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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games.

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  #1  
Old 06-08-2012, 10:36 PM
Melbourne, FL Melbourne, FL is offline
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Originally Posted by Continu0 View Post
Strange: notice the Instruments (and throttle) keep working in the video!!!
The same happened when my plane became stuck playing offline. All controls were still working.

Alexander
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  #2  
Old 06-10-2012, 02:48 PM
Lolsav Lolsav is offline
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Just wondering if its a plane type specific error or just another mysterious bug...

I was flying a 109 when it happened. To all others what were you flying and where, i.e, online or offline?
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  #3  
Old 06-10-2012, 04:40 PM
retrojet retrojet is offline
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Well, try taking your foot off the airbrakes, guys...
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Old 06-10-2012, 06:37 PM
Blackdog_kt Blackdog_kt is offline
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Originally Posted by Redroach View Post
Just today I've been told about a script on ATAG that removes planes after a while after touching down for landing. But I hear it can 'bug' somewhat if you have a rough take-off and bounce at least once, with the script thinking you've gotten back already. Maybe it's that? Weird thing that steering still works, though.
I've heard people discussing this on ATAG TS as well. It seems that if you bounce around too much on take-off, the script is getting fooled into thinking you touched down and starts the despawn timer. When the timer expires your plane disappears.

The way to prevent it is to either optimize the script (in case anyone knows how), or make sure your wheels don't touch the ground after they initially come off the runway.
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  #5  
Old 06-11-2012, 05:45 AM
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Ailantd Ailantd is offline
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Originally Posted by Blackdog_kt View Post
I've heard people discussing this on ATAG TS as well. It seems that if you bounce around too much on take-off, the script is getting fooled into thinking you touched down and starts the despawn timer. When the timer expires your plane disappears.

The way to prevent it is to either optimize the script (in case anyone knows how), or make sure your wheels don't touch the ground after they initially come off the runway.
Script trying to know if you are landing by how much you bounce is really weird. It should be based in aircraft speed.
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  #6  
Old 06-11-2012, 10:20 AM
pupo162 pupo162 is offline
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Originally Posted by Blackdog_kt View Post
I've heard people discussing this on ATAG TS as well. It seems that if you bounce around too much on take-off, the script is getting fooled into thinking you touched down and starts the despawn timer. When the timer expires your plane disappears.

The way to prevent it is to either optimize the script (in case anyone knows how), or make sure your wheels don't touch the ground after they initially come off the runway.
Adding a check to see f the plane speed is higher than 50 km/h should be enough. pretty sure thats waht the E69-script has now.
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Old 06-11-2012, 06:40 AM
Melbourne, FL Melbourne, FL is offline
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Originally Posted by Lolsav View Post
Just wondering if its a plane type specific error or just another mysterious bug...

I was flying a 109 when it happened. To all others what were you flying and where, i.e, online or offline?
I was in a 109 offline.

Alexander
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  #8  
Old 06-11-2012, 05:30 PM
ATAG_Bliss ATAG_Bliss is offline
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Quote:
Originally Posted by Blackdog_kt View Post
I've heard people discussing this on ATAG TS as well. It seems that if you bounce around too much on take-off, the script is getting fooled into thinking you touched down and starts the despawn timer. When the timer expires your plane disappears.

The way to prevent it is to either optimize the script (in case anyone knows how), or make sure your wheels don't touch the ground after they initially come off the runway.
Quote:
Originally Posted by Ailantd View Post
Script trying to know if you are landing by how much you bounce is really weird. It should be based in aircraft speed.
Quote:
Originally Posted by Melbourne, FL View Post
I was in a 109 offline.

Alexander
The script only activates if you have landed, bailed out, or the player has exited the aircraft.

The bug that happens is sometimes you will spawn with your wheels off the ground. By the time it's bounced once, before even starting the engine, the game thinks you were flying and landed. A screen message with your name will also say you have landed/returned home etc. That's what is happening.

Easiest way to avoid it it check the messages when you spawn.

As far as the plane stuck in mid air, I have no idea.
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  #9  
Old 06-11-2012, 08:22 PM
Continu0 Continu0 is offline
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Originally Posted by ATAG_Bliss View Post
The script only activates if you have landed, bailed out, or the player has exited the aircraft.

The bug that happens is sometimes you will spawn with your wheels off the ground. By the time it's bounced once, before even starting the engine, the game thinks you were flying and landed. A screen message with your name will also say you have landed/returned home etc. That's what is happening.

Easiest way to avoid it it check the messages when you spawn.

As far as the plane stuck in mid air, I have no idea.
Then the solution would be to change the script into one that starts after a certain time of inactivity....?

IMO Landing as a indicator for despawning doesn´t make sense if you want to take off again or keep rolling around on the airfield...
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  #10  
Old 06-12-2012, 12:46 AM
ATAG_Bliss ATAG_Bliss is offline
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As far as I know there is no library callout in cliffs that will measure some sort of inactiveness of a player. There are several states but that. To understand why the script is used in its current context you would of had to play early on and witness airfields filled with planes.

But as I've already stated the problem isn't with the script. The problem is with the game spawns. Perhaps the game should be fixed then we wouldn't have to work around every MP issue with a piece of code? Just a thought on the real problem.
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