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Autor Thema: Official BattleGroup42 Final RC3 bug reporting topic  (Gelesen 38565 mal)
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SargeSurfat
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« Antworten #60 am: Oktober 28, 2017, 11:46:30 »

Thats strange. There should be thousends of them   Unentschlossen

I´ll check that.
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Laufer
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« Antworten #61 am: Oktober 28, 2017, 16:37:15 »

Sure. By the way, I sent you e-mail.
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« Antworten #62 am: Oktober 29, 2017, 09:59:55 »

Received and answered  Zwinkernd
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al13326
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« Antworten #63 am: November 26, 2017, 06:22:12 »

I think I have found out the cause of massive framerate drop on Pacific maps (e.g. Wake Island) when two Aichi D3A "Val" flew very close (see picture below).



Collision mesh bug related?
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"My God, there were airplanes all over the sky, and most of them had red meatballs on their wings!"

1st Lt. James "Zeke" E. Swett; VMF-221, USMC
April 7, 1943
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« Antworten #64 am: November 27, 2017, 17:06:40 »

Indeed that could be a hint. It points to a spawnpoint problem: Two planes spawned at the same place. This happens sometimes on spawns with multiple refreshments. Usually one vehicle spawns at a place, and only respawns if it has been destroyed. On some maps there are multiple spawns: A pre-defined number of new vehicles spawn in the place, even if the first one is still in use. Respawn only happens, if the previous vehicle was moved, though. Regarding your picture it seems, that the first plane was slightly moved, maybe by contact with another starting plane. A second plane spawned at the same place, and both where simultaneously manned by bots. That would of course cause permanent collisions.
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al13326
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« Antworten #65 am: November 28, 2017, 14:06:57 »

In fact, it doesn't show irregularities as there's significant delay of aircraft spawn in order for the first to get airborne.

The problem begins when there's only one American (F4F Wildcat for example) left and all Japanese aircraft including D3As are chasing it, the latter are showing such behavior when 2 D3As are starting to merge like the pics I posted before or flew "in parallel". When this occurs the framerate drops from 60 fps (I set renderer.lockfps to match my monitor's refresh rate) to 0.1~3 fps, but when they split up, the framerate returns to normal.

I've also encountered such scenario on other maps where multiple aircrafts are spawn like 3908-zhukhovs_strike and 4309-aces_over_italy (2 x Bf 110). But it doesn't slow down my framerates.

I guess the DICE's D3A was the main culprit though.
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"My God, there were airplanes all over the sky, and most of them had red meatballs on their wings!"

1st Lt. James "Zeke" E. Swett; VMF-221, USMC
April 7, 1943
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« Antworten #66 am: Dezember 04, 2017, 18:38:10 »

Changed in 4104-adria_annexion wall poster with WW2 one, cause previous had emblem of Austro-Hungary:



LINK:
https://drive.google.com/file/d/1u13VcyjoOeGosgyZ5G1OUhdDN24UpLjG/view?usp=sharing



Plus edited 3d model of German officer hat:

BEFORE:



AFTER:


LINK:
https://drive.google.com/file/d/1z-yl0igsFnsmk0UeTkZFrfXZLQ0TlfSa/view?usp=sharing



And German and Dutch caps and helmet:


BEFORE:






AFTER:





LINK:
https://drive.google.com/file/d/1fhBDVFlWKCLOz2b-Zl2l_XZ_r9Ruw_Qg/view?usp=sharing


NEW PILOTKA:




LINK:

https://drive.google.com/file/d/1jyuFc2iZH5t2Oivahs87NzT4SYd3h_5i/view?usp=sharing


HUNGARIAN UNIFORM:

BEFORE:



AFTER:




LINK:

https://drive.google.com/file/d/1UnMSxeF3kpF2CHd_Fk_XXDD8t7dhfvSn/view?usp=sharing


RUSSIAN HELMETS (summer + winter textures)






LINK:

https://drive.google.com/file/d/1nvPeAWrhk5ddfsEnjv7JZE8g6NrK5OCR/view?usp=sharing
« Letzte Änderung: Dezember 28, 2017, 01:06:03 von Laufer » Gespeichert
Sarge31FR
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« Antworten #67 am: Dezember 22, 2017, 13:13:03 »

i was able to reproduce the Aichi problem, it's exactly like al posted it. As soon as two Aichis come closer together, or even touch one another, the framerate drops almost to a standstill. I'll give the Aichi a proper code and model check  Smiley

UPDATE:

The Aichi D3A1 had a far too high poly col01 mesh, which caused the massive lags when two or more of them were "hitting" each other. I've fixed the model, and tested Coral Sea Coop for more than 10 minutes. Except for one, really minor and very short lag, everything worked ok.
« Letzte Änderung: Dezember 26, 2017, 23:52:25 von Sarge31FR » Gespeichert

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« Antworten #68 am: Januar 21, 2018, 03:11:39 »

Control point values in 4502-siegfried_line should be revised.

Currently we have the following:
Hill Bunkers - 25
Bridge Bunkers - 25
Allied Base - 30 (non-capturable)
Axis Airfield - 20
Village - 40
Allied Airfield - 20
Fire Control Bunkers - 40

If the American side has Allied Airfield, Bridge Bunkers, and Hill Bunkers captured, and the remainder still under German hands, then both sides suffer ticket bleed as both still have 100 points or more in value.
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al13326
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« Antworten #69 am: März 17, 2018, 15:49:16 »

Map/s

-> 4010-Attack on Greece (Conquest/Coop)
   6 x static leaves are floating at this position:

FIXED
-> 4406-Fox green (Conquest/Coop)
   The MG42 was deployed too low at the bunker northwest of F8:
   Both coastal bunkers at G7 and H6 does have only one box crate instead of two, making both gunners when occupied were

FIXED
-> 4104-Operation Latzides (Conquest/Coop)
   Same as the last pic in 4406-Fox green, this time without box crate at north-northeast of E4:
« Letzte Änderung: März 20, 2018, 11:07:20 von Sarge31FR » Gespeichert

"My God, there were airplanes all over the sky, and most of them had red meatballs on their wings!"

1st Lt. James "Zeke" E. Swett; VMF-221, USMC
April 7, 1943
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« Antworten #70 am: März 17, 2018, 22:21:35 »

Thanks, i'll check that asap  Lächelnd
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« Antworten #71 am: Mai 06, 2018, 20:53:11 »

-> 4307-Prokhorovka (Conquest)
   ---REMOVED---

   This portion of wooden fence at C6 are floating, both Conquest and Coop.
« Letzte Änderung: Mai 12, 2018, 12:07:09 von al13326 » Gespeichert

"My God, there were airplanes all over the sky, and most of them had red meatballs on their wings!"

1st Lt. James "Zeke" E. Swett; VMF-221, USMC
April 7, 1943
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