Ian's Issues

Ian Astill

Charter Member 2012
Hi all

Anyway, I'm sure you're all getting a bit fed up of my constant problem solving threads so I figured I'd start this one off and that way any problems I have I can just update into here. Decent enough idea?

I'm already really grateful for all the help I've received so far, things are starting to get easier to fix myself but I still keep finding small issues that I'd like to either learn how to fix or at least understand. I could even compile the contents of this into a ''Troubleshooting guide for n00bs'' style document if that seems like a good idea? (All credit for solutions would obv be given to the poster who posts them)

Anyway. Issue of the day:

My Ju-52 and C-47 are flying around like 109's. What would I adjust to make them behave more like lumbering transports?
 
Is the problem with missions that you've made?

If so, CFS 2 has a quirk that changes the plane type to fighter from bomber when you save the mission though the Mission Builder.

To fix it, you need to hand edit the .msn file for the mission.

Here's what to do:

Open up CFS 2 Root > Missions (or Campaign) > specific mission .msn file

Scroll down to near the bottom and look for the plane's unit number. Ie:

[unit_type.0] <<-- Player Plane
type_id=3856
unit_family=1 <<-- "Figher"
name=P38F_LIGHTNING

[unit_type.1] <<-- AI plane
type_id=4067
unit_family=2 <<--Change from 1 back to original plane type (see below)
name=Ju_88

Unit families and types for editing:

unit_family= (in the mission file)

1 - Fighter (default)
2 - Bomber
3 - Ground vehicle
4 - Static object
5 - Ship or boat
7 - carrier

Category= (in the DP file of the plane)

1 - aircraft fighter
2 - aircraft level bomber (B-24, He-111)
3 - aircraft dive bomber (Stuka, Dauntless, Val)
4 - aircraft torpedo bomber (Avenger, TBF)
5 - aircraft tactical bomber (A-20, Ju-88)
6 - aircraft strike (Fw-190F2, A-4; 2-engine nightfighters?)
7 - aircraft civil
8 - aircraft recon (Storch)
9 - aircraft transport (C-47)
10 - aircraft fighter-bomber (any fighter equipped with bombs) or Dive Bombers
Category codes for non-aircraft objects:
13 - ship aircraft carrier
14 - ship cruiser
15 - ship destroyer
16 - ship submarine
17 - ship battleship
18 - ship patrol
19 - ship auxiliary
21 - tracked vehicle
22 - wheeled vehicle
23 - train car
24 - amphibious vehicle
29 - artillery static
30 - mechanical equipment
31 - structure static
32 - factory
33 - non-target object
34 - runway

Save the mission and then fly it. Any time you open it back up in the MB, you'll need to reedit it again.

Most bombers and transports will respond properly to this fix. If they don't, the issue might be a flight model problem too.
 
This is in quick combat fellagh. Any known fixes for that?

(BTW I have already tried altering the dp but it was set to the right number

What you've posted is also very very useful though!!
 
Same thing Jagd was telling you about aircraft family - but you need to edit the family number in the QC file in your quick combat folder. Morton's MK CFS2 Utility program does a good job of automatically updating the aircraft in your QC file. Not sure if it fixes that family issue or not, but it will keep your QC file "clean" and updated, easy to hand-edit as needed. That'll get your bombers, fighters, etc. Flying like they should. No fun having a B-17 or Mavis go into a split-S when you open up on them!
 
*Facepalm*

I now have a feeling that when I last used ''Quick Combat File Generator'' by Toady I may have marked a couple of aircraft as being the wrong category. Ran it again and they are all behaving just as they should be! Still, useful to know the cause of the problem and the solution. Even if it was only a problem because I'm a complete numpty!

And to be fair, it was a little bit fun trying to shoot down JU-52's while they were performing barrel rolls
 
Back again. Was just wondering if there was ever a fix or update for Andrew Wai's P51D?

Very small issue, it's just one of the wheels isn't rotating. Now that I've noticed its bugging the hell out of me
 
Back again. Was just wondering if there was ever a fix or update for Andrew Wai's P51D?

Very small issue, it's just one of the wheels isn't rotating. Now that I've noticed its bugging the hell out of me

As far as I know there's no update, but there is a fix. It is a model thing and repaired with scasm editing and/or hex editor. I have lost the link to a previous thread that discusses this. But I copied it to my PC for reference, and think it would be okay to paste it here. Here is the info:

Your problem might be that the c_tire definition is the last line of the GUIDParam section (or is it just an artifact of your snip?).

I have noticed in the past that the if the last line of that section is an animation the animation quite often doesn't work - I have often seen it when one of the main landing gear wheels will rotate but the one on the other side doesn't, or when one set of cowl flaps on a 2 engine plane are animated but the other set is frozen.

Originally Posted by gavinc
Sometimes it can be solved by adding a dummy line to the end of the GUIDParam section. In this case I would use something like
;UINT32 E0 4 {00000000-0000-0000-0000-0000000000000} dummy0

Hope this helps.

Gavin
Well, this is the one I tried....works like a charm. Thanks Gavinc and also to everyone else that pitched in. It's nice to see something come together like this.
The A-7 has a complete set of rollers now. Can you see that in the picture?
Yeah...I didn't think so. But it's there.
Dave


gavinc hit the nail right on the head.
Sure enough r_tire is the last entry in the DICT_SECTION. reorganising it thus

Code:
;DICT_SECTION
;FLOAT32 AE 4 {2A09AF32-34E5-11D3-A479-00105A24D108} l_gear
;FLOAT32 AA 4 {BA9EBED0-34E5-11D3-A479-00105A24D108} r_gear
;FLOAT32 B6 4 {FC649DE0-34E5-11D3-A479-00105A24D108} c_gear
;FLOAT32 BA 4 {DC7E5F6D-33A3-4183-AC11-997A0E14575A} r_spoiler
;FLOAT32 BE 4 {E54A2C80-935E-4C5D-8700-1E1E495E0077} l_spoiler
;UINT32 A4 4 {FBD8EE2C-39A7-4E9C-B527-AA632FE7E50F} engine0
;UINT32 A0 4 {D50CA991-BE29-49DC-811C-9BAD544D9AD9} engine1
;UINT32 9C 4 {B50DD089-FD07-45D7-A84F-6BC19F2F5D83} engine2
;UINT32 98 4 {53CAB4CC-FE7A-40B3-9EB2-C5805BC949B7} engine3
;FLOAT32 B2 4 {9E5C1C91-D1A9-477F-B78C-68AD64D4AF56} f_canopy
;UINT32 C2 4 {4CF550DF-134D-4989-BACD-978E3A69D82E} c_tire
;UINT32 CA 4 {4D54624D-D897-4408-876E-1E3E38A253B0} l_tire
;UINT32 C6 4 {747D97A8-8770-4FC7-B8F7-1D893A2544BB} r_tire
;UINT16 A8 2 {0EECADB4-1724-41C6-B977-D87A4C9544E8} crash_check

Fixed the wheel.
The attached file is clearly not a PDF please don't try opening it as such. It needs to be tested to see what effect moving crash_check has.
SimonU


Gavin is correct, IIRC this is a 'glitch' with mdlc, a long ago and forgotten known one. The dummy line or even duplicating the last line works fine.
Jamie
 
That went completely over my head. I haven't even began to look at scasm/hex editing. But I will save this for future use as I finish my course soon and I will have all summer to start exploring
 
Back yet again, this time with a really weird problem.

My ETO install has started CTD but only when I shoot out a planes engines. I'm not sure what this could be because I've had the planes for ages, I've also had the added sound packs and effects files. The only things I've added recently are the TR Bf110F and a weapons pack

Any idea what could be causing this?
 
also had a weird problem

I was in quick combat ,flying a the Wildcat against some Zeros , and what appears ahead of me flying fat dumb and happy? A MIG 15 from my Korean Combat Pilot addon ,from Just Flight thats be in the sim for a very long time. This is the first time I ever had a plane that wasn't even in the right era let alone area.I could have knocked him out of the sky so easy as he was flying straight and level and very close. I wish all my combats were that easy.
Any idea what might cause this?
 
These are the technical details, I've already tried replacing acontain.dll and CFS2.ICD with no difference in behaviour

Description
Faulting Application Path: C:\Program Files (x86)\Microsoft Games\CFS2 (ETO)\cfs2.icd

Problem signature
Problem Event Name: APPCRASH
Application Name: CFS2.ICD
Application Version: 7.50.0.917
Application Timestamp: 39c5a653
Fault Module Name: acontain.dll
Fault Module Version: 7.50.0.917
Fault Module Timestamp: 39c5aa05
Exception Code: c0000005
Exception Offset: 000044d2
OS Version: 6.1.7601.2.1.0.768.3
Locale ID: 2057
Additional Information 1: 0a9e
Additional Information 2: 0a9e372d3b4ad19135b953a78882e789
Additional Information 3: 0a9e
Additional Information 4: 0a9e372d3b4ad19135b953a78882e789

Extra information about the problem
Bucket ID: 469833214
 
I was in quick combat ,flying a the Wildcat against some Zeros , and what appears ahead of me flying fat dumb and happy? A MIG 15 from my Korean Combat Pilot addon ,from Just Flight thats be in the sim for a very long time. This is the first time I ever had a plane that wasn't even in the right era let alone area.I could have knocked him out of the sky so easy as he was flying straight and level and very close. I wish all my combats were that easy.
Any idea what might cause this?

In order to help you with this problem, I need some further information, to wit, Did you flame the MiG's @$$? If not, I can't help you. :icon_lol: If you did ventilate his canopy with some M2HB ball, tracer, and API, then you probably want to check the aforementioned QC_plane.qcb file in your Quickcom folder. Open it with Notepad. If you set your opponents to, say "fighters", in the quick combat screen, as opposed to a specific type of aircraft, and that MiG-15 is in your "Fighters" section of the .qcb file, then that type will sometimes randomly be selected for you to fly against. Hope this helps.
 
Oh well

No I was too surprised to flame the Mig so I guess I just have to ignore the occasional wrong plane in my combats. Thanks for trying,
 
well yes and no

The Mig isn't listed in the enimies file but KCP Communist is. ( KCP for Korean Combat Pilot).
 
Yeah, that's where he came from - if you remove that entry from your QCB file, you shouldn't see him again in quick combat. You might set up more than one QCB file, which you'd have to rename as needed when you wanted to "activate" it, which would use your Korean War aircraft. Or, you could run a different CFS2 Korea installation so you wouldn't have those anachronisms in QC. Lots of ways to do it.
 
at least now I know

Know I know where he came from and how to get rid of him if he becomes a pest. Course I could always flame the sucker.
 
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