not be required, but I didn't tried without it) using the mission editor, you create again the axis plane and the Trigger:Spawner that spawns it Then the CZ detecting axis planes (which you did not change at all) will work as intended. Enclosed is the same very simple example after the detailed step were followed. Additionnal assets : You'll find enclosed a .zip file which contains 2 dogfight missions : example_CZ_not_working is a mission exhibiting the bug example_CZ_working is the same mission, after the axis plane and the spawner have been deleted and recreated (It is otherwise identical to the other mission). It does not exhibit the bug and both CheckZones are working as expected. Text messages are displayed every 2.5 secondes when all Check Zones are deactivated/reactivated. A text message will then appear, stating if a plane was detected or not. There is one message for Axis plane and one message for Allies plane. Spoiler You have to spawn to start the mission logic. mission logic is as follow : - player spawn -10 sec wait - CZ status asked every 2,5 sec -30 sec wait -german plane is spawned -30 sec wait -URSS plane is spawned - 30 sec wait - german plane is deleted - 30 sec wait - URSS plane is deleted My PC config : To check it was not some random bug triggered by a specific hardware configuration, this bug has been experienced on several machines desktop computer : Intel core i5 9600K, RTX 2060 super, 32 Go of ram, win10 20H2 Surface pro 7 : intel core i7-1065G7, Intel Iris Plus Graphics, 16 Go of ram, win10 20H2 (only used for test purposes, I'm not crazy...) desktop computer : intel core i5 (4th gen), GTX 745, win10 In case you are wondering why am I deactivating / reactivating "in" Check Zones rather than play with "in" and "out" Check Zones (although I believe it is irrelevant to the bug report) : Spoiler To detect planes/players flying very low, or even landed, I will use high radius Check Zones, positionned below ground. Only a few meters are able to detect planes above the ground. You will need several Check Zones to cover the surface you want. Then, to detect players, I use a logic which "resets" Check Zone (deactivate-reactivate) configured to detect planes inside. In parallel, a "no plane" message is sent, with a wait time. If there is one (or several) plane(s) in one (or several) of the check zones, the "no plane" message is interrupted, and the "plane in" message is sent. Otherwise, the "no plane" message goes through. This allows me to trigger event based on the presence or absence of planes in many Check Zone, without using a combination of "Distance : closer" and "Distance : further" Check Zone and needing logic to work with every combination I could end up with. Here is the "check" logic : (this logic is inspired by SAS Skylla's logic gates) CZ_initial_firing_bug_demo.zip 1
1CGS -DED-Rapidus Posted June 16, 2021 1CGS Posted June 16, 2021 @Pennix_LeGaulois, I only did not understand one thing, why such difficulties with constant switching on/ off? In my opinion, it is easier to keep the check zone enabled and deactivate it when an event occurs.
Pennix_LeGaulois Posted June 16, 2021 Posted June 16, 2021 3 hours ago, -DED-Rapidus said: @Pennix_LeGaulois, I only did not understand one thing, why such difficulties with constant switching on/ off? In my opinion, it is easier to keep the check zone enabled and deactivate it when an event occurs. @-DED-Rapidus The final goal is to have a base capture logic that starts when a plane land, but can be interrupted if an enemy land in the same area, or if the landed plane is destroyed by the enemy. Also I want the logic to be robust and allow for several planes to land, and the capture continuing if one of those planes got destroyed. With the switch on/off at regular intervals, I can send increments to a counter before triggering a "capture finished" event when the counter fires. The time it takes to perform the capture would be tuned using the timers used to trigger the "ask status", and the counter number required to trigger. I left all this logic out of the bug report and the example missions as it is not relevant to the bug. By the way, you merged the topic with the Quick mission, Campaign and Single mission, but this is a multiplayer mission bug (dogfight). I cannot say if the bug occurs in single player missions as I did not test it.
Noisemaker Posted July 3, 2021 Posted July 3, 2021 Brief description: U2/Po2 Campaign mode still unusable Detailed description, conditions: Upon entering the flight, the entire wing of AI planes begins to RTB before the second waypoint is reached. Additional assets (videos, screenshots, logs): Mission file attached Your PC config data (OS, drivers, specific software): Irrelevant. _gen.zip 1
Pennix_LeGaulois Posted July 8, 2021 Posted July 8, 2021 (edited) On 6/15/2021 at 9:05 PM, Pennix_LeGaulois said: [...] Brief description : Using IL2 V4.602, and a custom dogfight mission A check zone, configured to detect an Axis plane in a sphere, is firing as if a plane was inside when no axis plane have been spawned yet. After a plane was spawned then deleted, it keeps firing as if a plane was inside. If, in the mission editor, the plane and its MCU Trigger:Spawner are deleted then re-created, the check zone will work as intended. example of both behaviors are enclosed. [...] @-DED-Rapidus As a follow up to ↑ this bug report↑ , I found this thread where @JimTM is stating : On 6/27/2021 at 8:25 PM, JimTM said: It appears that the spawner feature affects the behaviour of the proximity trigger. If you set up the vehicles without spawning them, the proximity trigger works as expected, [...] I suspect the same kind of behavior might be causing the reported bug with CZ. If I have time in the following days, I will perform some tests where planes actually fly into the Check Zones rather than spawn in them. edit : I did manage to perform a quick test, only adding a simple "activate plane → wait 5 sec → trigger WP" logic in both demo missions. This time no CZ fires when there is no plane inside. So it seems the bug really is linked to the Spawner Trigger and not the CZ. You'll find enclosed a .zip with both demo missions modified. I hope this helps ! CZ_initial_firing_bug_no_spawner.zip Edited July 8, 2021 by Pennix_LeGaulois 1
1CGS -DED-Rapidus Posted July 9, 2021 1CGS Posted July 9, 2021 @Pennix_LeGaulois, thank you for the examples, I ran your missions on the tests, the planes appear and work out the zones normally, reporting that the plane entered the zone or left it. I didn't reproduce the problem.
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