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#16 Posted at 2014-04-16 05:03        
     
# Orco :
Hello penneyfour,

i tested your module yesterday and i had some issues.

(1) Airplane turning upside down / flipping on side

(2) Airplane not at the right height (during taxi)

(3) Airplane re-spawning pointing North

(4) Fuel trucks spawning right where you are standing


Thanks Orco.

Yes, I see the pictures... not the intended result at all. I am sorry for the trouble.
As for issue # 1, # 2, # 3, there are some fixes that you can do right away.

May I ask what your framerate is when using DAA? If the computer is heavily loaded and
frame rates are low, sometimes ArmA III does not spawn the aircraft as intended... I
noticed it as well during testing.

Issue # 1: I think this is caused by CPU load being too high. ArmA III just does not
execute all of the necessary commands cleanly. Of course I do not blame ArmA III,
I need to improve my script. However,

(1) One thing you can do is open the userconfig file and reduce the number of air
traffic allowed to spawn per location. This will lighten the computer load a little.
(2) Increase the time between spawns... this should also lighten the computer load.
(3) Also, one way to increase FPS is to reduce your view distance... this may help.

Issue # 2: The default C-17 model has some problem and does not spawn at the right
height above the ground. Try this fix:

(1) Select a different version of the C-17... like C-17 Elmendorf, or C-17 Nato.
then it should spawn at the correct height.

Issue # 3: Aircraft spawning the wrong direction:
I think this is related to issue # 1... CPU load to high.
Please note that in ver 0 and Ver 1, at the civilian airport, aircraft spawned at
137 degrees. In ver 2 (the current version), aircraft spawn at 315 degrees.
At the main airport north ramp, they should all spawn at 135 degrees.

Issue # 4: Truck just spawns out of nowhere and kills player:
Yes, I see that this is a problem. I will fix this in the next version.

Vielen Dank! Thanks again for your feedback. Very helpful. - penneyfour


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#17 Posted at 2014-04-16 07:08        
     
Good morning Penneyfour,
thank you for your quick response. I must admit that i almost did all of your tricks/tips/hints already in the first place.

#1(cpu issue) this could possibly be, but i think it is not the only fault. i have a pretty good quad core pc and the usage capacity of the cpu is around 14% only. but one must consider that thats a thing with arma in general, it doesn't use cpu to its optimal, i heard. i have very different FPS depending on where i am looking at.
running your script/module i have ,at the main terminal with not much far sight, about 80 to 100 FPS, and when i am around looking far over the landscape/flying i have 20 to 35 FPS. I have almost everything on ultra and a view distance of around 6500m, though. but this is all the same with or without your script. (i also tested with all settings on low but just the FPS improved not the direction of spawning)

#2 before starting your script in the first place, i already lowered the respawn time to about 90sec instead of 45 (or so)
and (i put every spawn point on manual)also i already thought about testing every single spawn point by its own with just one plane at a time.(to test if the taxi routing of one specific point is a bit off) i am not yet through with all spawn points!
so as you see, an airplane overload is already excluded while trying with only 3 at a time (southern, main and northern ramp each)
sadly we have some random routing finding issues, as you can see here: the ai wants to turn to early in its desired direction
http://s325.photobucket.com/user/Orcowar/media/arma32014-04-1520-18-08-669_zps16d1206d.jpg.html
or here
http://s325.photobucket.com/user/Orcowar/media/arma32014-04-1519-46-12-491_zps4661e03f.jpg.html

#3 another issue is the following: at least on the southern part of the airport
(this)http://s325.photobucket.com/user/Orcowar/media/arma32014-04-1519-43-24-643_zps51e9583d.jpg.html
at some point close to the runway main junction the planes start pulling their gear up and kind of "hovering" the last meters on the taxiway to the runway.
this results always directly at the last junction (where in the earlier version they exploded)to sky-catapulting them right up in the air. about 60-100meter or so. sometimes the ai then even manages to keep the plane in the air and flies away (light planes like the texan t-6a succseed in that)but most times they just crash.

or if catapulted not so high, do this^^
http://s325.photobucket.com/user/Orcowar/media/arma32014-04-1520-22-52-421_zpsbe5aa01a.jpg.html

(the other texan, which is just landing, was one of the luckier who managed to survive the "catapult")

i hope i could help you a little bit.
have a nice day.


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#18 Posted at 2014-04-21 09:00        
     
Dynamic Altis Airports - Alpha Ver 3.0 has been released. (4-21-2014)
Major improvement to aircraft taxi function, aircraft go-around,
and other general improvements. Many issues described by Orco (above) have
been addressed and fixed (I hope). Unfortunately, I could not create
a fix for the ArmA 3 native aircraft "O_Plane_CAS_02_F" nor the add-on
aircraft "IVORY_T6A_1" & "IVORY_T6A_BASE". Maybe by Ver 4.0 I will be
able to find a way to control their taxi without exploding :)
For Ver 3.0, please exclude them from the DAA userconfig file.
My thanks everyone for your support - penneyfour


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#19 Posted at 2014-04-21 19:24        
     
Such a welcome (and needed) mod for ARMA!! Thank you, penneyfour for all of your hard work! This kind of immersion is something I've been hoping for, and you have delivered! :)

One question I have for you:
Do you have any plans (or plan for the future) a feature which would include some sort of ATC function for
player pilots?

IE: On the ground (in an aircraft), asking for permission to pushback/taxi/take-off
and/or... From in the air, asking for permission to approach/land

I know it would require a TON more coding; but it would add so much more realism to a player pilot.
I'm unsure of your familiarity of real-life air traffic control, so I can go into much more detail if you like.
I know the current function of the mod handles the AI quite well against player pilots, so my suggestion is free
for debate.

Again, thank you so much for your dedication in making this already amazing sim, something even more "real"!


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#20 Posted at 2014-04-22 08:54        
     
# kujo42 :
One question I have for you:
Do you have any plans (or plan for the future) a feature which would include some sort of ATC function for
player pilots?

IE: On the ground (in an aircraft), asking for permission to pushback/taxi/take-off
and/or... From in the air, asking for permission to approach/land


Kujo42,
Now that is an awesome and very welcome idea. It will likely take some time, but let me develop it and see where it goes. take care, penneyfour.


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#21 Posted at 2014-04-23 07:06        
     
I now, rather quickly, tested the new module version 3 yesterday. it seems like you have successfully addressed all these issues. besides these two "problem models" you already mentioned, everything works fine. i couldn't find any major errors anymore.
i just tested with few planes and on manual settings, so i could let only spawn planes who cause no problem.
very nice job, penneyfour.
thank you. this adds a ton of ambiance and feeling to a my flight school :)


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#22 Posted at 2014-04-24 02:07        
     
# Orco : I now, rather quickly, tested the new module version 3 yesterday. it seems like you have successfully addressed all these issues. besides these two "problem models" you already mentioned, everything works fine. i couldn't find any major errors anymore.
i just tested with few planes and on manual settings, so i could let only spawn planes who cause no problem.
very nice job, penneyfour.
thank you. this adds a ton of ambiance and feeling to a my flight school :)

Thanks Orco for your help! If you find any other errors, please let me know. - penneyfour


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#23 Posted at 2014-04-27 01:34        
     
I am having a issue when trying to load the mission file in the editor. It says content has been deleted.mylogic


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#24 Posted at 2014-04-27 11:26        
     
Dynamic Altis Airports - Alpha Ver 4.0 has been released. (4-26-2014)
Added Taxiway signage. Also support for the "United States Air Force" mod by fullerpj.
Thanks everyone for your support - penneyfour


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#25 Posted at 2014-04-29 11:09        
     
hi
you have a PM about the new module version!


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#26 Posted at 2014-05-28 08:25        
     
How's the progress with adding ATC function to players? Adding request pushback option to player aircraft would be really useful because now, when I have taxied my plane to ramp, I can't depart anymore with my plane, as there is no reverse thrust.


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#27 Posted at 2014-06-25 18:10        
     
Hi Penneyfour, Your mod is absolutely amazing! Thanks so much for making it.
I was wondering if there is any way for us to place a tow truck in a specific location via the editor? If not, would you consider adding one to each airfield? Or perhaps a setting in the config so that we can choose which airfields have them?
I have a hangar full of Cessna 185's at Molos Airfield, but they are unable to move forward for some reason. If I spawn one outside the hangar it can move, so I'm not sure what the problem is but I'm sure a tow truck would fix it ;-)
Thanks

This post was edited by Frankovich213 (2014-06-25 18:18, ago)


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#28 Posted at 2014-07-13 19:07        
     
How do I run this mod on my multiplayer server?

I have uploaded the sample map, and a custom map using it, uploaded the mod to my servers arma 3 root folder, and added -mod=@A3_environ_DynamAA to the launch config, everytime I adminload the map on my server it loads fine, but none of the aircraft/airport signage loads up. (it all loads up anytime I make a game in editor, or play mission in single player)

any help would be appreciated


Modedit:
Crossposting is not appreciated!
You asked your question here, starting a new thread for the same question as well is not allowed.
You can just wait till someone stops by and helps you with your issue.

This post was edited by Foxhound (2014-07-14 23:28, ago)


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#29 Posted at 2014-07-28 10:30        
     
How do I run this mod on my multiplayer or dedicated server?
None of the aircraft/airport signage loads up.


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#30 Posted at 2014-08-12 04:45        
     
# Frankovich213 : Hi Penneyfour, Your mod is absolutely amazing! Thanks so much for making it.
I was wondering if there is any way for us to place a tow truck in a specific location via the editor? If not, would you consider adding one to each airfield? Or perhaps a setting in the config so that we can choose which airfields have them?
I have a hangar full of Cessna 185's at Molos Airfield, but they are unable to move forward for some reason. If I spawn one outside the hangar it can move, so I'm not sure what the problem is but I'm sure a tow truck would fix it ;-)
Thanks

Frankovich213, sorry, at this time there is currently no way to place these tow trucks in a specific location via the editor. However, like you suggested, in the next version, I will work on spawning a tow truck and fuel truck at each airport. Yeah, the Cessna 185 (and some other prop aircraft) have a bit of trouble taxiing... don't know why.
Take care, penneyfour

Added 23 minutes later:

# Sundance : How do I run this mod on my multiplayer or dedicated server?
None of the aircraft/airport signage loads up.

Hi, the quick answer is that this mod does not currently support multi-player. I am trying to get there, but it is a steep learning curve. Help is welcome at this point. My advice is to check back in a month or so, that functionality may be available then. Take care, penneyfour

This post was edited by penneyfour (2014-08-12 05:09, ago)