cam0flage 0 Posted November 29, 2002 Do the RPG2s explode after flying a certain distance? It's a really nice effect having RPGs exploding around your chopper. Those VC RPG2 soldiers are really nasty in landing zones, they have blown me away more times than I can count. Excellent pack, but I have to blame you for ruining all my attempts to study this week! Share this post Link to post Share on other sites
PHY_Hawkeye 0 Posted November 29, 2002 I was starting to make a SP mission yesterday and came across a problem (maybe it's just me). AI helos don't seem to want to land at LZ X-Ray. I had invisible Hs, 'Load' waypoints for the hueys, synced with the 'Get In' waypoints for my squad. The hueys keep flying to the top of the nearby mountain, meaning the squad has to hump all the way up there. I noticed someone else posted the same sorta problem. Could this be a bug with the terrain around LZ X-ray? Also I have a question about the Loaches. I love the way the right side gunner sits in the back, but why did you guys put the left side gunner in the co-pilots seat? I'm not criticising, just enquiring. Again, great work fellas. Share this post Link to post Share on other sites
SelectThis 0 Posted November 29, 2002 I'll check the chinook, were you crew or cargo at the time? Does this happen if you're either? Helis and Xray, I have never had problems with theli's in Xray.. apart from trying to get 12 to fit in there at the same time.. Did you put a transport unload WP synced to a Get out WP at the LZ? SelectThis Share this post Link to post Share on other sites
PHY_Hawkeye 0 Posted November 29, 2002 The helos were coming in empty to pick up my squad at LZ X-Ray. The 'Load' and 'Get In' waypoints were synced and an invisible H was in place, but they would not land to pick me up. I'll fiddle around with them more when I get back from work. Maybe I missed something, (But I don't think so ) Woo-Hoo! 200th post Share this post Link to post Share on other sites
miles teg 1 Posted November 29, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (SelectThis @ Nov. 29 2002,08:38)</td></tr><tr><td id="QUOTE">Miles, Do you run a VIA Motherboard? If so maybe the latest 4in1 would help, Suma mentioned somewhere else that random crashes can be caused by VIA incompatiabilities. Maybe the higher demands cuased by the Nam Pack are bringing out the problems. SelectThis<span id='postcolor'> Yup I do have a VIA motherboard (something like a KT-133Turbo or something like that) and have 4-in-1 drivers, but perhaps not the latest. I'll check and see if there are some newer versions out. Hopefully that'll help. Thanks, Chris G. aka-Miles Teg<GD> Share this post Link to post Share on other sites
dinger 1 Posted November 29, 2002 Crashing here too via chipset as well. MB is five months old. LZ X-Ray. Yeah, I get into trouble landing more than four at a time in there. To bring them in: First clear some of the trees out. I use gamelogics with the initfield: bang = "LaserGuidedBomb" camcreate getpos this Now, have your helos approach at different altitudes (flyinheight). Altitude separation is the key to avoiding midairs, especially with these non-tiltrotor flightmodels. The AI turns to slow down. I use 10m between ships. I do the rest with scripting, but I suppose you could do it with waypoints and triggers: Have the helos fly to a spot 100-150m out, as clear as possible (I come in from due N on Xray). 100 meters from that spot, bring their speed to "limited". Since they're going to turn around to slow down, it is very important to do this before changing altitude. At the spot 100-150m out, change the flyinheight to 15m (+5m alt separation for each additional helo). If you've got multiple helos make sure the spots are on a line with the landing spot. Fly to the landing spot (it doesn't have to be an H, and probably shouldn't). When the helo is at the landing spot, set flyinheight to 2m. when the helo is under 4m, kick the grunts out {if (!_x in units group driver myslick) then {_x unassignvehicle myslick}} ForEach crew myslick and wait for everyone to disembark: @((crew myslick == units group driver myslick) or (!alive driver myslick)) For loading: When the helo is under 3m, assign the passengers and wait for them to board: @getpos myslick < 3 "_x assignascargo myslick" foreach _mypax @({(alive _x) && (_x in crew myslick)} count _mpax == {alive _x} count _mypax To takeoff: send the helo to a spot at least 100-150 m (it can be much farther) away from the LZ. Set the flyinheight to the original spacing. Share this post Link to post Share on other sites
miles teg 1 Posted November 29, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Miles Teg @ Nov. 29 2002,16:22)</td></tr><tr><td id="QUOTE">Yup I do have a VIA motherboard (something like a KT-133Turbo or something like that) and have 4-in-1 drivers, but perhaps not the latest. Â I'll check and see if there are some newer versions out. Â Hopefully that'll help. Thanks, Chris G. aka-Miles Teg<GD><span id='postcolor'> Ah crap... got the latest VIA 4-in-1 drivers (version 4.43) but still the same problem. (sigh). I also updated to the latest Nvidia drivers for my video card. Ah well...back to using the NAM units on Nogova, although more then likely it'll probably freeze up there as well if I play it long enough with the NAM units. Chris G. aka-Miles Teg<GD> Share this post Link to post Share on other sites
benu 1 Posted November 29, 2002 Miles: You have a TNT2 so you shouldn't use the newest nvidia driver, those are optimized for GF4. Get some older 30.x or even 20.x or something. There are sites where you can check whats best for your card (sorry, have no link). Share this post Link to post Share on other sites
blackdog~ 0 Posted November 29, 2002 And don't get Nvidias drivers. Get the people who actually manufactured YOUR card. Nvidia just makes the chipsets. For example, Visiontek. SelectThis - why do soldiers in the chinook, when told to eject, no parachutes open up? Only a select few get a parachute. Share this post Link to post Share on other sites
waffendennis 0 Posted November 29, 2002 Look what i found out: whene i was fooling around with The Ch47 i got a new and cool option its more like this: the ch47 was standing on the ground and i have puttet a transport unload waypoint a few cm from the chopper and i was a Res sniper and i was by the back of the chopper so i wanna try it out and its working look: the chopper lifts off but you must be quick and open the ramp and get in and close the ramp and walk as fast as you can to the front side ( where the pilot is ) and keep the arrow above pusshed in until the chopper takes off and hover above the waypoint and let voilla you can move now in the chopper even the chopper is flying you can sniper down from it if you dont believe me i will post some pics than about the proces where i get in and aiming in the air on a Ruskie and shoot him down and walk treu the ch47 and open the ramp and getin bike and driving out the back off the Ch47. Share this post Link to post Share on other sites
Eviscerator 0 Posted November 29, 2002 i have a VIA motherboard with XP 2000+ and a Geforce 4 and i only get a crash maybe once every 30-40 games, and it doesnt seem random, its definately linked to how much work your processor/graphics card is having to do as it only happens when im playing with a lot of units, although i have no idea what is causing Miles Teg's crashes if it works on nogova its probably not the ram usage, as nogova will probably require more, Ia Trang definately loads faster than Nogova (and from what ive seen loading times are normally attributed to the ram minimum bis gave for the islands), you say its only with the nam pack? can you run other units on Ia Trang? i cant see why the units would be the main cause, i know ofp gives an error report every time it crashes, maybe someone like suma or someone else could give us a hand by looking at it? Share this post Link to post Share on other sites
miles teg 1 Posted November 29, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Eviscerator @ Nov. 29 2002,19:41)</td></tr><tr><td id="QUOTE">i have a VIA motherboard with XP 2000+ and a Geforce 4 and i only get a crash maybe once every 30-40 games, and it doesnt seem random, its definately linked to how much work your processor/graphics card is having to do as it only happens when im playing with a lot of units, although i have no idea what is causing Miles Teg's crashes if it works on nogova its probably not the ram usage, as nogova will probably require more, Ia Trang definately loads faster than Nogova (and from what ive seen loading times are normally attributed to the ram minimum bis gave for the islands), you say its only with the nam pack? can you run other units on Ia Trang? i cant see why the units would be the main cause, i know ofp gives an error report every time it crashes, maybe someone like suma or someone else could give us a hand by looking at it?<span id='postcolor'> Yeah it might not be RAM usage. However it also does this with the Jungle Everon and Jungle Malden maps on my computer... although those maps never caused my OFP to crash using other units or the old SEB Nam pack. So far no crashes with the standard BIS maps when I use the NAM2 units on it. I'm in the middle of testing it right now to see if I can get it to crash using one of the stock OFP maps and a whole ton of units. Normally I can have hundreds of units without any major frame rate slow downs, but so far I'm starting to get these little "freezes" that last for just a second. Those are usually so I think it's gonna end up crashing if I play it a bit longer...but we'll see. But if not, then my hypotheses is that it may be something in the jungle textures and vegitation that's not jiving with the rest of the NAM pack. Anyways I'm currently doing a huge mission with tons of American, VC units, helicopters, and I threw in some A4 skyhawks for air support. If those don't cause a freeze up then it's definitely an issue with the Jungle maps when combined with the NAM2 units. Chris G. aka-Miles Teg<GD> Share this post Link to post Share on other sites
S_Z 0 Posted November 29, 2002 I just got to say thanks to you guys for making this Nam Pack, its just amazingly good!!! I guess it has taken alot of your free time to make all these great looking units and choppers so I feel I have to say that I(and many many more I’m sure) really appreciate the work you guys have put in it. Thanks again! Share this post Link to post Share on other sites
edc 0 Posted November 29, 2002 Is the SA-7 supposed to not lock on to a/c? Share this post Link to post Share on other sites
SFG 1 Posted November 29, 2002 It never crashes for me Share this post Link to post Share on other sites
Eviscerator 0 Posted November 29, 2002 ive just been playing mp and ive noticed that too, they should definately seek and ive seen the AI using them as guided missiles, but for humans they dont seem to be, i guess its another bug Share this post Link to post Share on other sites
miles teg 1 Posted November 29, 2002 Well I've just been playing a HUGE mission I made on Nogova with the NAM pack and so far, while the frame rate has suffered a little bit (especially during heavy combat), I've had no crashes even in the worst times of CPU usage where A4's and Huey Hogs are strafing the enemy village and 4 full squads are assaulting the village with the occasional POM land mine going off followed by an armored column of M60 tanks and M113 APC's roaring in with guns blazing. I also have the .ogg conversion of the song, "Paint It Black" going on as well as you enter the helicopter and fly into the hot LZ. Â But no crashes after hours of playing with the CPU under heavy stress (and my platoon under heavy fire). Â I also tried different units (both ground, armored, and air). Â So I think the crashes I'm experiencing are not CPU or graphics overload related and that they are definitely something specific to the Jungle Maps (Ia Trang, Jungle Malden, and Jungle Everon). Â I'm going to try one more thing.... using the old SEB Ia Trang valley map to see if that one freezes up. Â It probably will because it uses the same textures and stuff, but still it's worth a shot. Â Oh... by the way... I forgot if anybody mentioned this bug, but I noticed that the AI (and yourself) can shoot through the huts. Worse, the AI can see you through the huts so that you can't use them as cover when you're assaulting (or defending). I hope that bug gets fixed also. Chris G. aka-Miles Teg<GD> Share this post Link to post Share on other sites
SelectThis 0 Posted November 29, 2002 Miles, Next time it crashes, check the Flashpoint.rpt file for the error message. Maybe post the Fault Address, file and world details. Also, are you running DirectX8.1 with the debugging programs disabled? and/or have you tried playing around with the AGP settings (eg change to 64mb aperture, 1x, 2x) from the troubleshooting faq forum... "Following troubleshooting guide was compiled by ravefree 1. Use the LoadMinimum registry fix listed on AMD's site under patches 2. Install latest VIA chip set drivers 3. If possible reserve an IRQ setting for your video card (Geforce) 4. Make sure your computer has proper ventalation and cooling 5. Check power supply for higher end systems a 350+ or 400 watt power supply is a must have... 6. If your BIOS supports it, find out what the recommended PCI latency should be set to. 7. Try lowering the AGP from 4x to 2x, to 1x if problems continue" SelectThis Share this post Link to post Share on other sites
miles teg 1 Posted November 29, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (SelectThis @ Nov. 30 2002,00:12)</td></tr><tr><td id="QUOTE">Miles, Next time it crashes, check the Flashpoint.rpt file for the error message. Maybe post the Fault Address, file and world details. SelectThis<span id='postcolor'> Sorry for the length of this post, but here is the error report generated by OFP. Â "River Ambush" is the name of the last mission I made on the Ia Trang map. Â I hope maybe Suma or someone with in-depth knowledge might be able to make heads or tails of those particular faults. Â My system again is using a AMD 1.33ghz Tbird. Â Motherboard is a MSI K7T Turbo and uses a KT133A chipset. I am using the latest VIA 4-in-1 drivers, version 4.43. Â On the older version of the VIA 4-in-1 drivers I had installed, I had the same problem. Â I got 256megs of just regular PC133 RAM and I'm running a Palit-Daytona M64 TNT2 32 Meg graphics card. Â The problem occurs on both Win98 and WinXP as I have a dual boot system. Â So far the problem only seems to occur on the Ia Trang map, the Jungle Everon map, and the Jungle Malden map. Â No problems at all on the stock BIS maps. Below is the fault summary in the flashpoint.rpt file after it froze up last time. Â This occured also in various graphics settings where I turned off the W-buffer, turned off all shadows, and multi-texturing (and with all that stuff turned on) Â Also tried different OFP:R installations (I have a seperate one for Win98 and WinXP but I can access either installation on either operating system). Â I also tested it with no other unofficial addons other then the NAM2 pack in order to insure it wasn't conflicting with another addon and still the same problem. Â Again the units themselves don't seem to be causing it...but rather the combination of the units and any of the Jungle maps. So far I haven't screwed around with the AGP settings...because I have no idea how to lower it (is that through BIOS?) Ditto for the PCI latency, but I suppose I could figure out how to do that. But it may not even be a video card issue and I have no problems with any other games or applications. If it is a graphics card problem, I'd probably just buy a new graphics card (seriously I love the NAM2 pack enough to buy a new graphics card just to play it with no crashes in the Ia Trang map). Anyways I hope the error report below helps. Â If anyone wants to investigate this further, email me at chrisgie@txdirect.net and I can send you the whole list of faults that it recorded. Chris G. aka-Miles Teg<GD> ===================================================================== == H:\PROGRAM FILES\OPERATIONFLASHPOINT\FLASHPOINTRESISTANCE.EXE ===================================================================== Exe version: Thu Nov 28 14:35:42 2002 graphics: Â Direct3D , Device: NVIDIA RIVA TNT2 Model 64/Model 64 Pro, Driver:NVDD32.DLL 4.13.1.4072 resolution: Â 800x600x16, w-buffer Addons: Â ebetree6 in simabel\, ebehouse2 in simabel\, sebnam_obj in sebnam_obj\ Â ebetree7 in simabel\, ebehouse3 in simabel\, sebnam_ci in sebnam_ci\ Â UH60p in black hawk p\, ebetree8 in simabel\, SIMViewTower in simabel\ Â ebehouse4 in simabel\, Su25 in su25\, Bizon in bizon\, sebnam_nv in sebnam_nv\ Â SIMForest1 in simabel\, 6G30 in 6g30\, BIS_WeaponPack in o_wp\, SIMForest2 in simabel\ Â SIMForest3 in simabel\, ebefence1 in simabel\, BMP2 in bmp2\, sebnam_m in sebnam_m\ Â sebnam_us in sebnam_us\, COCM18A1 in coc_mines\, Steyr in steyr\, Kozlice in kozl\ Â DKMM_FN_FAL_SoldierW in fnfal\, eberock1 in simabel\, AH64 in apac\ Â sebnam_vc in sebnam_vc\, F4 in f4\, C130v1a in c130v1a\, Vulcan in vulcan\ Â sebnam_a in sebnam_a\, sebnam_ls in sebnam_ls\, sebnam_wp in sebnam_wp\ Â CWKSkyhawkA4FR in cwkskyhawk_4k\, Hunter in hunter\, Trabant in trab\, Kolo in kolo\ Â Mini in mini\, seb_iatrang in sebnam_ia_trang\, ebetree1 in simabel\, G36a in g36a\ Â ebetree2 in simabel\, BRDM in brmd\, LaserGuided in laserguided\, XMS in xms\ Â Ch47D in ch47\, HMMWV in humr\, OH58 in oh58\, Noe in noe\, sebnam_s in sebnam_s\ Â SIMabeljungle in simabel\, ebetree3 in simabel\, BIS_Resistance in o\ Â sebnam_vh in sebnam_vh\, sebnam_vha in sebnam_vha\, COCMine in coc_mines\ Â COCMinesPut in coc_mines\, ebedenjungle in ebe1\, ebetree4 in simabel\ Â Flags1 in flags\, MM1 in mm-1\, ebetree5 in simabel\, ebehouse1 in simabel\ Â Bradley in m2a2\ Mods: RES ===FROZEN====>>>>>>BEG Version 1.90 Fault address: Â 00439021 010038021 H:\PROGRAM FILES\OPERATIONFLASHPOINT\FLASHPOINTRESISTANCE.EXE file: Â Â River Ambush world: Â Â seb_iatrang Prev. code bytes: 00 39 31 74 0E 42 83 C1 10 3B D0 7C F4 32 C0 5E Fault code bytes: C2 04 00 B0 01 EB F8 A1 F8 19 7D 00 80 A1 8D 01 Registers: EAX:00000000 EBX:00A0F4FC ECX:145AF360 EDX:00000006 ESI:15103A20 EDI:000000E0 CS:EIP:01770439021 SS:ESP:017F:00A0F16C Â EBP:00A0F194 DS:017F Â ES:017F Â FS:302F Â GS:0000 Flags:00200246 ===FROZEN====>>>>>>END ===FROZEN====>>>>>>BEG Version 1.90 Fault address: Â 004324E1 0100314E1 H:\PROGRAM FILES\OPERATIONFLASHPOINT\FLASHPOINTRESISTANCE.EXE file: Â Â River Ambush world: Â Â seb_iatrang Prev. code bytes: 89 F8 01 00 00 89 4D F0 89 55 EC 8B 09 8B 71 38 Fault code bytes: 85 F6 7E 52 8B 49 30 89 4D F8 89 75 F4 8B 09 8B Registers: EAX:10DF5C00 EBX:15103990 ECX:1069BF00 EDX:10DF5C00 ESI:00000001 EDI:15103A20 CS:EIP:017704324E1 SS:ESP:017F:00A0F000 Â EBP:00A0F028 DS:017F Â ES:017F Â FS:302F Â GS:0000 Flags:00200202 ===FROZEN====>>>>>>END ===FROZEN====>>>>>>BEG Version 1.90 Fault address: Â 0043252C 01003152C H:\PROGRAM FILES\OPERATIONFLASHPOINT\FLASHPOINTRESISTANCE.EXE file: Â Â River Ambush world: Â Â seb_iatrang Prev. code bytes: FC C6 45 0B 01 83 C1 04 FF 4D 10 75 E0 8B 4D F8 Fault code bytes: 83 C1 04 FF 4D F4 89 4D F8 75 B7 8B 4D F0 83 C1 Registers: EAX:10DF5C00 EBX:15103990 ECX:1068CED0 EDX:10DF5C00 ESI:10363100 EDI:151039C0 CS:EIP:0177043252C SS:ESP:017F:00A0F000 Â EBP:00A0F028 DS:017F Â ES:017F Â FS:302F Â GS:0000 Flags:00200246 ===FROZEN====>>>>>>END ===FROZEN====>>>>>>BEG Version 1.90 Fault address: Â 0043226F 01003126F H:\PROGRAM FILES\OPERATIONFLASHPOINT\FLASHPOINTRESISTANCE.EXE file: Â Â River Ambush world: Â Â seb_iatrang Prev. code bytes: F0 6A 01 FF 75 0C 8B CB E8 74 09 00 00 8B 45 0C Fault code bytes: 3B 43 14 7C BA 83 7D FC 00 7C 0A 83 7D F8 00 7C Registers: EAX:00000000 EBX:00A0F4FC ECX:00000000 EDX:00000001 ESI:00000F00 EDI:000000E0 CS:EIP:0177043226F SS:ESP:017F:00A0F174 Â EBP:00A0F194 DS:017F Â ES:017F Â FS:302F Â GS:0000 Flags:00200202 ===FROZEN====>>>>>>END Share this post Link to post Share on other sites
edc 0 Posted November 29, 2002 I think the LAW is way, way underpowered.  It takes all three rounds just to take out a BRDM! lol  Share this post Link to post Share on other sites
miles teg 1 Posted November 30, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (edc @ Nov. 30 2002,00:57)</td></tr><tr><td id="QUOTE">I think the LAW is way, way underpowered.  It takes all three rounds just to take out a BRDM! lol  <span id='postcolor'> Well you can always just replace it with the BIS made LAW. Overall though I found the SEB LAWs to work fairly well against NVA and VC DShK HMG and 60mm mortar positions. Curiously enough, U.S. Special Forces in Vietnam had some problems killing the NVA PT-76 light tanks with LAW rockets due to the spaced armor in the tanks. Of coarse nothing an AC-130 couldn't solve. Ah... now if only we had an AC-130 in the NAM pack. So far my favorite weapon in the NAM pack is now the Ithica shotgun. I absolutely love that weapon. At close range it totally dominates. Plus I just love how it blasts back the enemy soldiers and how it has a nice hefty recoil and pump-action sound...plus it allows the soldier to carry a reasonable ammo load. I LOVE it!! I just wish that the texturing was done so that it was all black (or at least the barrel and receiver), and that they also perhaps made a short barrelled, pistol-gripped Remington pump shotgun perhaps to outfit some Vietnam-era combat engineers. If there were tunnels in OFP it would be great for "tunnel rats". However hats off to them for including the famouse "hush-puppy" silenced pistols for the SF and SEALs. That was a very pleasant surprise. Chris G. aka-Miles Teg<GD> Share this post Link to post Share on other sites
edc 0 Posted November 30, 2002 Also the M3 shoots way above (on both dispersions) where the scope and the onscreen thing point to. Share this post Link to post Share on other sites
Airwolf 50 Posted November 30, 2002 Is it possible to stand in the back of the chinook while flying? Share this post Link to post Share on other sites
miles teg 1 Posted November 30, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Airwolf @ Nov. 30 2002,06:11)</td></tr><tr><td id="QUOTE">Is it possible to stand in the back of the chinook while flying?<span id='postcolor'> Only if the addon maker makes a "standing" cargo position in the rear of the Chinook. Otherwise, no you can't walk in and stay inside when the helicopter takes off. You just fall out unfortunately. I REALLY hope that in the next patch BIS adds the ability to position vehicles inside aircraft. That would really add alot to the game. Also the ability to shoot rifles from the cargo positions would be cool also. But I expect that those things will be seen in OFP2. Chris G. aka-Miles Teg<GD> Share this post Link to post Share on other sites
dinger 1 Posted November 30, 2002 Well, I can't find the flashpoint.rpt file. But in working on a mission, I think I managed to "contain" the crash bug. In order to test it, I had to save often, lest the crash bug rear its ugly head. So I saved one, and it locked up 5 seconds afterwards. Reboot, restart (renaming the save to preserve it), load it up, and "bang" it happens again. Tried a couple more times -- same effect. So I've got a save.fps file that on my computer locks things up. send me a message or email and I'll send the (435kb) .fps file with the data, and we can try this on someone else's computer. Share this post Link to post Share on other sites