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Strange new problem

kwb737

Charter Member
When ever I add a new plane and I go to free flight I get this message " Generation of Quick Combat Mission failed" I get that message no mater what plane I choose but as soon as I delete the new plane everything is back to normal. Any ideas?
 
When ever I add a new plane and I go to free flight I get this message " Generation of Quick Combat Mission failed" I get that message no mater what plane I choose but as soon as I delete the new plane everything is back to normal. Any ideas?

Never mind, I fixed it. :jump:
 
Hi kwb737,

Just in case someone else runs into the same problem, could you tell us how you fixed it?

Thanks,

TW
LOL!!! I really don't know. I was messing around with mission builder and just deleted some things that I added and returned the mission to stock and things were OK after that. I'm sorry that I can't be more specific. :salute:
 
Hi Gents,
It will probably be either a number of installed aircraft or ship limit or if a mission it has too many objects in it and exceeds, is it 64Kb?, or a limiting total size. By removing what you installed/added you have now dropped below that magic number. It's an old and well known fault, but seems to vary from installation to installation. You have to box-clever with missions, 'less is more', and careful planning is needed for big/lengthy or immersive missions, is a must.


Cheers

Shessi
 
Hi Gents,
It will probably be either a number of installed aircraft or ship limit or if a mission it has too many objects in it and exceeds, is it 64Kb?, or a limiting total size. By removing what you installed/added you have now dropped below that magic number. It's an old and well known fault, but seems to vary from installation to installation. You have to box-clever with missions, 'less is more', and careful planning is needed for big/lengthy or immersive missions, is a must.


Cheers

Shessi

In my rig the number of installed planes that hits CFS2 weak spot varies from 100 to 110. I never understood why I can have 110 ETO planes and "only" 100 in the PTO. I do not suggest using the installed aircraft limit patch uploaded here in CFS2-Other library, because that will work fine only in Free Flight, while MB would kill missions and QC anyway.

The solution I thought about is to extend further the concept of Jean "Bomber" Cornichon's Easy Multi-install, by fractioning each install down to a given specific war situation.

The best examples could be the Battle of France/Britain, or Solomons campaign, or Stalingrad campaign, to name a few, with only specific aircrafts/sceneries/world textures/ships/vehicles/weapons/missions installed exclusively for that specific time frame. Even if it sonds like a big effort, coupled with good planning ahead and a lot of tedious work, I think it's the only way to get around many of CFS2 limitations, due not only to the age of the program but simply because "it was not meant" for it.

After all, what was accomplished in the attempt of expanding CFS2 over the years is close to a miracle, as I am not aware of any other sw products from competing companies developing simulated combat flight products, capable of covering the entire WWII period in every corner of the planet!

Cheers!
KH
:ernae:
 
In my rig the number of installed planes that hits CFS2 weak spot varies from 100 to 110. I never understood why I can have 110 ETO planes and "only" 100 in the PTO. I do not suggest using the installed aircraft limit patch uploaded here in CFS2-Other library, because that will work fine only in Free Flight, while MB would kill missions and QC anyway.

The solution I thought about is to extend further the concept of Jean "Bomber" Cornichon's Easy Multi-install, by fractioning each install down to a given specific war situation.

The best examples could be the Battle of France/Britain, or Solomons campaign, or Stalingrad campaign, to name a few, with only specific aircrafts/sceneries/world textures/ships/vehicles/weapons/missions installed exclusively for that specific time frame. Even if it sonds like a big effort, coupled with good planning ahead and a lot of tedious work, I think it's the only way to get around many of CFS2 limitations, due not only to the age of the program but simply because "it was not meant" for it.

After all, what was accomplished in the attempt of expanding CFS2 over the years is close to a miracle, as I am not aware of any other sw products from competing companies developing simulated combat flight products, capable of covering the entire WWII period in every corner of the planet!

Cheers!
KH
:ernae:

If you have the "aircraft limit patch" installed is there a way to remove it?
 
That's OK I think I figured it out. I downloaded the patch again and took a look at it and it is two files (cfsmap.dll and mplanner.dll) that go in the modules folder that replace the stock files in there. Quite awhile back I saved the stock folders and files from CFS2 and I simply deleted the modified patch files from my modules folder and replaced them with the stock ones.
 
That's OK I think I figured it out. I downloaded the patch again and took a look at it and it is two files (cfsmap.dll and mplanner.dll) that go in the modules folder that replace the stock files in there. Quite awhile back I saved the stock folders and files from CFS2 and I simply deleted the modified patch files from my modules folder and replaced them with the stock ones.

Perfect!

That would have been my answer: just overwrite the two modified *.dll's with the stock ones. Good job!

And now that you mentioned it, this patch was probably the primary cause of your original headache.

Cheers!
KH
:ernae:
 
I, when I had a machine that could do the job, took all the background scenery that I wasn`t going to destroy and used the CFS2 GSL program to make the scenery. Any scenery I wanted to destroy I put in later and not apart of the GSL program. This increased the amount of scenery I could use in the mission and not go over the limit.
 
In my rig the number of installed planes that hits CFS2 weak spot varies from 100 to 110. I never understood why I can have 110 ETO planes and "only" 100 in the PTO. I do not suggest using the installed aircraft limit patch uploaded here in CFS2-Other library, because that will work fine only in Free Flight, while MB would kill missions and QC anyway.
Is the same with ships!! just try! is not the same if u have usio ships than older or defaults ships. That is why i think may the number is not the key! the model weight in memory is the important thing!
Is just a thought.
 
I'am confused

I am confused about the aircraft limit patch which I have installed.It was said in this forum that although you can fly in freeflight ,if you have the patch you can't fly QC or missions.
Although I have AC man. installed I have taken the aircraft out of it that I had in the hangers just to see what would happen.I now have 302 aircraft and ships in CFS2 and can still fly QC and Missions.
I don't fly campaigns so I don't know how that will go ,but why can I still fly QC and missions with the aircraft limit patch in?
There is one group of P-40,s that although they are in the sim I can't move them from ACman.
In other words ,although they show in the hanger they are actually in the sim and are perfectly flyable in the Australian mission they are for,but I can't move them from the hanger.
No big deal with that since they are actually in the sim but still show in the hanger.
But bottom line is why can I still fly all my missions and QC with 302 aircraft in the sim?
 
I have had similar experience with the overload patch. It still lets me fly Quick Combat and Missions, however it is very buggy. You deffo can't use mission builder and I keep getting the bug where bullets don't register hits.

Bottom line, You get a better experience by having separate installs and by sticking to the limits. Much more stable and it's very easy to do. (I keep a basic install untouched and a base install with the ETO scenery added in aswell as a seperate folder with all the planes I use and the little mods I have done to them. That way I have instant backups of everything)

I have several installs but I have kept one with the overload patch where I keep all the aircraft I use and I test new add ons. Basically for messing about and testing things.
 
Who knows....

I am confused about the aircraft limit patch which I have installed.It was said in this forum that although you can fly in freeflight ,if you have the patch you can't fly QC or missions.....................But bottom line is why can I still fly all my missions and QC with 302 aircraft in the sim?


Hi hurricane3!

Go figure......:confused: .....:isadizzy:

This proves something I have been thinking for a while........computer science is everything but an exact science!!! :rolleyes:

Cheers!
KH
:ernae:
 
to be on the safe side

After reading Ian's post ,I think to be on the safe side ,I'll put enouh planes back into ACman to get back to the limits. Thanks guys for the repleys.
 
CFS2 animation qualities

After reading Ian's post ,I think to be on the safe side ,I'll put enouh planes back into ACman to get back to the limits. Thanks guys for the repleys.

You're welcome, Hurricane3!

CFS2 has its own limitations, even if it's definitely the most "open end" simulator I ever saw. CFS3, for example, is very far from being as flexible. The overload patch goes up against a built-in limit that is probably due to the borderline imposed by Windows9 OS, total RAM that the OS was capable to handle at the time and hardware limits when CFS2 was first released.

In spite of it all, it's amazing the foresight applied by MS programmers, because CFS2 can still be used to great satisfaction even if it must be run in a 32-bit window of a 64-bit environment. The 4Gb RAM patch was a great addon, that lent more enjoyable life to the senior sim.

I could not but compare CFS2 with something else while I was watching, over this weekend, some DVDs published by "Volare" (Flying), an Italian aviation-dedicated monthly magazine.

That 3-piece DVD collection features films produced by the History Channel: "Wildcats vs. Zeros", "Sabres vs. MiG15's" and "PhantomII's vs. MiG21's", respectively WWII, Korea and Vietnam dogfight accounts of those famous warbirds. Those movies rely heavily on computer animated parts to rebuild combat sequences from various viewing angles and, obvioulsy, the graphics are stunning.
But, if you want my opinion, the sheer animation movements of the aircrafts leaves something to desire to my eyes, at times it simply does not look too natural in the way an aircraft would move in the air if we compare it to, for example, gun camera footage of actual air-to-air combats.

All of the above to say what? To simply put it, CFS2 is amazing because, if we condone the fact that every AI dogfight opponent's defensive maneuvering recalls too much the way nimble Zeros would zoom up to come back at your six at the end of their loop - sometimes it's a tad ridicolous watching late-war sluggish Bf109s or Allied heavy fighters flying like Zeros -, aircraft movements in CFS2 are incredibly close to real-life aircrafts. Much more than History Channel's splendid dogfight reconstructions thorugh computer 3d animation, to me.

As a last idea to take care of the installed ships overload limit, I suggest to organise ship folders exactly just like aircraft folders through dedicated theatre philosophy, as I did. After all, noone needs Kriegsmarine's battleship Bismarck in the Coral Sea, the carrier Zuikaku sailing in the Med or the USS Arizona moored at Portsmouth in the English Channel! :icon_lol:
When The Pearl Harbour Team released their final version of the Pearl attack, I created a CFS2 theatre dedicated exclusively to it and moved all US ship models involved in the attack from my generic PTO \ships folder to a new Pearl ship folder, which I named \Pearl_ships. It reduced greatly the number of my installed Pacific war ships.

Cheers!
KH
:ernae:
 
I should make a new post about this ,so I wil

Lately I've been practicing carrier take off ,so look for my new post on that.
 
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