Bugs and issues Nordic 1.0
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So for all of these fixes what do we do to incorporate them re download the theater or what
Just wondering
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the public and beta testers wait for Starrats to build another installer - for beta testers, Starrats will contact you with links. For the public - be patient - Nordic is only going to improve over time.
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F-35A will not settle on the runway when landing until it almost stops…brakes work although the plane is elevated above the runway several feet…Is there something I can tweak in the AC.dat ? I’m enjoying this theater,good job …
dfang
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which airbase? When I tested this I was pretty sure I had the tire elevation correct. It might be that particular airbase. I suggest trying several to isoloate if the aircraft acdata is the problem or the airbase isn’t level. In the base of the airbases, that is also something we were pretty sure we had nailed down but there might a stray one that isn’t quite right yet. If it isn’t one of those items I will need to look more closely at it.
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which airbase? When I tested this I was pretty sure I had the tire elevation correct. It might be that particular airbase. I suggest trying several to isoloate if the aircraft acdata is the problem or the airbase isn’t level. In the base of the airbases, that is also something we were pretty sure we had nailed down but there might a stray one that isn’t quite right yet. If it isn’t one of those items I will need to look more closely at it.
Just got around to testing,tried Velhelmina,Tromso Lengnes,Gallivare, & Kiruna,all had same results…
The F-35A sets nice on taxi and runway,takes off normal,but landing is a problem at least on my end…
Thanks,
dfang -
thanks for testing it on all those bases im gonna try to duplicate issue tonight.
Edit; yes I see the air gap at beginning of landing. When I test it. It only happens at very beginning but I test v2 rc. Will look at v1
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I’m trying to get a campaign rolling based on Sky Fox, but I’ve hit a CTD about 3x now in roughly the same spot. Here’s what I’ve done so far:
- Started ‘Sky Fox’, made a save, opened it in MC and:
- Swapped the F-18F for a F-18C squadron on the enterprise.
- Swapped a Mig-29A squadron for a Mig-29S squadron.
- Loaded custom weather via F4Wx.
- Fragged some flights to go sink the vinson (the russians captured it! better sink it!)
If I fly the first TASMO flight, sting3, I get a CTD around 12:00:00 (weather map update is not til 12:05:00, so its not that!). However there’s no crash log, all I have written today are the following files:
ErrorsInClassTable.txt:
This file is restarted each session
PtHeaderDataTable[0].features[0]=0 >= Objective[0]'s Features 0
PtHeaderDataTable[0].features[1]=0 >= Objective[0]'s Features 0
PtHeaderDataTable[0].features[2]=0 >= Objective[0]'s Features 0
PtHeaderDataTable[0].features[3]=0 >= Objective[0]'s Features 0
PtHeaderDataTable[0].features[4]=0 >= Objective[0]'s Features 0ErrorsInSFX.txt:
LoadSFX() didn’t load 264:C:\Program Files\Falcon BMS 4.33 U1\Data\Add-on Nordic\sounds\engines/fighter/a-10/Ext.ogg
LoadSFX() didn’t load 277:C:\Program Files\Falcon BMS 4.33 U1\Data\Add-on Nordic\sounds\sndAero1.ogg
LoadSFX() didn’t load 330:C:\Program Files\Falcon BMS 4.33 U1\Data\Add-on Nordic\sounds\engines\fighter\SndAbInt2.ogg
LoadSFX() didn’t load C:\Program Files\Falcon BMS 4.33 U1\Data\Add-on Nordic\sounds\F-18\flare.oggI’m using YAME, but I also saw this happen earlier in the week while running Lightning MFDE.
Campaign files can be grabbed at: http://s3.redterror.net/20th-sky-fox-1.zip
I noticed that if I run the flight in 2D it gets past it just fine. Are there any things I might try or ways to get additional debug info?
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Took it for a test run as Sting CTD right around steer point 3
crash text attached
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The remnants of your crash log are the standard items and print out always on the PT header . . . what is needed is something more solid to work on - the sounds stuff might be buggered – I am curious if you get thru without swapping stuff… The F-18C Finland had the skin changed out and that was it, the F was never touched and neither was the MiG-29S. So, there isn’t anything inherently in Nordic that isn’t in Korea as far as I know.
The LoadSFX errors - - none of those end files (*.ogg) exist in either Korea or Nordic, so, I wonder if the things are not properly linked up on sounds or we are not seeing what default/hardcoded sounds are in and perhaps not switching. With enough reports like this we can start establishing a trend to better track down things.
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I deleted the F18C squadron that I had mucked with and added a new one to the carrier via MC. I vaguely attempted to recreate my original flights. This time no CTD. I had a theory it was related to airbase relocation vis a vie the destroyed Vinson, and I had airbase relocation disabled this time.
I’ll test again later with airbase relocation enabled and see if I can rule that out as a contributor. Either way I think I’m past the issue.
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Okay - sounds good. Please keep us posted. We definitely have trouble if you have CTD and no really crash log. . . typically when you run Falcon Korea you get a minimal crash of events but as far as I know none of that stuff has heretofore seriously affected game play per se.
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Okay - sounds good. Please keep us posted. We definitely have trouble if you have CTD and no really crash log. . . typically when you run Falcon Korea you get a minimal crash of events but as far as I know none of that stuff has heretofore seriously affected game play per se.
Ranger822,
Don’t know if you noticed but, I ran that mission and did get a crash.txt a couple of posts up.Falcon BMS.exe caused an EXCEPTION_ACCESS_VIOLATION in:
000000000471B222 Falcon BMS.exe, GunClass::UpdateShell()+466 byte(s), e:\wip\bms\svn\source\rel-4.33\sim\guns\shells.cpp, line 261
Exception handler called in UnhandledExceptionHandler. -
Yes, I saw and looked at it. At first glance it looks like a ground unit/entity. I am not very adept at figuring out ground stuff at the moment. A wild guess is some kind of ground vehicle with a gun - but that is pretty wide open until we can isolate the exact entity and what wpn might be causing the issue.
bTW, the Nordic DB was almost exclusively a/c DB add-on, edits, cockpits, skins, etc. There were a few wpns we made some fixes too - but they were rockets not guns . . . I will have to check with guys smarter than me how to extract more out of your crash log.
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Hello anyone
Does anyone know how to get pilot legs in the cockpit in the NORDIC theatre? I tried to exchange !cockpilmodel2! for the different versions in the cockpit.dat files, as described in “Balkan 4.33 readme”, but it didnt work out well in the Nordic cockpit.dat files… WDP 3.7.5.92.7 is working great, but i miss to have the kneemap displayed on the legs in the cockpit.
Regards Actionman -
Russian Bear, Enontekio, 56th SQ, Greek F-16-52+CFT. There is a graphical gap between the CFT’s and the main A/C body as seen in pics.
Have a nice weekend, -
Hello anyone
Does anyone know how to get pilot legs in the cockpit in the NORDIC theatre? I tried to exchange !cockpilmodel2! for the different versions in the cockpit.dat files, as described in “Balkan 4.33 readme”, but it didnt work out well in the Nordic cockpit.dat files… WDP 3.7.5.92.7 is working great, but i miss to have the kneemap displayed on the legs in the cockpit.
Regards Actionmani dont know about editing the pit files, but Nikos made a Nordic theater kneemap that will be in next release v2.i havent checked all pits but i only see it in j39c, that shows legs, so far. so no answer from me, just reviving kneemap question. will see if anyone else has an answer on how to add Nikos’ pilot kneemap in Nordic.
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In general, a 3d pit is made of several parts, specified by the dat file in the ckptart subfolders for each aircraft. The dat file calls for parent records that hold specific models for various 3d model parts of the cockpit, cockpit tub w/switches/buttons, hud, canopy, etc. So, unless there is a specific model that contains the “pilot legs” you won’t see it. That is why I ask for the specific model. Send it to me with permits and I will be happy to add it into the lineup . . . depending on the pit we can enhance pits. In general the pits need to have a specific set of known swtichology to function in falcon. I haven’t done a detailed by line check but some pits can have more stuff than others but you need a certain number of things, regardless of where they are arranged in the pit to function - thrust control, flaps, landing gear, wpns controls, etc. Overall, we have a lot of cleaning up to do on our pits - things like we need to rework the hud glass for Phantoms - as part of the digital readout is getting truncated just for starters. Purists would like to see a perfectly accurate pit for every aircraft -and I don’ think that is possible. We are flying BMS’s F-16 (super accurate and detailed), and trying to turn that into other aircraft doesn’t always work out perfectly. So, thought it would be good to remind folks about having reasonable expectations.
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IF you want my opinion, better leave the F-16’s “clean”, means without the pilot knees mod installed.
A lot of Falcon pilots prefer it this way in order to not been covered some switches.
The best way is to include good and clear instructions (as also the needed files) on how to add it.
Nikos. -
I am not all that interested in seeing knees myself. Besides to have a really decent model on the pilot parts you need pretty high poly numbers . . . another reason to skip it. Some of these pits are already using multiple models anyway and if you can get by with less that isn’t a bad thing. I like to squeeze as much out of low poly as possible.
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Hi Ranger822, Starrats and Neystratiou
Thanks for repying on the kneemap issue. I know there are different meenings about this. Within the group im flyimg with, im the only one doing this. A lot of work etc, but i love it when it works. That way i can have my eyes in the 3D pit most of the time, less on ipads and other screens in my homeoffice. Today we use each our IPAD to view the Datacards after saving them from WDP (sharing them on dropbox for each flight, so only one of us needs to save/broacast them). This is working well for everybody, but again, im one of the “other guys”, liking to have legs and kneemaps in the 3D pit……
Ranger822: I have sent you a description on how this is done in the Add-on Balkans for BMS 4.33 U3. Changing the parent numbers for the 33 different F16 models takes about 20 minutes for me after the installation of the theater, but i have absolutely no idea on how much work lies behind it on the developer side. Its not the end of the world, but for a few of us hobbypilots having legs and kneemaps in the 3D pit gives more virtuality to the game in a pitch black home office.Regards Actionman
Living in the middle of the Nordic theatre