Aces High Bulletin Board
General Forums => Open Beta Test => Topic started by: Skuzzy on July 15, 2016, 01:25:52 PM
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New version up (http://bbs.hitechcreations.com/smf/index.php/topic,380279.0.html)!
Please use this thread to post errors/issues with the Patch 30 DX9 version of the Aces High III Beta. Thank you.
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Ok a couple bugs i have found
1. when you are in a ship gun selection screen some of the ships say "invalid ship position" (two of the destroyers and the cruiser)
2. When you kill a ship you appear to be able to man the gun even after is is dead.
:salute
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Skuzzy battleship gun say "invalid position when to try an select them.
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Yes, there is something amiss.
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Hope this helps: Very early in patch 30; killed 6 guns on friendly CV Task Group 51; also gave me a kill barracks message for the previous consecutive field V50; resulted in CV disappearing but .dt f51 shp showed all "6" ships alive 000 to 005; clipboard DT F50 (with Ship checked) showed downtime for F51 Ship ~80 mins.
I hope this correlation to barracks V50 and CV51 is an easy find for you guys. So much else rocks. By the way has the horizon changed? Looked extremely crisp :aok
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guns on small tank fields can not be destroyed been trying at v150 and cant kill them
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Soft gun at small VH has hardness and label of barracks. LOLz, Skuzzy just beat me to it! As of a minute ago guns at small base was back to normal.
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As of this minute, everything is expected to be normal. Turned out to be a host/server issue with one of the databases.
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Ran Updater Beta Patch 29 to 30 w\o a hitch.
Both Beta 30 Dx9 and Dx11 versions opened and exited just fine w\o issues.
Ran Beta 30 Dx9 version w\ AMD Power Efficiency setting enabled (default) and Beta ran just fine w\ FPS in tower @ 65-67, 79-80 in game w\ smooth graphics and GPU clocks running between 1018-1050 Mhz.
Ran Beta 30 Dx9 version w\ AMD Power Efficiency setting disabled and Beta ran just fine w\ essentially no change in performance numbers as given w\ smooth graphics.
Continuing testing.....................
:salute
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V 30 downloaded and ran without any problems. FPS in DX9 very good again. Noted gun sights in both T34s are crystal clear unlike AH2. Don't know if that's intentional. I like it. FPS in DX11 marginal but then I'm running a Radeon HD 6950. Saving my pennies for an upgrade.
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Patch 30 -- Terrain Editor
Having a custom object in a terrain's texsrc folder is okay.
Opening a terrain with an object installed in the oba file crashes the Terrain Editor.
Installing any custom object in a terrain, will crash the Terrain Editor.
I tried rebuilding the objects in the patch30 OE but it didn't help.
Here's the kind of thing ending up in my sdtshape folder:
YEL1.DAT0
YEL1.DAT1
...
YEL1.DAT9
YEL1.HDR
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When the TE runs with custom tile textures, as I made changes to the custom objects in the texsrc folder, the stdshape folder started making duplicates of some files.
"terrainName.DAT0" and its copy "terrainName - Copy.DAT0" showed up.
The time stamps on both versions is exactly the same.
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1. Icons:
Offline mode - Enemy icons go bright and dim as if they are going in and out of shadow. Like the plane itself is blocking the sun to make the icon dim. Not sure if this is intended to be that way or not.
Online mode - Unknown to me at this point haven't seen an icon yet.
2. Trees:
Online and Offline mode - After entering and exiting an arena or offline practice, then entering another arena or offline practice after only going back to the arena selection or opening screen, the tree limbs and leaves do not move. Everything else appears to move in the wind as expected. Quitting completely out of the game resets this behavior.
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The mission editor does not seem to work for spawning ground level at an airfield. Tried numerous combinations of spawn alt (think that is the problem), agl checked and not checked etc and the aircraft (not the program) always immediately crashes at the spawn point. In air spawns are ok.
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Has anybody seen arrows like this before? They showed up in an offline staged mission.
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Has anybody seen arrows like this before? They showed up in an offline staged mission.
They are part of the mission training system
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Still having the same issues for a very long time now.
The fleet view for gun selection is sinking off the bottom of the page. The ships could stand to be made bigger too.
The plane weights and convergence lines are still being washed out if you don't use shadows.
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Is the new ship a Battleship or still a CA ? If it's BBL, are the main guns 16' and if so, will their range be increased over the CA's 8".
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Still having problems wit exhaust smoke coming into the cockpit during startup( A6M's 109's and a few others).
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Still having problems wit exhaust smoke coming into the cockpit during startup( A6M's 109's and a few others).
I know of no way to fix this.
HiTech
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I know of no way to fix this.
HiTech
Could it be a skinning issue? Most planes that suffer from this have a deep cavity below the instrument panel. Is there an actual wall behind the pedals and if there is, what is the transparency level. More important, if there's a wall, is it something like the walls of the buildings, looking solid on the outside but disappear if you somehow manage to get inside? Like the see-thru mirror seen in all of the police tv shows.
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Could it be a skinning issue? Most planes that suffer from this have a deep cavity below the instrument panel. Is there an actual wall behind the pedals and if there is, what is the transparency level. More important, if there's a wall, is it something like the walls of the buildings, looking solid on the outside but disappear if you somehow manage to get inside? Like the see-thru mirror seen in all of the police tv shows.
It's not a skinning issue. I know what causes the smoke, an do to they way it works, it know of no simply way to fix it. Simply put the smoke is being drawn in an area. The system has no way of distinguishing what is inside or out side of the plane.
HiTech
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That's what I feared. If I understood you correctly, there's sort of a box in the lower front part of the fuselage where the smoke appears and in some planes parts of the cockpit reside inside that box. Or am I still lost? Anyway, thanks for explaining it because the issue has been reported several times without being answered.
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That's what I feared. If I understood you correctly, there's sort of a box in the lower front part of the fuselage where the smoke appears and in some planes parts of the cockpit reside inside that box. Or am I still lost? Anyway, thanks for explaining it because the issue has been reported several times without being answered.
That is basically the issue.
HiTech
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Now this might be a silly question since I don't know anything about coding: If the smoke is in a box which is partially situated inside the fuselage, would it be possible to either make the box shorter or shallower, or move it either down or forward just as you could do with a physical box attached to a cylinder?
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Zooming the view from plane or GV is the reverse of AH2. In AH2 ] zooms in and [ out. It's the reverse in AH3. I have zoom mapped to the POV on my throttle so I really didn't notice this until today when I moved from AH2 to AH3 and the zoom seemed different. So I confirmed it with the keys. INSERT and DELETE zoom the map in and out just as in AH2.
Noticed that some of the grass growing in the O'Club is just floating above the planks and not emerging from the gaps.
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Now this might be a silly question since I don't know anything about coding: If the smoke is in a box which is partially situated inside the fuselage, would it be possible to either make the box shorter or shallower, or move it either down or forward just as you could do with a physical box attached to a cylinder?
I said basically,It has nothing to do with a box, it really is a collection flat sprites/particls being emitted from a point. That point is set at the exhaust system.
HiTech
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Zooming the view from plane or GV is the reverse of AH2. In AH2 ] zooms in and [ out. It's the reverse in AH3. I have zoom mapped to the POV on my throttle so I really didn't notice this until today when I moved from AH2 to AH3 and the zoom seemed different. So I confirmed it with the keys. INSERT and DELETE zoom the map in and out just as in AH2.
Noticed that some of the grass growing in the O'Club is just floating above the planks and not emerging from the gaps.
That was in the release notes, it had always been backwards in AH2. I could not simply relabel because then the zoom in external view would be backwards.
HiTech
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Now this might be a silly question since I don't know anything about coding: If the smoke is in a box which is partially situated inside the fuselage, would it be possible to either make the box shorter or shallower, or move it either down or forward just as you could do with a physical box attached to a cylinder?
Biz,
Now that Hitech responded to how the exhaust is generated, I'm more enlightened and letting it go as a game feature. Yesterday I spent time inside cockpits and in F3 watching smoke to try and understand it myself. It looks like the answer could be simple if you go by the structures in the cockpits in front of your rudder pedals that don't leak smoke. Then you look at the outside as the smoke is generated and there is no gotcha you can point at in the sameness from plane to plane. At this point maybe we wish for a pilot engine start up coughing and hairball hacking sound until the cockpit clears..... :O
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I said basically,It has nothing to do with a box, it really is a collection flat sprites/particls being emitted from a point. That point is set at the exhaust system.
HiTech
Since the point can't be moved, I'm happy with some smoke in the cabin. After all it's only for a couple of seconds.
The most important thing is to know you're aware of it. :salute