POH 0.8.0-Problem
-
Thanks.
If you want to change this map you will have to use Mission Commander or TacEdit.
Enviado desde mi Aquaris M5 mediante Tapatalk
I do not use Mission Commander, let alone TacEdit.
-
I do not use Mission Commander, let alone TacEdit.
Then you will have to rely on someone else to change your occupation map.
Enviado desde mi Aquaris M5 mediante Tapatalk
-
Albacete AB ramp start points (small pt) are very close to each other, although in editor they do seem fine placed. This is due to the fact that all the taxi and small pt have max height, width and length values of zero (0) instead of 10000. If you import an objective, by default these values are zeroed. Other airbases have the same problem too.
-
This is due to the fact that all the taxi and small pt have max height, width and length values of zero (0) instead of 10000.
Thanks for the feedback, Mystic.
Could you elaborate a bit more on this? I’m not sure I fully understand the problem. -
Check every customized airbase in POH and make sure that all the pt (taxi pt, small pt, large pt, AAA pt, SAM pt, etc.) have the value of 10000. Use Ctrl+A to highlight them all and change the value to 10000
-
Thanks, mate.
The procedure is clear, what I didn’t get is what the “10000” values means in terms of pt behaviour.Based on your explanations, I believe that they became all “0” when we updated all the DB from 4.32 to 4.33, so this bug must be old.
We probably have the same issues in the seaports, but I’ll have to check.
Thank you
-
Albacete AB ramp start points (small pt) are very close to each other, although in editor they do seem fine placed. This is due to the fact that all the taxi and small pt have max height, width and length values of zero (0) instead of 10000. If you import an objective, by default these values are zeroed. Other airbases have the same problem too.
Check every customized airbase in POH and make sure that all the pt (taxi pt, small pt, large pt, AAA pt, SAM pt, etc.) have the value of 10000. Use Ctrl+A to highlight them all and change the value to 10000
Thanks a lot for the report and the solution!!!
-
Good morning, Gentlemen.
Should I guess that this issue would be fixed in a future patch or something like, then?
I’m asking this also because, to be honest, I wouldn’t be able to do that for myself…With best regards,
-
Easy fix, not to worry, mate
-
@Nuno:
Thanks, mate.
The procedure is clear, what I didn’t get is what the “10000” values means in terms of pt behaviour.Based on your explanations, I believe that they became all “0” when we updated all the DB from 4.32 to 4.33, so this bug must be old.
We probably have the same issues in the seaports, but I’ll have to check.
Thank you
Here u r m8:
Hi Dave,
pretty much all wrong.
The new *.PDX file holds the new extended PD data, just like Switch told you…
Extended PD data means:
- Z -> Lifting the point above terrain level (e.g. on a pedestal) -> Spawning ACs, Helis or vehicles at that Z level is not yet implemented
- Max Height -> Code does check if AC can fit into this parking point (e.g. if a HAS has limited height)
- Max Width -> Code does check if AC can fit into this parking point (wing-span)
- Max Length -> Gues what
- Root Idx -> We now do support taxiway branches (ATM only from branch into the main taxi trunk)
- Branch Idx -> Not yet supported
Little vid for the explanation of the taxiway branches:
Finally there is no need to copy this file into your theater (if you do so, all your modifications on PD will be lost).
If it does not exist, it will be generated if you use BMS Editor (start it, select your theater, restart, open any objective and then save to database).In the MonoLogs you also can see if the standard or extended data is used…
Hope this helps.
BTW because of the missing *.PDX it never should crash, we then use old *.PD file with default values for the new variables!!!
Cheers
Biker -
Well, I guess I must have skipped a few classes along the graduation course… hehehe
As usual, thank you Arty for pointing in the right direction
-
well u didn’t missed anything…
All those are in the monster black Falcon bible…The damn manual that we all theater developers use and no one is devoting the time to write it down and end it after 7 lives… :lol:
I must add it to the hot list for future reference.
-
Thanks.
If you want to change this map you will have to use Mission Commander
Hello.
You can do a tutorial with Mission Commander? -
When I contact AWACS or Wingman, I only get the written response…no verbal. Also, I have to use the COM1 button to turn the volume down for “Victor”. COM2 button doesn’t seem to do anything. Anyone else have this issue? Thanks
-
When I contact AWACS or Wingman, I only get the written response…no verbal. Also, I have to use the COM1 button to turn the volume down for “Victor”. COM2 button doesn’t seem to do anything. Anyone else have this issue? Thanks
Be a little more specific. At which exactly block of F-16 (model type) you have this issue?
Nikos. -
Be a little more specific. At which exactly block of F-16 (model type) you have this issue?
Nikos.I was fly the TE from this thread: https://www.benchmarksims.org/forum/showthread.php?32681-Unofficial-TEs-for-POH-0-8-0&highlight=poh
Do I need to ask my question on the above stated thread?
-
Be a little more specific. At which exactly block of F-16 (model type) you have this issue?
Nikos.Model Type: F-16CM-52……This is the aircraft I am flying multiplayer (and single) in for both “Unofficial TE for POH” and “Unofficial Campaign for POH”. When I contact AWACS, no verbal feedback. Thanks for your help.