Vietnam v1.0 bug reports

Vietnam theater

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Snake Man
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Vietnam v1.0 bug reports

Post by Snake Man » 2007-12-21 19:12:37

This is Vietnam theater v1.0 bug reporting topic, please keep the discussions about bugs only, thanks.

--- bugs
- fix parent id's for all objectives that done have them.
- ground unit movement is very weak.
- airbase "Bein Hoa" typo, The correct word is Bien Hoa.
- somewhere near bangkok region tiling error in coast/city.
- replace historical campaign with proper aircrafts (database).
- historical campaign, mig17/19 does not get tasked. (mission score edit)
- pak map screen sizes are wrong.
- bien hoa airbase not leveled.
- takhli airbase not leveled (perhaps many many more?).
- invulnerable mig17 bug. its [damage by XX weapon] values are all zero
- only mig-17's fly in the theater, not selectable?
- aim7E2 explosion type should be AIR, or no damage to mig21mf/pmf.
- terrain tiles need a upgrade
- no feature (road/river) data for hainan/china.

--- fixes v1.1
- ?
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Wildcat_GFA
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Post by Wildcat_GFA » 2007-12-24 15:56:15

Hi Snakeman, I just installed the new version(Dec 22 release). Looking good so far. The main thing I see so far is that I`m not seeing the option for ramp start, taxi or takeoff. I found a workaround that seemed to get me by. I just simply went to the korea theater and selected a TE and used ramp. When I switched back to the Vietnam theater it defaulted to ramp and all was good. Just not getting the choices in the UI. Hoping our squad at GlobalFalcon.org can use this for a change as it is one of my FAVS. Hope it`s something you can look into when you get some time. I`m using OF version. Sorry I posted this in the wrong area before.

thanks
Wildcat

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Post by Pallbearer-FB-VFW » 2007-12-24 16:25:16

Wildcat what exactely are you speaking about, when you said a workaround fix for the INI file for Pre Planed Theat Steerpoints?..They arent working in this theater or ODS.. Id like to figure out how to make them work myself.. Thanks..

Wildcat_GFA
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Post by Wildcat_GFA » 2007-12-24 21:27:02

just Copy PPt.ini from Korea campaign folder to Vietnam campaign folder.


wildcat

Update, just tested in Vietnam and this works great. Has worked in all theaters I tested so far.
Last edited by Wildcat_GFA on 2007-12-26 16:48:21, edited 1 time in total.

ccc
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Post by ccc » 2007-12-26 14:58:21

RV install historical vnam campaign, run to day 2. no offensive ground movement noted.

image

pic shows..

- left upper hand, the small map, no red or blue flashing dots on small maps as news coming in.

- check the main 2d map, the red line is the route to north. it runs thru a small town Quang Tri.

the left hand , yellow circle, ground units moving to and fro, refuse to go north thru Quang Tri.

the righ and lower hand, green circle, ground units show the same moving, they just refuse to go thru Quang tri and move north..

even i manually order these units moving to Quang tri town - they refuse to follow my order.

the obj linking around Quang Tri could be buggy..

ccc
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Post by ccc » 2007-12-27 16:07:21

i tried to link some obj around Quang TRI area. no success, ground units still move to and fro.

there're many rivers crossing roads without bridges..a vnam terrain feature. i also notice same meaningless maneuvor among Red ground units. could the missing bridges cause ground war stalled?

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Re: Vietnam v1.0 bug reports

Post by Parislord » 2007-12-31 04:00:21

Snake Man wrote:This is Vietnam theater v1.0 bug reporting topic, please keep the discussions about bugs only, thanks.

--- bugs

- invulnerable mig17 bug. its [damage by XX weapon] values are all zero
- only mig-17's fly in the theater, not selectable?
--- fixes v1.1
- ?
I see quite a lot of J-6/MiG-19SF flying around, haven't run into any MiG-21F13 as yet (mostly at Kep). Note this is modded since I went in and change the a/c airbase assignments based on my historic campaign preferences...

Not sure about the invulnerability, when I look in F4Browse, all damage types 99, except Nuclear.

Mission generation into PAK's is good, no longer just runs to Ben Hoi over and over again. Kinda wish the system would generate more than two or three hops on the frag per day, though.
"The terrain has a higher Pk than any missile you may currently be evading..."

Wildcat_GFA
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Post by Wildcat_GFA » 2008-01-04 20:12:48

Anyone else having the UI issue I put in post 1? All of us at globalfalcon have the same issue. We are running the latest OF 4.5 version.

Thanks,

Wildcat

Wildcat_GFA
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Post by Wildcat_GFA » 2008-01-06 22:03:59

Just a short update on the OF UI screen issue. A couple guys at OF have submitted a fix for the UI to Snakeman for the next release. I believe Metalhead and or Novum deserve the credit,not me. I`m just a messege boy.lol. It works great by the way.


Wildcat

ccc
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Post by ccc » 2008-01-11 02:01:18

a quick test on 1965 historical campaign..

- tests with fast-moving mechanized or armor units show many road/bridges are broken. as vnam terrain is cut by thousands of river, a working road network will count on the continuity of road and precise placement of bridges. i confirm the broken network causes odd movement..flying in 3d, it's most buggy at the blue-red junction, Quang TRI to Vinh.

- test a tweaked tri, oh i see movie played! glad to learn moviedir is added and wonderfully working via vnam.tdf.

- many bridge objs have very high [obj movement cost]! - it makes ground units hesitate to move. lowered the cost, and most units move faster - well, my test make both sides retreating in reserve status, :lol: tho the blue ground postsure is major offensive, blue armours still refuse to cross red line. no success in firing a true offensive yet.

bridge obj movement cost, well in vnam most are made of wood or other low-bearing material.. ok for bare foot unit, no good for wheels and armours. it seems to be a horrible task to adjust all the buggy values.

BTW- by raising obj movement cost, we may limit the ground war in Vnam.. or intentionally.. into Lao.

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Post by derStef » 2008-07-22 11:34:01

Campaigns need heavy tweaking! :wink:
german F-4Fs on Carriers :lol: and on landbases,
- for such a '60-'70 scenario we really need an own DB! i mean we also have to overwork units in ground battalions and weapons loadouts,.....AND more skins and some of CCC's wonderful models.
- ugly Airbase tile overlaps water and city near UDON. some tiling issues...
- several CTD in campaign (sometimes if you exit or if you go to weapons page in UI)


cheers

Snake Man
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Post by Snake Man » 2008-07-22 15:22:45

derstef wrote:german F-4Fs on Carriers :lol: and on landbases,
What would be the preferred RV unit ID for F4's?
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ccc
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Post by ccc » 2008-07-22 16:33:15

i suggest the bug-fixing effort should be focused on obj-linking/ road network first.

i've tried it several times myself and still can't get blue or red army passing the north-south vietnam junction freely. try fix it first.

Blackbird
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Re: Vietnam v1.0 bug reports

Post by Blackbird » 2009-07-12 01:41:19

The village is in the river. I fogot how to turn on the coordination. Could some one please tell me how to do it.
Image

Snake Man
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Re: Vietnam v1.0 bug reports

Post by Snake Man » 2009-07-12 09:06:20

PMC Tactical Forum New User Registration please read new info here.

PMC since 1984

Editing knowledge, visit PMC Editing Wiki
The leading, most detailed and comprehensive modification made for the Vietnam War - Vietnam: The Experience homepage
View our videos in PMC Youtube channel

PMC Tactical forum Advanced Search is power.

"ALPHA BLACK TO PAPA BEAR. ALL RUSSIANS ARE TOAST. OVER."

Blackbird
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Re: Vietnam v1.0 bug reports

Post by Blackbird » 2010-04-09 01:01:39

In campaign, some of the ground unit and buildings are in the water at Ubon airbase

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Re: Vietnam v1.0 bug reports

Post by Blackbird » 2010-08-08 20:30:22

After installed and quick test at Marble mountain airbase. Some tiles are not in correct location. These planes need new skins to match in VN theater. At this base, most of the planes do not have any weapons. Some of the jets stuck together during mission.

Image

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