Sign up Calendar Latest Topics
 
 
 


Reply
  Author   Comment  
bau.movement

Avatar / Picture

Registered:
Posts: 94
Reply with quote  #1 
I don't know if this is the right category, feel free to reassign is necessary.

I've been playing with the Carrier classes with my crews. In the early carrier class version of the game I'd taken to bumping up the baycount (to 10). Partially because I've modded out some task specific fighters to fill niches in the game in 2.6 and want the pilots to have some choices regarding what fighters they take out during an engagment... and partially because sometime weapons officers shoot a mine into a wing of fighters knocking 5 people out of the game until we can resupply all pilots. There have been some engagements that almost lead to mutiny.

Anyhow... in the most recent update of 2.6 I've suddenly encountered an error where the server will immediately crash upon the first fighter client joining if the ship has a baycount greater than 7 (7 fighters plus the one free shuttle slot).

Does anybody know what's up with this? THX

__________________
Cincinnati Shipyards ~
There are no problems you can't fix with a large enough hammer.

--EYES ONLY: TSN Bergeron refit--
U.E. Admiral

Registered:
Posts: 47
Reply with quote  #2 
I can confirm this behavior. It's flawlessly consistent how many 'assigned' singleseat craft result in a crash on a given vessel, but it seems to vary vessel to vessel.

With regard to the mod that I currently maintain:
- The game will crash if a player exits Ship Customization while more than 8 of Ship X's 9 carried craft are assigned to be something specific by the player, regardless of what is assigned or how many of a given assignment. Safe arrangements must have at least one of the 9 carried craft be "unassigned".
- The game will crash if a player exits Ship Customization while more than 6 of Ship Y's 11 carried craft are assigned to be something specific by the player, regardless of what is assigned or how many of a given assignment. Safe arrangements must have at least 5 of the 11 carried craft be "unassigned".

It's just a work-around, but my advice is to select your carrier and enter ship customization and assign a type to one fighter slot at a time, exiting ship customization each time and check for a server crash. My experience suggests you will find a maximum number of fighter slots that can accept an assignment (shuttle, long range shuttle, fighter, bomber, doesn't matter) before the game just decides it's too many for that particular vessel and goes belly-up.

If you leave all slots unassigned, it seems to work without any issues.

__________________
"Maths is not one of Artemis' strengths" -- Lt. Jr. Starry "Heat Wizard" Wisdom, R&D Dept. Terran Stellar Navy
bau.movement

Avatar / Picture

Registered:
Posts: 94
Reply with quote  #3 
That's super weird...

I have crashing regardless of the assigned craft, it is only happening based on having more than 7+1 slots available. 

The server will load up normally, but as soon as a Fighter client joins, the server goes down.

I am playing with modified Carriers and custom loadouts on the Fighters, which may be causing the variation in the bug.

__________________
Cincinnati Shipyards ~
There are no problems you can't fix with a large enough hammer.

--EYES ONLY: TSN Bergeron refit--
MarkBell

Avatar / Picture

Administrator
Registered:
Posts: 1,925
Reply with quote  #4 
Do your fighters have any missiles besides homing? The game only supports homing missiles on fighters.
__________________
Note - this is in no way intended to be an official position of Thom or Artemis, as I am not an official representative of the creator or game.
bau.movement

Avatar / Picture

Registered:
Posts: 94
Reply with quote  #5 
Quote:
Originally Posted by MarkBell
Do your fighters have any missiles besides homing?


I wish! I had walked down that path and found it to be a dead-end.

No, all the fighters just have variations of the amounts of missiles that they carry and I made a bomber by making the beam weapon very short range, very high damage, and very long recycle rate. 

As long as I don't put more than 7 bays on the carrier I can assign any of the custom frames to any or all of the bays in customization and they will all launch and operate properly.

As soon as I bump the baycount to 8 the game will crash as soon as a Fighter client joins. If I don't add in any Fighter clients, the Carrier will play normally - no problems.

Thanks for the help.

__________________
Cincinnati Shipyards ~
There are no problems you can't fix with a large enough hammer.

--EYES ONLY: TSN Bergeron refit--
MarkBell

Avatar / Picture

Administrator
Registered:
Posts: 1,925
Reply with quote  #6 
Follow on question - do you have crashes if a player carrier ship launches without assigning each slot first?  I've been running into this with my other game mods, but it doesn't seem to affect the stock game.
__________________
Note - this is in no way intended to be an official position of Thom or Artemis, as I am not an official representative of the creator or game.
bau.movement

Avatar / Picture

Registered:
Posts: 94
Reply with quote  #7 
I can re-run tests tomorrow on my system to confirm, but with my setup the carriers only crash the server if they have 8+ baycount.

The fighters assigned/unassigned don't seem to have any effect, or if they do, then it's too subtle to be discernible beyond the bigger baycount crash.

It's weird, right?

When I was trying to dial in on the problem (because it doesn't give any clues as to what the error is) I trimmed down the vesseldata.ini file a bunch. I took out all the ximini and pirate factions trying to narrow the variables in play. I thought I had the files with me, but I don't, I'll throw the vesseldata up tomorrow.

__________________
Cincinnati Shipyards ~
There are no problems you can't fix with a large enough hammer.

--EYES ONLY: TSN Bergeron refit--
bau.movement

Avatar / Picture

Registered:
Posts: 94
Reply with quote  #8 
Here's the vesseldata.ini... 

I'll rerun some crash tests later today.

 
Attached Files
txt vesselData.txt (59.06 KB, 3 views)


__________________
Cincinnati Shipyards ~
There are no problems you can't fix with a large enough hammer.

--EYES ONLY: TSN Bergeron refit--

bau.movement

Avatar / Picture

Registered:
Posts: 94
Reply with quote  #9 

Update, just retested the game. 

Everything works fine assigned or unassigned as long as the baycount is below 8.

As soon as I set the count to 8 (regardless of how many are assigned or unassigned), the server crashes as soon as the first fighter console adds in.

Guess for now I'm just going to tell the fly-boys to be careful with their toys, because they won't have extra to replace them!


__________________
Cincinnati Shipyards ~
There are no problems you can't fix with a large enough hammer.

--EYES ONLY: TSN Bergeron refit--
Previous Topic | Next Topic
Print
Reply

Quick Navigation:

Easily create a Forum Website with Website Toolbox.