Author Topic: Probs with Fighter Bay paths  (Read 2126 times)

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Offline magatsu1

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Probs with Fighter Bay paths
Gettin' wired almost random errors with this path including CTDs. Plus, not all the members of a wing will use the path, appearing near the ship rather than from the fighter bay, though some wings work fine.
Here's how it looks in FRED



and here is one of 'em in PCS:

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Offline karajorma

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Probs with Fighter Bay paths
What's the radius on the last vertex of each path?
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Offline magatsu1

  • 210
Probs with Fighter Bay paths
as per Bobboau's tut, it's 1 (nearest), 10, 100 and 1000
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Offline karajorma

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Probs with Fighter Bay paths
What does it say in the errorlog (assuming you're running FS2_open). What if you run a debug build (there should be one somewhere about here).
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Offline magatsu1

  • 210
Probs with Fighter Bay paths
MadBomber is the one gettin' CTDs and I suspect he's using FS_Retail. The other prob is the one I've noticed.

Using Taylors build it's been perfectly stable for me, despite the funny ship movements.
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Offline Starman01

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Probs with Fighter Bay paths
Have you made the path's for yourself, or is this the deimos someone
else made (I ask, because I think the last one should be already working).

While building the WC-Saga-Models I noticed that about paths:

1) The path's must have enough distance from the ships hull (it's fighterbay-walls). Can't tell you a number, you have to try that out.

2) The closest points (the one with radius 1) , and all other points as well should have enough distance to another, just an eye-measure, so that two or more fighters can appear without colliding in the beginning.

3) Intersecting paths can also cause a CTD. (Also some possible collision-problem).

I may be wrong in this case, but by taking these 3 things into account I fixed all crashing of my pathed models (and there is always a lot of crashing in the first model-version :) )

Hope that helps.
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Offline magatsu1

  • 210
Probs with Fighter Bay paths
Quote
Originally posted by Starman01
1) The path's must have enough distance from the ships hull (it's fighterbay-walls). Can't tell you a number, you have to try that out.


check.

Quote
Originally posted by Starman01
2) The closest points (the one with radius 1) , and all other points as well should have enough distance to another, just an eye-measure, so that two or more fighters can appear without colliding in the beginning.


check.

Quote
Originally posted by Starman01
3) Intersecting paths can also cause a CTD. (Also some possible collision-problem).


um, not sure about this one :doubt:
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Offline karajorma

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Probs with Fighter Bay paths
Simply move the paths up or down by about a metre and check again :D
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Offline StratComm

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Probs with Fighter Bay paths
I've never had a problem with any of those things.  Experience has shown me that as long as paths don't actually share a point then they are pretty much ok.  Fighters won't hesitate to ram each other, but that wouldn't cause a CTD.  Does adding two more paths do anything?
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline TrashMan

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Probs with Fighter Bay paths
Strange.. I was just testing a mission I made in which a fighter wing has to depart in a destryers hangarbay...

The wing jumps in and imidiately head towards the bay. The thing is, the game chrashes as soon as the wing jumps in. I'm using 3.6 and I'm a bit baffeld.


Maby it's becouse I have 2 fighterbays?
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Offline StratComm

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Probs with Fighter Bay paths
It's because they aren't fighterbay paths.  The game crashes when the fighters try to dock with the ship using no path.  The paths should appear in blue if they are correct, while normal paths will appear in red.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline TrashMan

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Probs with Fighter Bay paths
Eh? But what's the difference between docking paths and fighterbay paths then?
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Offline StratComm

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Probs with Fighter Bay paths
Just the name, as far as I know.  Look at a :V: model to be sure, but I'm pretty sure they should be called "$bayxx" where xx is a number.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline TrashMan

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Probs with Fighter Bay paths
ACtually, the fighterpaths on the normal Orion are allso red....strange...

I named my bays $Bay01-01...
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Offline TrashMan

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Probs with Fighter Bay paths
Never mind that! Fixed the issue.  (they have to named $Bay01 to 08)
Now I got two missions that are 70% done...:D
Hmm.. I might coock up a nice little campaign here...
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Offline karajorma

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Probs with Fighter Bay paths
Quote
Originally posted by StratComm
It's because they aren't fighterbay paths.  The game crashes when the fighters try to dock with the ship using no path.  The paths should appear in blue if they are correct, while normal paths will appear in red.


Not quite correct. Fighterbay paths will appear in red if you turn on the show model paths in FRED. If you also have the show dock points option turned on then they'll turn blue.
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Offline Mad Bomber

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Probs with Fighter Bay paths
Quote
Originally posted by magatsu1
MadBomber is the one gettin' CTDs and I suspect he's using FS_Retail. The other prob is the one I've noticed.

Using Taylors build it's been perfectly stable for me, despite the funny ship movements.


I'm trying purposely for HFH to be compatible with both Retail and Open.
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Offline magatsu1

  • 210
Probs with Fighter Bay paths
Quote
Originally posted by karajorma


Not quite correct. Fighterbay paths will appear in red if you turn on the show model paths in FRED. If you also have the show dock points option turned on then they'll turn blue.


I usually find they are red if I incorrectly name 'em, usually "%bay" instead of "$bay". Simply changing the name usually changes the colour.

Quote
Originally posted by Mad Bomber
m trying purposely for HFH to be compatible with both Retail and Open.


Are you still gettin' CTDs ?
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Offline Mad Bomber

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Probs with Fighter Bay paths
Haven't had much time to mess with the paths. I'll try tomorrow at some point.
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Offline magatsu1

  • 210
Probs with Fighter Bay paths
Okay, had another look and the paths are at different heights (token amounts) so they aren't intersecting.
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