eeustice Posted November 12, 2023 Report Posted November 12, 2023 During landing of Air Group, AC get locked up and all planes will not land. Group FiA landing at captured base Fuzhou, China (CHa) only will land 4 planes. ! plane will never land in game. The same thing has happened on Carrier Group AEC. Air Groups F1A, IvA, G0A, HXA, AaA, and EtA. This situation occurs if you exceed the # of runways the base or carrier is rated for. I attempted to create the same issue in a small test scenario and wasn't able to duplicate the issue. TonyD and I have both sen this issue. He brought it to my attention. Attached is a saved game 1 second before the air group lands. If any additional saved games are needed, please let me know. Air group EzAis also stuck in the same state landing at base FiA. Attached are saved game 1 second before air group lands. GE and SE log files. Copy of the db used for this game. AC Locking Up During Landing.zip Quote
donaldseadog Posted November 14, 2023 Report Posted November 14, 2023 (edited) My computer did not cope well with Eric's large scenario so I wrote a smaller one that while it doesn't match in that it doesn't relate to the number of runways it does confirm that under other conditions the same problem of groups not completing landing occurs. A test in BS westpac using DB HCDB2-170909 GE 2023.011. zipped scenario file and two game saves. Scenario is opened and a airgroup consisting of 3 Hawk and 3 Aardvark is launched on a patrol. Split off from the group are 2 Hawk and 1 Aardvark to be joined again to the original group so that it now consists of 4 units = 1Hawk, 2 Aardvark, 2 Hawk and 1 Ardvark. The group is ordered RTB. game save ..... 3a is 2 seconds before landing commences, save .... 3b is 1 sec before landing. NOTE next post has better gamesaves, these aren't always 1 and 2 second before landing Landing is incomplete and 1 Hawk and 2 Aardvark remain in loiter/landing state until they run dry of fuel. The landed aircraft include two mysterious units consisting of zero ac and two normal units comprising the landed Hawk and Aardvark. TGroupLandSplit.zip Edited November 14, 2023 by donaldseadog revised info from more tests Quote
donaldseadog Posted November 14, 2023 Report Posted November 14, 2023 previous post, the saved games don't always result in landing at the next 1/2 secs, the attached files here are more reliable, ...004 should be 2 secs before, .....005 should be 1 sec before landing TGroupLandSplit-3b.0004.zip Quote
donaldseadog Posted November 17, 2023 Report Posted November 17, 2023 I modified code in AIWindow to check if landed AC had valid loadouts and the "Ghost" landed aircraft (after landing a group with splitoff then rejoined AC) have invalid loadouts. If that helps? Quote
Tony Posted March 8, 2024 Report Posted March 8, 2024 Here is a very small test scenario to see what is happening when plane units of a group refuse to land. Attached is a last moments save before planes of one group get stranded. The procedure is to launch 3 AC group of 3 AC each. I sent then one north, south and west. I then sent the norther group home without separating group. I then sent one home but divided it into 3 single AC groups. I then separate the third group and sent each AC group home but right after joined them back into a group with three separate one AC units. I then sent it home to land My results were the first group landing without problems. The Single AC groups land without problems. The third group which was divided the reunited landed only the first AC unit but stranded the last two AC units till separated or ROF. I believe after testing the problem occurs with the rejoining groups only regardless if land or sea base landing. I also made a save with larger amounts of aircraft label with m. Oops forgot HCDB (150928) GK2003 BS Landing test Scenario.zip TESTm.hpm 1 Quote
TonyE Posted March 30, 2024 Report Posted March 30, 2024 Confirmed using TonyD's test.hpm using 2024.001 with group AIA as the troublesome group. The group has two units that won't land, each of those units having a single F/A-18. There is no LandAir event nor LaunchLand event for those units so they are stuck. Quote
donaldseadog Posted March 30, 2024 Report Posted March 30, 2024 Control Tower defect The units that are stuck I think come from units that had originally been part of the original group but had been split off (F8) then joined (F7) back to the group. Maybe when the LandAir event was written for the group it cocks up the number of ac in those rejoined units as I think usually the rejoined units do get one ac to land. Should we get more data re that? Quote
TonyE Posted March 30, 2024 Report Posted March 30, 2024 7 hours ago, donaldseadog said: Control Tower defect The units that are stuck I think come from units that had originally been part of the original group but had been split off (F8) then joined (F7) back to the group. Maybe when the LandAir event was written for the group it cocks up the number of ac in those rejoined units as I think usually the rejoined units do get one ac to land. Should we get more data re that? Yes please if you have a neat way to do that. I'm not 100% sure but I think the key will be land air events (the launch/land event gets created by the processing of the landair event). Quote
donaldseadog Posted March 30, 2024 Report Posted March 30, 2024 8 hours ago, TonyE said: Yes please if you have a neat way to do that. I'm not 100% sure but I think the key will be land air events (the launch/land event gets created by the processing of the landair event). I added landAirEvent to my catchers mitt in AIWindow, it doesn't seem to have as much info as I'd thought it would thinking about otherevents like Join and Split. I was a bit after my brain's 8.30 curfew so another run tonight and I might gleen more out of it, but I didn't see anything differing between the working air groups and the disfunctionals. Looking at what I see I assume when a land order is given (either from within course edit or raw from the game play) that the course is edited to put a leg to the landing point and the landairevent at that point. the landair event seems to indicate if it's the whole group to land or if it's a unit of the group (so far only seen this if the landing unit is a patrol in a group eg carrier group). when the whole group it gives no info on the units or their structure. What seems to happen is that not all units land but also one ac from at least some of those units does land. Another thing is that the receiving unit (base unit) seems to get a plane entry allocation but with no ac in the plane, ther will be one of these (usually) for each unit that is hng up without landing clearance. So I'm guessing some of the landing processing is occuring? Maybe flight leader of lead unit isn't keeping track of his group makeup Quote
donaldseadog Posted March 31, 2024 Report Posted March 31, 2024 I ran TD's TESTm.hpm in 2024.001 with my AIWindow addon caputring the moment that the group AEA's landairevent triggers. AEA consisted of 9 units each a single ac. Sceenshots attached respectively show the group now consist of 8 units (unit 00 not there) (leaving the game run no more land), the event data for the landairevent that to me only indicates that the whole group is to land on unit 00 of group AAC, and the interesting info for the base carrier that there is a single landed f/a 18 (60 min ready time) and 8 zero ac planes - so the code here is listing down thru the carrier PHCUnit^.MyPlanes. To me some of the landing process for the remaining 8 units has occured but not completed? I'll keep lookiing to see if I can glean out info more useful. Quote
donaldseadog Posted March 31, 2024 Report Posted March 31, 2024 An interesting aside, you can join (F7) the carrier group AAC to some of the stranded units of air group AEA and one (sometimes but not always more than one) will then go thru normal landing. If join two units then only one lands and the second is stranded as an inflight air unit of the carrier group. That stranded unit can be split from the carrier group and sent to land F6 in the normal manner and it lands normally. Quote
donaldseadog Posted March 31, 2024 Report Posted March 31, 2024 This might be useful? I've stripped out the other air groups other than AEA and reduced its unit number to 3 (still single aircraft units). It is continuing toward landing (on final, wheels down, full flaps?). The two game saves are from TDs test and a second apart xxx.0004 2 sec prior, xxx.0005 1 sec prior, to landing. I think the LandAirEvent triggers during xxx.0005 or next second of play for xx.0004. At that point there are two units remaining in AEA, one unit landed and readying and two zero aircraft PHUnit^.MyPlanes listed for AAC. TESTm(3).0009.zip 1 Quote
donaldseadog Posted April 1, 2024 Report Posted April 1, 2024 Nothing to show anyone here but I went thru a number of permutations of patrol, split, join and rtb and only one caused a problem. ABA, a group of 8ac; 2 split off into AFA which rtb and all landed, 3 split off and rejoined ABA, rtb base the three original (AB000) landed none of the split/join ac (AB001) landed but stayed loitering/landing, ACA, a group of 2 patrol and rtb, all landed, ADA and AEA, two groups of 3 ac set off to patrol same area, AEA joined ADA then RTB, all ac of both units landed. A second run: ABA, a group of 4 t/o, 1 ac split to new group ACA, group ABA joined to ACA so have: AC000 one ac split from original ABA; AC001 two ac joined from orignal ABA; RTB ACA and AC000 (the single ac split from ABA to form ACA) lands, remaining AC001 fail to land. A somewhat involved build up of 'glitches'? starting from the initial group split? Quote
donaldseadog Posted April 1, 2024 Report Posted April 1, 2024 A third run, nothing new learnt: ABA group of 5 launched and then ACA group of one joined so that two ac from ABAjoin ACA and the orginal ACA joins ABA, then the two ACA ac joni ABA so have AB000 (3 original ABA ac), AB001 (1 orginal ACA ac) and AB002 (2 ac split from original ABA then rejoined) RTB all land except AB002, the two ac that were split and rejoin ABA. Quote
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