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View Full Version : BUG REPORT : He162 cannot start away from Airfeilds



WUAF_Badsight
04-10-2004, 07:39 AM
just made a coop with HE-162'a

they were takeoff from a town ..... hidden away

but the motor will not start , when you try you get a message " engine off "

the spawn location is showen in the pic below

http://img3.imageshack.us/img3/1700/Bugged_Start.jpg

[This message was edited by WUAF_Badsight on Sat April 10 2004 at 05:24 PM.]

WUAF_Badsight
04-10-2004, 07:39 AM
just made a coop with HE-162'a

they were takeoff from a town ..... hidden away

but the motor will not start , when you try you get a message " engine off "

the spawn location is showen in the pic below

http://img3.imageshack.us/img3/1700/Bugged_Start.jpg

[This message was edited by WUAF_Badsight on Sat April 10 2004 at 05:24 PM.]

WUAF_Badsight
04-10-2004, 07:45 AM
i dont know if this has been reported but i will send a bug report email anyway

LEXX_Luthor
04-10-2004, 08:40 AM
Some aircraft cannot start engines off official FB airports...mostly cos external starters
needed or they need long smooth runways.

CR.42
G.50
I~16
I~153
He~162
Me~262
YP~80
Go~229
Me~323 and possibly other minor non~combatants.
Me~321 also http://ubbxforums.ubi.com/images/smiley/35.gif


Don't know if Patched Me~163 will be able to take off from primitive airfield.

I~16 SPB can be set to takeoff and its engine is already running so that is kinda a neat little trick. http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif

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"You will still have FB , you will lose nothing" ~WUAF_Badsight
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WUAF_Gen_Falco
04-10-2004, 08:43 AM
dang !! http://ubbxforums.ubi.com/images/smiley/16x16_smiley-mad.gif



http://wuaf.com/images/Falco/Header-2.jpg

World United Air Forces
www.wuaf.com (http://www.wuaf.com)

Feathered_IV
04-10-2004, 10:39 AM
Here is a trick to get your aircraft prestarted. I've just been putting together a He162 mission whwere you start off on a straight stretch of road and I can confirm that it does work.
Set out a couple of waypoints on the spot you want em and and set wpt 00 for 'takeoff'. This will jump to the nearest airfield so just drag it back to the original spot. Now heres the trick. Click on the waypoints option of your aircrafts object folder and change 'takeoff' to 'Normfly'. Make sure that the speed and height options are both at '0' otherwise it wont work. Basicly you will be spawned engine on at zero speed and altitude. It is important to switch from normfly to takeoff and back again, otherwise you will be spawned wheels-up and explode immediately.
When the mission is loading, make sure your throttle is set to less then 10% and as the mission begins flip it back to zero and tap the brakes. This will stop you lurching forward unrealisticly. Now just taxi out and take off as normal.
This works with player aircraft but I still havent figured out how to do it with AI. What I did instead was have them spawn at 5m alt. halfway down the airstrip so when the mission begins they look like they are just climbing out.
Better than nothing I hope!
I didn't think to try it with the Komet but I'll give it a go now.
http://www.warbirdpictures.com/NavyJB&W2/A5M-22.jpg Cheers

WUAF_Badsight
04-10-2004, 03:02 PM
QUOTE :

" It is important to switch from normfly to takeoff and back again, otherwise you will be spawned wheels-up and explode immediately."



ive never had that happen befour

i like coop where you take off from hidden / unusual locations more than airfeild starts but i have yet to see that happen in any of my coops B4

.

as for making AI stay put on spawning . . . .

its not possible

they will neither stay put , nor taxi to a clear stretch & takeoff safely

all they ever do is startup & go full power regardless of where they are & whats in their way

which is annoying to say the least

LEXX_Luthor
04-10-2004, 03:33 PM
WUAF:: <BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>as for making AI stay put on spawning . . . .<HR></BLOCKQUOTE>
There is a way, but its diabolical in the Extreme.

Most AI planes will start engines off airfield, but if there is a plane in front of them, they
will not begine takeoff until the other plane moves. Now... http://ubbxforums.ubi.com/images/smiley/icon_twisted.gif ... for the front plane,
put one of the planes listed above that do NOT start engines off airfield. It never
moves, thus the plane behind it, with engines started, will *never* begin takeoff roll, and
the one behind that, etc...etc...


----------------------------------------

Slight complication. Some planes, Ju~88 in Patch 2.0 for example, will slowly "skid"
sideways for a long time until the front is clear and it can take off.
This is ~very~ slow when it happens (most planes probably not) and
not very noticeable movement even on 8X time speed.

CAN SOMEBODY EDIT THAT BIG PIC OUT SO WE CAN READ THE THREAD? http://ubbxforums.ubi.com/images/smiley/35.gif



[This message was edited by LEXX_Luthor on Sat April 10 2004 at 02:41 PM.]

[This message was edited by LEXX_Luthor on Sat April 10 2004 at 02:42 PM.]

[This message was edited by LEXX_Luthor on Sat April 10 2004 at 02:43 PM.]

[This message was edited by LEXX_Luthor on Sat April 10 2004 at 02:43 PM.]

[This message was edited by LEXX_Luthor on Sat April 10 2004 at 02:44 PM.]

[This message was edited by LEXX_Luthor on Sat April 10 2004 at 02:44 PM.]

[This message was edited by LEXX_Luthor on Sat April 10 2004 at 02:45 PM.]

[This message was edited by LEXX_Luthor on Sat April 10 2004 at 02:45 PM.]

PzKpfw
04-10-2004, 03:48 PM
Interesting you know the P-47 required a long runway to, Ie, the P-47D-25 required 2,540ft of runway to lift off @ 14411lbs, to account for obstacle clearence etc.

It ranked 20th out off all US Production fighters out of 1 - 20 for takeoff distance from shortest to longest. With the P-40E comeing in first @ 1070ft, @ 8289lbs followed by the P-38J @ 1080ft @ 17699lbs.

Regards, John Waters

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