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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Grey Wolf
![]() Join Date: Sep 2007
Posts: 921
Downloads: 75
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Your PM box is full and I had the following question for you:
---------------------------------------------------------- Hi tater, Don't know why I didn't think of asking you earlier. There was a problem with the torpedo attack mission Beery put in RFB caused by the 1.4 patch. As soon as the cruiser hits one of the waypoints, you cannot keep the scope locked on the target in either manual or auto targeting. This was not a problem in 1.3 The problem persists until it looks like it reaches another waypoint. Because of this, I had to pull the mission. Would you be able to take a look at it and see if you can fix it? If you don't have the time, could you recommend someone that could take a look at it? I know nothing about the mission editor and don't have the timne right now to learn it. Thanks, Sam
__________________
"There are only two types of ships- submarines...... and targets" Unknown "you wouldn't catch me on a ship that deliberately sinks itself"- comment to me from a surface sailor. ![]() System: AMD 6300 3.5 GHz | 32GB DDR3 | SATA 300 320GB HD, SATA III 1TB HD, SATA III 1.TB HD | ASUS Sonar DS sound card NVIDIA 1660 Super OC | Windows 10 |
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#2 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Wow, that is really odd. There are no waypoint parameters I can think of that would cause this.
I did a lot of testing on making the scope lock on things other than ships to try and make the photo recon missions I wanted and saw this. but it was not waypoint limited, it was that certain things cannot be locked. Bizarre. Is this the same mission that's been in RFB for a while? |
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#3 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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I see nothing at all that might cause this in the mission.
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#4 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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I assume the tug is there to make it look like a towed target. In my experience the only thing that controls being locked is the unit type. That happens upon the mission load, so I'm just not seeing what might happen.
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#5 |
Grey Wolf
![]() Join Date: Sep 2007
Posts: 921
Downloads: 75
Uploads: 0
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bummer, I liked the way he had the mission set up. Wonder what they changed in 1.4 that messed with the mission. It worked fine under 1.3
Guess we'll keep the stock one until someone can write a new one for it.
__________________
"There are only two types of ships- submarines...... and targets" Unknown "you wouldn't catch me on a ship that deliberately sinks itself"- comment to me from a surface sailor. ![]() System: AMD 6300 3.5 GHz | 32GB DDR3 | SATA 300 320GB HD, SATA III 1TB HD, SATA III 1.TB HD | ASUS Sonar DS sound card NVIDIA 1660 Super OC | Windows 10 |
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#6 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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All I did was look at the file in the editor. If it works in stock, then the problem is clearly some really odd RFB conflict.
It would be interesting to figure out since I'd dearly like to know what controls "lock" for the scope. |
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