Author Topic: Odd Red Alert Bug  (Read 1869 times)

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Ok, sorry if this has already been resolved, but I haven't seen it anywhere.

I've run several campaigns and mods lately, and have noticed that when I get a red alert mission, regardless of what craft I'm flying and what weapons I have, I end up in a Myrmidon with Prometheus S and Subach HL-7 as primaries and Tornados in all 3 secondary slots.  This only seems to occur when the mission is encountered during the course of the actual campaign.  If the mission is run from the tech room, the proper ship and armaments from what are the defaults from the previous (campaign order) mission was.

Edit: Oh, I forgot to add, that your hull strength is also set to 33% no matter what it was at the end of the mission leading up to it.
« Last Edit: July 15, 2011, 12:06:31 pm by TerraMimic »

 

Offline headdie

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:welcome:

we seem to be having a rush of newly active members atm :D .

As for your problem, firstly you mentioned using different campaigns, are you using different pilot files for each campaign, outside of the test and nightly (i think) builds using the new pilot code there are bugs which cause hassle for things like the loadout system when using a pilot for more than one campaign.

secondly, and this is an answer you probably wont like which is the red alert code has been buggy since retail and remains an ongoing issue, I'm sure one of the guys knowledgeable in tech support for FSO or the coders can explain it better.
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Looks like that fixed it.  Thanks.

Kind of odd considering I've completed several campaigns under the same pilot name without any trouble until recently.  Guess I just got lucky?

 

Offline Iss Mneur

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@headdie: only the Antipodes 8 has the new pilot code, no other build that is publicly available has it included.

Looks like that fixed it.  Thanks.

Kind of odd considering I've completed several campaigns under the same pilot name without any trouble until recently.  Guess I just got lucky?
Yep, just got lucky. Without an Antipodes 8 build with the new pilot code in it, sharing one pilot file over multiple campaigns (in particular when the campaign has a modpack associated with it) is a fantastically easy way to corrupt a pilot.
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So, do I have to make a new pilot from scratch every time?  Or can I just make one with all the settings already done and then copy it before I start a new campaign?

 

Offline Jeff Vader

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You can clone an existing pilot so that the settings and such are preserved. What I'd do is create a new pilot for the regular FS2 main campaign, then just clone it every time I start playing a new campaign/mod. All the settings will be preserved and the only thing to remember is to select the correct campaign for the pilot.
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