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 Post subject: Flak CTD
PostPosted: Mon Jul 05, 2004 02:12 am 
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Okay this is gay. I had this problem with GR5 and it went away with 6 and now it's back again, WTH. The Flak CTDs the game after a short amount of time. I just rebuilt them completely and new files and all but still it CTDs after a while. What settings could lead such to occur? I left the same shape (tracer) and explosion (flak burst) and all I changed were altitudes, weight of the shell, firing sound (same as it was in GR6, expl11), firing rates, damages, and ranges.

Any clue anyone?

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PostPosted: Mon Jul 05, 2004 11:43 am 
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I have flown plenty of missions with GR.7 in vietnam (i got a bunch of good screens too) and have seen plenty of flak, yet haven't had this problem.

it seems almost tohave random CTDs for me, usually when I select end mission, or create quick mission.

I don't think it's much more than a nuisance though... never in-play CTDs for me

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PostPosted: Mon Jul 05, 2004 12:50 pm 
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I really think it has to do with the flak burst effect!

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PostPosted: Mon Jul 05, 2004 13:40 pm 
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It may sound nutty, but based on GRM 6 (since I still have yet to ryn GRM 7) ..... could it be a sound file?
The only bug I've ever noticed in GRM 6 was that sometimes the sounds would drop off.

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PostPosted: Mon Jul 05, 2004 14:03 pm 
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FETCH wrote:
It may sound nutty, but based on GRM 6 (since I still have yet to ryn GRM 7) ..... could it be a sound file?
The only bug I've ever noticed in GRM 6 was that sometimes the sounds would drop off.


Nope it isn't the sound. Check this out.

I copied the flaks from GR6 and built a lib just around them and their launchers. NO CTDs whatsoever. I put in the range, altitudes, speeds, etc. and tested and no CTD. I put it into GR7 and CTD. So gay! It is a flak problem. I thought it was a problem with the fuse arming but apparently not. I'm going to keep looking. Maybe it has something to do with the carpet burst.

Yes it looks like the carpet settings. I have a burst of 4.


For the time being, until I can get a carpet variable to work, the flak guns in GR7 and its subsequent mods will not have a carpet effect. That means the KS-12 and KS-19 will not be firing 4 shells at a target. Unfortunately, this makes them not as deadly but still evil.

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PostPosted: Mon Jul 05, 2004 16:00 pm 
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weird idea, but maybee if you gave it 4 guns with very slightly differant ranges so they dont quite start firing at the same time?

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PostPosted: Mon Jul 05, 2004 16:28 pm 
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KAPTOR wrote:
weird idea, but maybee if you gave it 4 guns with very slightly differant ranges so they dont quite start firing at the same time?


Nah I'll just keep it as such without the carpet burst. It's still going to fire as long as the target is within range so it's not a big deal.

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PostPosted: Tue Jul 06, 2004 12:22 pm 
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Why not do what I did, ust increase the rate of fire so they still sustain the number of bursts you want and it avoids the carpet burst error...

CAG out...


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 Post subject: Re: Flak CTD
PostPosted: Wed Apr 14, 2021 22:36 pm 
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Well I'm going to grave dig this from 2004!
Guess what I inadvertently found again? The flak burst CTD!

I don't think I ever solved it other than removing carpet burst.
Rate of Fire increase might be an option but did anyone ever find any sort of solution other than this?

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 Post subject: Re: Flak CTD
PostPosted: Thu Apr 15, 2021 00:12 am 
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Possibly related, but I have a smoke pod which CTD more often than I like. I think the cause in that case has something to do with the puffs staying in existence for too long (I got lazy and didn't correct it when I should have).

Another possibility, too many burst in an area. I discovered this issue while building Linebacker II. [*Spoiler Alert] The B-52s start dropping bombs like mad, but the graphics quit showing anymore bombs after the game engine hits its numerical limit within the area of drop even though the player's bomb counter keeps clicking down. On this one though, I've had no CTDs.

Hope this helps.


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 Post subject: Re: Flak CTD
PostPosted: Thu Apr 15, 2021 18:36 pm 
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Yeah I think ultimately it's just too many at one time, which is what the carpet burst setting will exacerbate.
I was putting my KS-12 and KS-19 guns to be 1 minute of high-intensity fire as a carpet burst.

I moved it back down to just the regular RoF and yes CTD went back away.
I too am doing some Vietnam stuff as well - it'll be cool to see how you approach and I approach some of the missions.

May the best flak gunner win :)

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 Post subject: Re: Flak CTD
PostPosted: Sun Apr 18, 2021 15:54 pm 
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I found it has a lot to do with the selected burst graphics... If you use the black FLAK burst cloud it doesn't CTD, but if you use the Redish-Grey Flak Burst it does...

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 Post subject: Re: Flak CTD
PostPosted: Sun Apr 18, 2021 19:52 pm 
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CAG Hotshot wrote:
I found it has a lot to do with the selected burst graphics... If you use the black FLAK burst cloud it doesn't CTD, but if you use the Redish-Grey Flak Burst it does...


Okay I'll try out Flak Burst #2 and Flak Burst #3 and see if I can find the black one.
Thanks

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 Post subject: Re: Flak CTD
PostPosted: Thu Apr 22, 2021 21:40 pm 
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Centurian57_369th wrote:
CAG Hotshot wrote:
I found it has a lot to do with the selected burst graphics... If you use the black FLAK burst cloud it doesn't CTD, but if you use the Redish-Grey Flak Burst it does...


Okay I'll try out Flak Burst #2 and Flak Burst #3 and see if I can find the black one.
Thanks


The black one should be the default seeing for the KS-19...

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 Post subject: Re: Flak CTD
PostPosted: Thu Apr 22, 2021 22:32 pm 
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CAG Hotshot wrote:
Centurian57_369th wrote:
CAG Hotshot wrote:
I found it has a lot to do with the selected burst graphics... If you use the black FLAK burst cloud it doesn't CTD, but if you use the Redish-Grey Flak Burst it does...


Okay I'll try out Flak Burst #2 and Flak Burst #3 and see if I can find the black one.
Thanks


The black one should be the default seeing for the KS-19...


Then that is the one causing the CTD as I left it as default.

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