Author Topic: Beta 13 Released: Issues/Bug Reports  (Read 4240 times)

Offline Skuzzy

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Beta 13 Released: Issues/Bug Reports
« on: March 18, 2016, 12:43:45 PM »
New version up

Please use this thread to post any issues/bugs with Beta Patch 13.  Thank you!
Roy "Skuzzy" Neese
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Offline Gman

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Re: Beta 13 Released: Issues/Bug Reports
« Reply #1 on: March 18, 2016, 01:44:38 PM »
Possible bug in the Ki84 - the trim button for aileron right and left - the keys work OK, but when setting a button/hat on sticks, the right/left aileron function doesn't work.  The elevator/rudder does, but aileron doesn't.  I tried with both CH, TM Warthog and Cougar, and same result.  Also tried offline - same result.  Tried other planes, LA7, KI43, etc, no problem, aileron trim maps to the above controllers.  So I think it's just in the KI84 that it's not working - it shows mapped ok in the config/clipboard, but the trim doesn't move when you press the control button assigned, only with the J and L keys does it work.  Again, same sticks/config work in other planes OK, aileron trim only on Ki84 won't work when assinged.


Flipping combat trim on/off seems to make it sort of work, but then it stops and the trim won't move again, especially once airborne.  I have combat trim turned off by default, and have a button mapped to flip it on/off to do quick "re trims", but KI84 ail trim still stops working.  I'm checking my settings for my CH sticks again, trying to figure out if its something in them, but all other planes work ok right now.

edit - other planes now doing it too, no ail trim assinged to control buttons works, elev and rudder both do, and work when reassinged to the buttons that are NOT working for aileron when I tried that, so it isn't the stick hats/buttons so far as I can tell.
« Last Edit: March 18, 2016, 01:58:34 PM by Gman »

Offline Greebo

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Re: Beta 13 Released: Issues/Bug Reports
« Reply #2 on: March 18, 2016, 02:01:01 PM »
There is a bug in the TE related to setting initial waypoints for the task groups which occurs if I place a waypoint too close to land. I get an error window saying I have done so but afterwards the view window freezes and I can't change the waypoints. Buttons still work in the TE, I can navigate around it but can only unfreeze the view window by closing the TE down and restarting.

Another thing is that when I hit "clear points" the existing waypoints do not clear in the view window, they only clear when I hit "add point".

Also the distance that the "land too close" message appears seems to appear further from land now. I tested this by getting the message while trying to set the waypoints for a fleet in the same positions where they had originally been since the AH2 version of the terrain.

Offline hitech

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Re: Beta 13 Released: Issues/Bug Reports
« Reply #3 on: March 18, 2016, 02:09:13 PM »
Also the distance that the "land too close" message appears seems to appear further from land now. I tested this by getting the message while trying to set the waypoints for a fleet in the same positions where they had originally been since the AH2 version of the terrain.

This is intentional

HiTech

Offline Greebo

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Re: Beta 13 Released: Issues/Bug Reports
« Reply #4 on: March 18, 2016, 02:28:45 PM »
Do you want me to reposition the existing AH2-set CV waypoints to the new distance? What is the new distance? Does the new minimum distance also apply to players setting waypoints in-game?

There is something else I just discovered while rotating the waypoint for A48. Somehow while I was doing this I inadvertently managed to rotate A48 field itself. Not knowing this I checked for errors, uploaded the terrain and went online to check the upload had worked. However as soon as I clicked on A48 the program crashed to the desktop. After I discovered the the problem in the TE I unrotated A48, re-uploaded the terrain and checked the issue was fixed. I only mention this because I'd have thought rotated STOs would have been something the error checker should have caught and it didn't.
« Last Edit: March 18, 2016, 02:31:14 PM by Greebo »

Offline hitech

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Re: Beta 13 Released: Issues/Bug Reports
« Reply #5 on: March 18, 2016, 02:38:19 PM »
No need to change them, it works for simple ones.

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Offline hitech

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Re: Beta 13 Released: Issues/Bug Reports
« Reply #6 on: March 18, 2016, 02:39:39 PM »
Do you want me to reposition the existing AH2-set CV waypoints to the new distance? What is the new distance? Does the new minimum distance also apply to players setting waypoints in-game?

There is something else I just discovered while rotating the waypoint for A48. Somehow while I was doing this I inadvertently managed to rotate A48 field itself. Not knowing this I checked for errors, uploaded the terrain and went online to check the upload had worked. However as soon as I clicked on A48 the program crashed to the desktop. After I discovered the the problem in the TE I unrotated A48, re-uploaded the terrain and checked the issue was fixed. I only mention this because I'd have thought rotated STOs would have been something the error checker should have caught and it didn't.

Ill check it, no reason that the rotated field should cause any issues. If it does it's a bug.

HiTec

Offline 68falcon

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Re: Beta 13 Released: Issues/Bug Reports
« Reply #7 on: March 18, 2016, 02:49:37 PM »
Full version install not ready yet? Link not working for me.
« Last Edit: March 18, 2016, 02:53:42 PM by 68falcon »
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Offline Easyscor

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Re: Beta 13 Released: Issues/Bug Reports
« Reply #8 on: March 18, 2016, 03:31:06 PM »
Water sound for both LVTs when on dry land.

In AH2 and AH3, hitting the S key will not make either reverse on water. In AH2, if you hold the S key and toggle between the A and D keys, it will eventually reverse, but not in AH3. No reverse on water.

Can't drive watercraft under bridges.  :)
« Last Edit: March 18, 2016, 03:33:16 PM by Easyscor »
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Offline Skuzzy

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Re: Beta 13 Released: Issues/Bug Reports
« Reply #9 on: March 18, 2016, 03:59:20 PM »
Full version install not ready yet? Link not working for me.

Yes, but it had not propagated to all the servers.  Ready now.
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Offline Greebo

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Re: Beta 13 Released: Issues/Bug Reports
« Reply #10 on: March 18, 2016, 04:10:28 PM »
Ill check it, no reason that the rotated field should cause any issues. If it does it's a bug.

HiTec

My original post was not very well worded. What I meant to say was that the field A48 was accidentally rotated about 30 degrees, uploaded like that and this caused the CTD when moving to that field until I fixed it. I've not had any problem with bases rotated 90/180/270 degrees.

Offline qbert55ca

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Re: Beta 13 Released: Issues/Bug Reports
« Reply #11 on: March 18, 2016, 07:03:54 PM »
-FPS still screwing me over (beta 13) see picture

-TU2 sounds like you on the ground watching it fly over.

-Storch plays both the idle sound and the flying, (higher RPM) sound at the same time.

-No sight on the tempest

-Prior complaint about wallowing and  ==>(see Post AH3) is I believed cause by frame rate as when I can get the FPS above 35 (not very often)it seems to go away.

Don't make the mistake that KSP did and put out a product that is not ready to go out and this one has a way to go.

qbert

Not being able to see the fields until 3K out at best is unacceptable in game play.


Offline USRanger

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Re: Beta 13 Released: Issues/Bug Reports
« Reply #12 on: March 18, 2016, 07:18:32 PM »
Quote
Changed the way vehicle collisions work.

How do they work now?  :x
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Offline ghostdancer

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Re: Beta 13 Released: Issues/Bug Reports
« Reply #13 on: March 18, 2016, 07:51:16 PM »
Greebo we had issues in AH2 also with bases that were not rotated 90/180/270 degrees (in the OBA 0.0000, 1.5708, 3.1416,-1.5708). Which was more pronounced the more the players were on the map. Which lead to SEA terrains only rotating ports to those snap degrees and not rotating airfields, towns, strats, or vehicle bases at all.

Best way to catch a base rotation is to scan the OBA file to see if any base, twon, strat, vehicle base is not rotated to those values.
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Offline 715

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Re: Beta 13 Released: Issues/Bug Reports
« Reply #14 on: March 18, 2016, 09:57:26 PM »
Offline CraterMA took on field setup of last time I was online CraterMA, but captured fields weren't accessible.

Got stuck in the following trees (CraterMA, Jeep):
-103441,329,518738,2.7,0.9,-64.1
-103352,328,518731,1.9,0.6,-15.2
-112504,353,530263,-5.1,0.2,160.9
-114423,362,531459,18.6,3.3,136.1
-115097,382,531739,-4.8,-25.7,51.3
(all trees with low lying branches)

Got stuck under the watch tower at HQ and Tanktown (CraterMA)

Trees on bridge in TT: 25720,155,5725,0.0,-0.3,-116.0

Bush on bridge in TT:  27285,155,5040,-0.0,-0.3,19.1

Tree on road to HQ: -87607,495,521317,-4.8,-1.3,-5.3

V59S and V59E spawns have ~10% chance of spawning you stuck in a tree.  V59SE and V139S have ~17% chance.*  HT: any chance of code like "If rndspawnchoice = tree then try one more time"?  That would reduce spawn stuck in a tree to about 1 to 3% chance and Greebo wouldn't have to take a chainsaw to his terrain.

*sample size ~30