Cancelled flights in TE`s?
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What can be a reason why BMS cancelles flights in a TE? Airport and so on are still active and 100%… in 2D the flight goes airborne but stays at the Airport… and if human joins the message “Flight cancelled” Comes… but the aircraft are “Enroute”…
Screenshot and Tac-File attached….
Play-Side is green / NATO
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UNder 4.33.1 we have the problem again… anyone knows now what can cause this issue?
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I don’t have that theatre, so I couldn’t look at it in MC or 2d but here’s what I see:
- status of the flight is ‘aborted’. You can’t join and it will give the ‘flight aborted’ pop-up. (Additional: when a flight is egressing, you also can’t join)
- Do you use any mods, or are there any weapons on the pylons that are not standard?
- I see you have 5 flights in the package. Does the same thing happen when you have 1 or two flights in a package?
- Is the model default in the theatre, or did you add models (jet types) to the theatre?
Can you join the flight committing to RAMP or TAXI before take off? Or does the flight just never takes off even when fragged say 1 hour ahead?
When you try to add a single flight in a new TE, 30 minutes ahead and save the TE. Restart BMS, and select the flight and select ‘takeoff’ having to wait for the clock to run down; does it commit to it? Do you get in the cockpit / 3d world? -
I have a suggestion looking at the screen shot the time of day is 05:34 and the take off time is I think was 05:17
go back and edit the TE and set the clock to start at 04:58 then save you should be able to fly the mission I hope!
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The TE of yesterday was not in an other Theater, it was in Korea KTO.
Tested it with different times and so on… no luck. But this is code… so there must be clar definition that causes this message. If x and X then do -> Cancel… That is hopefully not a random feature…
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What can be a reason why BMS cancelles flights in a TE? Airport and so on are still active and 100%… in 2D the flight goes airborne but stays at the Airport… and if human joins the message “Flight cancelled” Comes… but the aircraft are “Enroute”…
Screenshot and Tac-File attached…
Play-Side is green / NATO
The TE of yesterday was not in an other Theater, it was in Korea KTO.
What?? I downloaded the TE and it’s totally screwed up. You make a post and it shows the Aegean theater and site the screenshot along with the attached TE.
Then you say it’s not another theater, that it’s KTO.
Well it’s not KTO. I put it in KTO and tried to fly it and the Aegean map is overlaying Korea. And of course it CTD.
No wonder it doesn’t work. What exactly is going on here?? Not to mention, the file you posted up was created on 7/26/2015???
C9
The TE of yesterday was not in an other Theater, it was in Korea KTO.
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@Cloud:
What?? …. What exactly is going on here?? Not to mention, the file you posted up was created on 7/26/2015???
C9
Start with Post #2. Post 1 is old. Then, a year later, he replied in his old post saying the problem has re-occured for him in 4.33.1 …. with, presumably, a different TE in KTO that he hasn’t shared (yet).
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Start with Post #2. Post 1 is old. Then, a year later, he replied in his old post saying the problem has re-occured for him in 4.33.1 …. with, presumably, a different TE in KTO that he hasn’t shared (yet).
LOL. And yeah, if he’s gonna bring up a new situation, then a new file would be nice to have so others can check it out.
C9
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Added the new TE… it is KTO for 4.33.1 … a lot of later Flight get cancelled when you hit Takeoff… if just time is running, everything works, but the planes stay on the ground…
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Hi there,
I had a look and I think I found the problem. It is in package 4959 you made: the CSAR flight is taking off from Uiju and the OCA strike from Kimpo. This dual airbase and dual purpose package could very well be the issue: all the other flight join fine.
I suggest you re make the OCA package and the CSAR package into 2 seperate ones. Otherwise things look fine? -
Added the new TE… it is KTO for 4.33.1 … a lot of later Flight get cancelled when you hit Takeoff… if just time is running, everything works, but the planes stay on the ground…
There is no bug and works as intended.
IA flight are cancelled because are departing from an enemy airbase (except if you are standing in one of those flight, by design, cancellation only work for pure AI fight.) This is made to prevent the launch of scheduled flights when the airbase has been captured by relative enemy.To make it work, you have to define the airbase as friendly, or neutral. *****
***** + the city which the airbase is linked must also be friendly. Otherwise the airbase (Ujiu Airbase) will be considered captured as soon as the TE is launched if the linked (parent) political feature (Ujiu city) is set as enemy.
It works also if you set it as “Neutral”. But not “Enemy”However, there might be a bug concerning helicopters flight in Airlift mission. I do not know what is the status of this bug and if it is still present in 4.33.1 (?)
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Thanks a lot Dee-Jay. I will give this informations forward to our C/O who made the mission. Thought also on something like that, but just coloring the aera around the air base did not solve the problem. But we will have a look at it.