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AI & MP Dogfighting now working! Bombable ships, aircraft...

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Re: AI & MP Dogfighting now working! Bombable ships, aircraf

Postby housefatherof6 » Sat Jul 27, 2013 11:41 pm

Horray and Philosopher, Not sure what the heck happen put bombable on 2.10 and it work without errors or crashing. The only thing I can think that may have happen was the I didn't get clean download on the 1st two zip files of bombable. The 3rd download zip one was done the other day just to make sure I had clean download when installed bombable on 2.8. Has me completely surprise and embarrassed. Not sure if you want the log but I'll put up here anyway just in case. Note: that I exited and then went in for second shot with a different scenario and different plane knowing that had crashed before the splash page when I first put bombable on 2.10, it work without crashing this time too :)

Code: Select all
1 - 'C:\FlightGear\terrasync'
C:\FlightGear\bin\Win32\terrasync.exe -S -d "C:\FlightGear\terrasync" -p 5505
Enabling ATI viewport hack
Starting automatic scenery download/synchronization. Using built-in SVN support.
 Directory: 'C:\FlightGear\terrasync'.
Could not find at least one of the following objects for animation: 'constructio
n'
Could not find at least one of the following objects for animation: 'constructio
n'
 Bombable: Initializing variables. (Line #8292 8472 )
 Updating main weapon power combo . . .  (Line #1825 100 )
 Updating ai weapon power combo . . .  (Line #1849 100 )
 Updating ai aircraft skill combo . . .  (Line #1882 100 )
 Updating main weapon power combo . . .  (Line #1825 100 )
 Updating ai weapon power combo . . .  (Line #1849 100 )
 Updating ai aircraft skill combo . . .  (Line #1882 100 )
 Bombable: ioreading . . .  (Line #1988 8316 8472 )
 Updating main weapon power combo . . .  (Line #1825 100 )
 Updating ai weapon power combo . . .  (Line #1849 100 )
 Updating ai aircraft skill combo . . .  (Line #1882 100 )
Bombable (ver. 4.5) loaded - bombable, weapons, damage, fire, and explosion effe
cts
loading scenario 'nimitz_demo'
loading scenario 'BOMB-MarinCountyCamelInvasion1-Simple'
Valid position data received. Connected successfully.
Loading Fokker DR 1 /ai/models/aircraft
Could not find at least one of the following objects for animation: 'constructio
n'
Could not find at least one of the following objects for animation: 'constructio
n'
Could not find at least one of the following objects for animation: 'chocks'
Texture file not found: 'glass_shader.png'
Loading Sopwith Camel /ai/models/aircraft[1]
Initializing Camel utilities ...
pilot-g
headshake
magneto
smoke
... running Camel utilities
Nasal runtime error: props.setValue() passed a NaN
  at C:/FlightGear/data/Nasal/props.nas, line 29
  called from: C:/FlightGear/data/Aircraft/sopwithCamel-Bombable/Models/fuel.nas
, line 130
Loading S.P.A.D. VII /ai/models/aircraft[2]
Gun vibrations initialized
Error in ground network. Failed to find first waypoint: 0 at KSMF
osgDB ac3d reader: detected line with less than 2 vertices!
Enabling ATI viewport hack
osgDB ac3d reader: detected line with less than 2 vertices!
 Bombable: Initializing variables. (Line #8292 8472 )
 Updating main weapon power combo . . .  (Line #1825 100 )
 Updating ai weapon power combo . . .  (Line #1849 100 )
 Updating ai aircraft skill combo . . .  (Line #1882 100 )
 Updating main weapon power combo . . .  (Line #1825 100 )
 Updating ai weapon power combo . . .  (Line #1849 100 )
 Updating ai aircraft skill combo . . .  (Line #1882 100 )
 Bombable: ioreading . . .  (Line #1988 8316 8472 )
 Updating main weapon power combo . . .  (Line #1825 100 )
 Updating ai weapon power combo . . .  (Line #1849 100 )
 Updating ai aircraft skill combo . . .  (Line #1882 100 )
Bombable (ver. 4.5) loaded - bombable, weapons, damage, fire, and explosion effe
cts
Cannot find Nasal script 'Aircraft/F4U/Nasal/weapons.nas' for module 'weapons'.
loading scenario 'nimitz_demo'
loading scenario 'BOMB-SanFranBayFerryInvasion'
Could not find at least one of the following objects for animation: 'terminal_2'

Could not find at least one of the following objects for animation: 'terminal_2'

Electrical  ---Check
Loading ferry /ai/models/ship
Loading ferry /ai/models/ship[1]
Loading ferry /ai/models/ship[2]
Loading ferry /ai/models/ship[3]
Loading ferry /ai/models/ship[4]
Error in ground network. Failed to find first waypoint: 0 at KSMF
Error in ground network. Failed to find first waypoint: 0 at KSMF
housefatherof6
 
Posts: 48
Joined: Tue Mar 26, 2013 3:12 pm
Location: Kansas USA
Callsign: jayhawk
Version: 3.0.0
OS: Ubuntu 14.4 LTS

Re: AI & MP Dogfighting now working! Bombable ships, aircraf

Postby Hooray » Sun Jul 28, 2013 12:10 am

great news, but would it possibly happen to work only in debug mode, i.e. after your set the --prop: parameter (which you apparently succeeded doing, according to the log you provided now) ?
Please don't send support requests by PM, instead post your questions on the forum so that all users can contribute and benefit
Thanks & all the best,
Hooray
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Hooray
 
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Re: AI & MP Dogfighting now working! Bombable ships, aircraf

Postby housefatherof6 » Sun Jul 28, 2013 6:10 pm

Hooray wrote in Sun Jul 28, 2013 12:10 am:great news, but would it possibly happen to work only in debug mode, i.e. after your set the --prop: parameter (which you apparently succeeded doing, according to the log you provided now) ?


Was wondering the same thing you were.
Not really great news, because after my last post 2.10 did crash not because of Bombable, because of 2.8 which was forced 32 bit and I forgot to switch my perf and data files back to 2.10. Anyway make long story short took everything off and started with a clean slate. Installed 2.10 ran it, after making sure it was up running the way it should, then install Bombable and ran it. The good new is yes it ran without crashing. After running it for while then went back to FG itself and it ran just fine. Been playing around with it most of the morning to see if it would crash and it only did it once. I look at the log and didn't see anything. The only thing I could think of was either norton was doing update or my system mechanic was running in the background. But it only give me the error once. I didn't even think of getting the log when it error that one time. But did get the logs I did on my last runs for you. FG and Bombable have been running without errors except for that one since I installed them both this morning.

This is with the debug. The log was long so I don't have the beginning of it....

Code: Select all
 called from: C:/FlightGear/data/Nasal/bombable.nas, line 8358
  called from: C:/FlightGear/data/Nasal/globals.nas, line 100
 Bombable: Small weapons, direct hit, damaging (Line #3725 7533 100 )
Bombable: add_damage /ai/models/ship[1] (Line #6758 3749 7533 100 )
 Bombable: Damage added: 0.00% - Total damage: 0% for ferry1_23 (/ai/models/ship
[1], 1.278824143333016e-06) (Line #6807 3749 7533 100 )
 Bombable: Put splash direct hit (Line #3784 7533 100 )
Bombable: Starting Dodge /ai/models/ship[1]  type= ship (Line #4611 4009 7533 10
0 )
Bombable: Dodge alt: 0  degrees: -53.97771375350769 (Line #4652 4009 7533 100 )
Bombable: rudder_roll_climb starting, deg: -53.97771375350769  time: 39.06881907
467469 (Line #4531 4726 4009 7533 )
Nasal runtime error: No such member: maxLat
  at C:/FlightGear/data/Nasal/bombable.nas, line 3412
  called from: C:/FlightGear/data/Nasal/bombable.nas, line 8358
  called from: C:/FlightGear/data/Nasal/globals.nas, line 100
 Bombable: Placing flack (Line #258 3223 3262 3427 )
Nasal runtime error: No such member: maxLat
  at C:/FlightGear/data/Nasal/bombable.nas, line 3412
  called from: C:/FlightGear/data/Nasal/bombable.nas, line 8358
  called from: C:/FlightGear/data/Nasal/globals.nas, line 100
 Bombable: Small weapons, direct hit, damaging (Line #3725 7533 100 )
Bombable: add_damage /ai/models/ship[1] (Line #6758 3749 7533 100 )
 Bombable: Damage added: 0.00% - Total damage: 0% for ferry1_23 (/ai/models/ship
[1], 1.171244724107337e-06) (Line #6807 3749 7533 100 )
 Bombable: Put splash direct hit (Line #3784 7533 100 )
Nasal runtime error: No such member: maxLat
  at C:/FlightGear/data/Nasal/bombable.nas, line 3412
  called from: C:/FlightGear/data/Nasal/bombable.nas, line 8358
  called from: C:/FlightGear/data/Nasal/globals.nas, line 100
 Bombable: Placing flack (Line #258 3223 3262 3427 )
Nasal runtime error: No such member: maxLat
  at C:/FlightGear/data/Nasal/bombable.nas, line 3412
  called from: C:/FlightGear/data/Nasal/bombable.nas, line 8358
  called from: C:/FlightGear/data/Nasal/globals.nas, line 100
 Bombable: Small weapons, direct hit, damaging (Line #3725 7533 100 )
Bombable: add_damage /ai/models/ship[1] (Line #6758 3749 7533 100 )
 Bombable: Damage added: 0.00% - Total damage: 0% for ferry1_23 (/ai/models/ship
[1], 6.890698794134326e-07) (Line #6807 3749 7533 100 )
 Bombable: Put splash direct hit (Line #3784 7533 100 )
Nasal runtime error: No such member: maxLat
  at C:/FlightGear/data/Nasal/bombable.nas, line 3412
  called from: C:/FlightGear/data/Nasal/bombable.nas, line 8358
  called from: C:/FlightGear/data/Nasal/globals.nas, line 100
 Bombable: Placing flack (Line #258 3223 3262 3427 )
Nasal runtime error: No such member: maxLat
  at C:/FlightGear/data/Nasal/bombable.nas, line 3412
  called from: C:/FlightGear/data/Nasal/bombable.nas, line 8358
  called from: C:/FlightGear/data/Nasal/globals.nas, line 100
 Bombable: Placing flack (Line #258 3223 3262 3427 )
Bombable: Placed flack, /models[0]/model[65] (Line #286 )
Bombable: Placed flack, /models[0]/model[120] (Line #286 )
Bombable: Placed flack, /models[0]/model[121] (Line #286 )
Bombable: Placed flack, /models[0]/model[122] (Line #286 )
Bombable: Placed flack, /models[0]/model[123] (Line #286 )
Bombable: Placed flack, /models[0]/model[124] (Line #286 )
Bombable: Placed flack, /models[0]/model[125] (Line #286 )
Bombable: Placed flack, /models[0]/model[126] (Line #286 )
Bombable: Placed flack, /models[0]/model[127] (Line #286 )
Bombable: Placed flack, /models[0]/model[128] (Line #286 )
Bombable: Placed flack, /models[0]/model[129] (Line #286 )
Bombable: Placed flack, /models[0]/model[130] (Line #286 )
Nasal runtime error: No such member: maxLat
  at C:/FlightGear/data/Nasal/bombable.nas, line 3412
  called from: C:/FlightGear/data/Nasal/bombable.nas, line 8358
  called from: C:/FlightGear/data/Nasal/globals.nas, line 100
 Bombable: Placing flack (Line #258 3223 3262 3427 )
Nasal runtime error: No such member: maxLat
  at C:/FlightGear/data/Nasal/bombable.nas, line 3412
  called from: C:/FlightGear/data/Nasal/bombable.nas, line 8358
  called from: C:/FlightGear/data/Nasal/globals.nas, line 100
 Bombable: Small weapons, direct hit, damaging (Line #3725 7533 100 )
Bombable: add_damage /ai/models/ship[1] (Line #6758 3749 7533 100 )
 Bombable: Damage added: 0.00% - Total damage: 0% for ferry1_23 (/ai/models/ship
[1], 2.118048565522909e-07) (Line #6807 3749 7533 100 )
 Bombable: Put splash direct hit (Line #3784 7533 100 )
Nasal runtime error: No such member: maxLat
  at C:/FlightGear/data/Nasal/bombable.nas, line 3412
  called from: C:/FlightGear/data/Nasal/bombable.nas, line 8358
  called from: C:/FlightGear/data/Nasal/globals.nas, line 100
 Bombable: Placing flack (Line #258 3223 3262 3427 )
Nasal runtime error: No such member: maxLat
  at C:/FlightGear/data/Nasal/bombable.nas, line 3412
  called from: C:/FlightGear/data/Nasal/bombable.nas, line 8358
  called from: C:/FlightGear/data/Nasal/globals.nas, line 100
 Bombable: Small weapons, direct hit, damaging (Line #3725 7533 100 )
Bombable: add_damage /ai/models/ship[1] (Line #6758 3749 7533 100 )
 Bombable: Damage added: 0.00% - Total damage: 0% for ferry1_23 (/ai/models/ship
[1], 1.050252029751524e-06) (Line #6807 3749 7533 100 )
 Bombable: Put splash direct hit (Line #3784 7533 100 )
Nasal runtime error: No such member: maxLat
  at C:/FlightGear/data/Nasal/bombable.nas, line 3412
  called from: C:/FlightGear/data/Nasal/bombable.nas, line 8358
  called from: C:/FlightGear/data/Nasal/globals.nas, line 100
 Bombable: Placing flack (Line #258 3223 3262 3427 )
Nasal runtime error: No such member: maxLat
  at C:/FlightGear/data/Nasal/bombable.nas, line 3412
  called from: C:/FlightGear/data/Nasal/bombable.nas, line 8358
  called from: C:/FlightGear/data/Nasal/globals.nas, line 100
 Bombable: Small weapons, direct hit, damaging (Line #3725 7533 100 )
Bombable: add_damage /ai/models/ship[1] (Line #6758 3749 7533 100 )
 Bombable: Damage added: 0.00% - Total damage: 0% for ferry1_23 (/ai/models/ship
[1], 8.121856541467601e-07) (Line #6807 3749 7533 100 )
 Bombable: Put splash direct hit (Line #3784 7533 100 )
Nasal runtime error: No such member: maxLat
  at C:/FlightGear/data/Nasal/bombable.nas, line 3412
  called from: C:/FlightGear/data/Nasal/bombable.nas, line 8358
  called from: C:/FlightGear/data/Nasal/globals.nas, line 100
 Bombable: Placing flack (Line #258 3223 3262 3427 )
Nasal runtime error: No such member: maxLat
  at C:/FlightGear/data/Nasal/bombable.nas, line 3412
  called from: C:/FlightGear/data/Nasal/bombable.nas, line 8358
  called from: C:/FlightGear/data/Nasal/globals.nas, line 100
 Bombable: Small weapons, direct hit, damaging (Line #3725 7533 100 )
Bombable: add_damage /ai/models/ship[1] (Line #6758 3749 7533 100 )
 Bombable: Damage added: 0.00% - Total damage: 0% for ferry1_23 (/ai/models/ship
[1], 1.142036528392287e-06) (Line #6807 3749 7533 100 )
 Bombable: Put splash direct hit (Line #3784 7533 100 )
Nasal runtime error: No such member: maxLat
  at C:/FlightGear/data/Nasal/bombable.nas, line 3412
  called from: C:/FlightGear/data/Nasal/bombable.nas, line 8358
  called from: C:/FlightGear/data/Nasal/globals.nas, line 100
 Bombable: Placing flack (Line #258 3223 3262 3427 )
Nasal runtime error: No such member: maxLat
  at C:/FlightGear/data/Nasal/bombable.nas, line 3412
  called from: C:/FlightGear/data/Nasal/bombable.nas, line 8358
  called from: C:/FlightGear/data/Nasal/globals.nas, line 100
 Bombable: Small weapons, direct hit, damaging (Line #3725 7533 100 )
Bombable: add_damage /ai/models/ship[1] (Line #6758 3749 7533 100 )
 Bombable: Damage added: 0.00% - Total damage: 0% for ferry1_23 (/ai/models/ship
[1], 5.263220784075762e-07) (Line #6807 3749 7533 100 )
 Bombable: Put splash direct hit (Line #3784 7533 100 )
Nasal runtime error: No such member: maxLat
  at C:/FlightGear/data/Nasal/bombable.nas, line 3412
  called from: C:/FlightGear/data/Nasal/bombable.nas, line 8358
  called from: C:/FlightGear/data/Nasal/globals.nas, line 100
 Bombable: Placing flack (Line #258 3223 3262 3427 )
Nasal runtime error: No such member: maxLat
  at C:/FlightGear/data/Nasal/bombable.nas, line 3412
  called from: C:/FlightGear/data/Nasal/bombable.nas, line 8358
  called from: C:/FlightGear/data/Nasal/globals.nas, line 100
 Bombable: Small weapons, direct hit, damaging (Line #3725 7533 100 )
Bombable: add_damage /ai/models/ship[1] (Line #6758 3749 7533 100 )
 Bombable: Damage added: 0.00% - Total damage: 0% for ferry1_23 (/ai/models/ship
[1], 1.365533775301947e-07) (Line #6807 3749 7533 100 )
 Bombable: Put splash direct hit (Line #3784 7533 100 )
Bombable: Placed flack, /models[0]/model[66] (Line #286 )
Bombable: Placed flack, /models[0]/model[68] (Line #286 )
Bombable: Placed flack, /models[0]/model[69] (Line #286 )
Bombable: Placed flack, /models[0]/model[70] (Line #286 )
Bombable: Placed flack, /models[0]/model[131] (Line #286 )
Bombable: Placed flack, /models[0]/model[132] (Line #286 )
Nasal runtime error: No such member: maxLat
  at C:/FlightGear/data/Nasal/bombable.nas, line 3412
  called from: C:/FlightGear/data/Nasal/bombable.nas, line 8358
  called from: C:/FlightGear/data/Nasal/globals.nas, line 100
 Bombable: Small weapons, direct hit, damaging (Line #3725 7533 100 )
Bombable: add_damage /ai/models/ship[1] (Line #6758 3749 7533 100 )
 Bombable: Damage added: 0.00% - Total damage: 0% for ferry1_23 (/ai/models/ship
[1], 6.143308052940288e-07) (Line #6807 3749 7533 100 )
 Bombable: Put splash direct hit (Line #3784 7533 100 )
 Bombable: Placing flack (Line #258 3223 3785 7533 )
Nasal runtime error: No such member: maxLat
  at C:/FlightGear/data/Nasal/bombable.nas, line 3412
  called from: C:/FlightGear/data/Nasal/bombable.nas, line 8358
  called from: C:/FlightGear/data/Nasal/globals.nas, line 100
 Bombable: Small weapons, direct hit, damaging (Line #3725 7533 100 )
Bombable: add_damage /ai/models/ship[1] (Line #6758 3749 7533 100 )
 Bombable: Damage added: 0.00% - Total damage: 0% for ferry1_23 (/ai/models/ship
[1], 4.810144667188754e-08) (Line #6807 3749 7533 100 )
 Bombable: Put splash direct hit (Line #3784 7533 100 )
 Bombable: Placing flack (Line #258 3223 3785 7533 )
Nasal runtime error: No such member: maxLat
  at C:/FlightGear/data/Nasal/bombable.nas, line 3412
  called from: C:/FlightGear/data/Nasal/bombable.nas, line 8358
  called from: C:/FlightGear/data/Nasal/globals.nas, line 100
 Bombable: Small weapons, direct hit, damaging (Line #3725 7533 100 )
Bombable: add_damage /ai/models/ship[1] (Line #6758 3749 7533 100 )
 Bombable: Damage added: 0.00% - Total damage: 0% for ferry1_23 (/ai/models/ship
[1], 1.414087041708098e-06) (Line #6807 3749 7533 100 )
 Bombable: Put splash direct hit (Line #3784 7533 100 )
 Bombable: Placing flack (Line #258 3223 3785 7533 )
Nasal runtime error: No such member: maxLat
  at C:/FlightGear/data/Nasal/bombable.nas, line 3412
  called from: C:/FlightGear/data/Nasal/bombable.nas, line 8358
  called from: C:/FlightGear/data/Nasal/globals.nas, line 100
 Bombable: Small weapons, direct hit, damaging (Line #3725 7533 100 )
Bombable: add_damage /ai/models/ship[1] (Line #6758 3749 7533 100 )
 Bombable: Damage added: 0.00% - Total damage: 0% for ferry1_23 (/ai/models/ship
[1], 7.173492688552119e-08) (Line #6807 3749 7533 100 )
 Bombable: Put splash direct hit (Line #3784 7533 100 )
 Bombable: Placing flack (Line #258 3223 3785 7533 )
Bombable: Placed flack, /models[0]/model[71] (Line #286 )
Bombable: Placed flack, /models[0]/model[72] (Line #286 )
Bombable: Placed flack, /models[0]/model[73] (Line #286 )
Bombable: Placed flack, /models[0]/model[74] (Line #286 )
Nasal runtime error: No such member: maxLat
  at C:/FlightGear/data/Nasal/bombable.nas, line 3412
  called from: C:/FlightGear/data/Nasal/bombable.nas, line 8358
  called from: C:/FlightGear/data/Nasal/globals.nas, line 100
 Bombable: Small weapons, direct hit, damaging (Line #3725 7533 100 )
Bombable: add_damage /ai/models/ship[1] (Line #6758 3749 7533 100 )
 Bombable: Damage added: 0.00% - Total damage: 0% for ferry1_23 (/ai/models/ship
[1], 1.445229764785479e-06) (Line #6807 3749 7533 100 )
 Bombable: Put splash direct hit (Line #3784 7533 100 )
 Bombable: Placing flack (Line #258 3223 3785 7533 )
Nasal runtime error: No such member: maxLat
  at C:/FlightGear/data/Nasal/bombable.nas, line 3412
  called from: C:/FlightGear/data/Nasal/bombable.nas, line 8358
  called from: C:/FlightGear/data/Nasal/globals.nas, line 100
 Bombable: Small weapons, direct hit, damaging (Line #3725 7533 100 )
Bombable: add_damage /ai/models/ship[1] (Line #6758 3749 7533 100 )
 Bombable: Damage added: 0.00% - Total damage: 0% for ferry1_23 (/ai/models/ship
[1], 1.223026284387129e-06) (Line #6807 3749 7533 100 )
 Bombable: Put splash direct hit (Line #3784 7533 100 )
 Bombable: Placing flack (Line #258 3223 3785 7533 )
Nasal runtime error: No such member: maxLat
  at C:/FlightGear/data/Nasal/bombable.nas, line 3412
  called from: C:/FlightGear/data/Nasal/bombable.nas, line 8358
  called from: C:/FlightGear/data/Nasal/globals.nas, line 100
 Bombable: Small weapons, direct hit, damaging (Line #3725 7533 100 )
Bombable: add_damage /ai/models/ship[1] (Line #6758 3749 7533 100 )
 Bombable: Damage added: 0.00% - Total damage: 0% for ferry1_23 (/ai/models/ship
[1], 1.541985457345003e-06) (Line #6807 3749 7533 100 )
 Bombable: Put splash direct hit (Line #3784 7533 100 )
 Bombable: Placing flack (Line #258 3223 3785 7533 )
Nasal runtime error: No such member: maxLat
  at C:/FlightGear/data/Nasal/bombable.nas, line 3412
  called from: C:/FlightGear/data/Nasal/bombable.nas, line 8358
  called from: C:/FlightGear/data/Nasal/globals.nas, line 100
 Bombable: Small weapons, direct hit, damaging (Line #3725 7533 100 )
Bombable: add_damage /ai/models/ship[1] (Line #6758 3749 7533 100 )
 Bombable: Damage added: 0.00% - Total damage: 0% for ferry1_23 (/ai/models/ship
[1], 2.691358771274748e-07) (Line #6807 3749 7533 100 )
 Bombable: Put splash direct hit (Line #3784 7533 100 )
 Bombable: Placing flack (Line #258 3223 3785 7533 )
Bombable: Placed flack, /models[0]/model[75] (Line #286 )
Bombable: Placed flack, /models[0]/model[76] (Line #286 )
Bombable: Placed flack, /models[0]/model[77] (Line #286 )
Bombable: Placed flack, /models[0]/model[78] (Line #286 )
Nasal runtime error: No such member: maxLat
  at C:/FlightGear/data/Nasal/bombable.nas, line 3412
  called from: C:/FlightGear/data/Nasal/bombable.nas, line 8358
  called from: C:/FlightGear/data/Nasal/globals.nas, line 100
 Bombable: Placing flack (Line #258 3223 3262 3427 )
Nasal runtime error: No such member: maxLat
  at C:/FlightGear/data/Nasal/bombable.nas, line 3412
  called from: C:/FlightGear/data/Nasal/bombable.nas, line 8358
  called from: C:/FlightGear/data/Nasal/globals.nas, line 100
 Bombable: Placing flack (Line #258 3223 3262 3427 )
Bombable: Placed flack, /models[0]/model[79] (Line #286 )
Bombable: Placed flack, /models[0]/model[80] (Line #286 )
Nasal runtime error: No such member: maxLat
  at C:/FlightGear/data/Nasal/bombable.nas, line 3412
  called from: C:/FlightGear/data/Nasal/bombable.nas, line 8358
  called from: C:/FlightGear/data/Nasal/globals.nas, line 100
 Bombable: Placing flack (Line #258 3223 3262 3427 )
Nasal runtime error: No such member: maxLat
  at C:/FlightGear/data/Nasal/bombable.nas, line 3412
  called from: C:/FlightGear/data/Nasal/bombable.nas, line 8358
  called from: C:/FlightGear/data/Nasal/globals.nas, line 100
 Bombable: Placing flack (Line #258 3223 3262 3427 )
Nasal runtime error: No such member: maxLat
  at C:/FlightGear/data/Nasal/bombable.nas, line 3412
  called from: C:/FlightGear/data/Nasal/bombable.nas, line 8358
  called from: C:/FlightGear/data/Nasal/globals.nas, line 100
 Bombable: Placing flack (Line #258 3223 3262 3427 )
Nasal runtime error: No such member: maxLat
  at C:/FlightGear/data/Nasal/bombable.nas, line 3412
  called from: C:/FlightGear/data/Nasal/bombable.nas, line 8358
  called from: C:/FlightGear/data/Nasal/globals.nas, line 100
 Bombable: Placing flack (Line #258 3223 3262 3427 )
Nasal runtime error: No such member: maxLat
  at C:/FlightGear/data/Nasal/bombable.nas, line 3412
  called from: C:/FlightGear/data/Nasal/bombable.nas, line 8358
  called from: C:/FlightGear/data/Nasal/globals.nas, line 100
 Bombable: Placing flack (Line #258 3223 3262 3427 )
Bombable: Placed flack, /models[0]/model[71] (Line #286 )
Bombable: Placed flack, /models[0]/model[72] (Line #286 )
Nasal runtime error: No such member: maxLat
  at C:/FlightGear/data/Nasal/bombable.nas, line 3412
  called from: C:/FlightGear/data/Nasal/bombable.nas, line 8358
  called from: C:/FlightGear/data/Nasal/globals.nas, line 100
 Bombable: Placing flack (Line #258 3223 3262 3427 )
Bombable: Placed flack, /models[0]/model[73] (Line #286 )
Bombable: Placed flack, /models[0]/model[74] (Line #286 )
Bombable: Placed flack, /models[0]/model[75] (Line #286 )
Bombable: Placed flack, /models[0]/model[76] (Line #286 )
Bombable: rudder_roll_climb starting, deg: 0  time: 52.04816797563065 (Line #453
1 4733 )
 Bombable: ======== You crashed! Damage added 93% - Total damage 100% ======== (
Line #4914 8404 100 )
 Bombable: Starting fire for main aircraft (Line #4974 8404 100 )
 Main aircraft damage 100%, engines off, magnetos off (Line #5017 8404 100 )
 Bombable: You crashed - on fire and damage set to 100% (Line #8406 100 )
Bombable: rudder_roll_climb starting, deg: 0  time: 39.06881907467469 (Line #453
1 4733 )
 Bombable: ======== Damage 100% - your engines and magnetos have been switched o
ff ======== (Line #4923 )



This is without the debug running

Code: Select all
osgDB ac3d reader: detected line with less than 2 vertices!
Enabling ATI viewport hack
osgDB ac3d reader: detected line with less than 2 vertices!
Bombable (ver. 4.5) loaded - bombable, weapons, damage, fire, and explosion effe
cts
Cannot find Nasal script 'Aircraft/F4U/Nasal/weapons.nas' for module 'weapons'.
loading scenario 'nimitz_demo'
loading scenario 'BOMB-SanFranBayFerryInvasion'
Electrical  ---Check
Loading ferry /ai/models/ship
Loading ferry /ai/models/ship[1]
Loading ferry /ai/models/ship[2]
Loading ferry /ai/models/ship[3]
Loading ferry /ai/models/ship[4]
Error in ground network. Failed to find first waypoint: 0 at KLAX
Error in ground network. Failed to find first waypoint: 0 at KLAX


And this is with just using FG itself with no Bombable planes or scenarios

Code: Select all
osgDB ac3d reader: detected line with less than 2 vertices!
Enabling ATI viewport hack
osgDB ac3d reader: detected line with less than 2 vertices!
Bombable (ver. 4.5) loaded - bombable, weapons, damage, fire, and explosion effe
cts
Cannot find Nasal script 'Aircraft/F4U/Nasal/weapons.nas' for module 'weapons'.
loading scenario 'nimitz_demo'
loading scenario 'BOMB-SanFranBayFerryInvasion'
Electrical  ---Check
Loading ferry /ai/models/ship
Loading ferry /ai/models/ship[1]
Loading ferry /ai/models/ship[2]
Loading ferry /ai/models/ship[3]
Loading ferry /ai/models/ship[4]
Error in ground network. Failed to find first waypoint: 0 at KLAX
Error in ground network. Failed to find first waypoint: 0 at KLAX
Enabling ATI viewport hack
Bombable (ver. 4.5) loaded - bombable, weapons, damage, fire, and explosion effe
cts
KMA20 audio panel initialized
KI266 dme indicator #0 initialized
loading scenario 'nimitz_demo'
  Trim Results:
          Altitude AGL:    4.4  wdot: 2.41e-004 Tolerance: 1.000000e-003  Passed

           Pitch Angle:  0.047  qdot: 7.05e-005 Tolerance: 1.000000e-004  Passed



Hope that helps you and Philosopher.
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Re: AI & MP Dogfighting now working! Bombable ships, aircraf

Postby Cervantes » Wed Aug 07, 2013 12:25 am

Hello,
I am having a small issue operating bombable on the mac os x flightgear launcher. I cant seem to figure out how to load a scenario.
I've noticed that on the Windows launcher, there is a section on the third page of the launcher where I can choose the scenario, is there something similar to that on the mac launcher that I've overlooked?
Barring that, is there any command-line option command I can use to load a scenario?
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Re: AI & MP Dogfighting now working! Bombable ships, aircraf

Postby Philosopher » Wed Aug 07, 2013 12:31 am

Use --ai-scenario=nimitz_demo (for example).
Thanks,
Philosopher
(inactive but lurking occasionally...)
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Re: AI & MP Dogfighting now working! Bombable ships, aircraf

Postby hvengel » Mon Oct 21, 2013 2:45 am

Just installed the latest version of bombable on FG 2.12. For the most part this is working well but I did find one issue. I tested it with my current development version of the JSBSim P-51D. My first scenario was the SF ferry invasion where I was able to test the rocket ladder on the new sight. I sunk a whole bunch of ferries using HVAR rockets. Great fun. Then I did the MarinCounty-TwoZeros scenario and managed to shoot down both Zeros. My weapons were set to ultra realistic in both scenarios. This was my first real air to air test of the new K-14A gun sight. It worked better than I expected and I think with a fixed reticle sight (IE. a P-51 with a N-9 sight) that I would have only gotten perhaps 10% to 20% the hit rate as I was able to get some good solid hits from a fairly long distance (perhaps 500 yards) with a significant amount of deflection (both aircraft turning pulling perhaps 2.5G).

The issue I had was that the bombable "Respawn AI Aircraft" option created a huge swarm of AI airliners around KSFO. This often left them sitting in the water but trying it several times eventually had them starting in the air. Doing this did not seem to create the selected bombable scenario in my location (near KSFO). Or perhaps there was so much other AI activity that I couldn't detect the enemy aircraft from the scenerio in all of the clutter. In any case bombable should only spawn/respawn it's own AI aircraft so this is clearly a bug.

I am also seeing lots of "WARNING: PUI: Too many live puInterfaces open at once!" messages in the console. I don't know if this is just noise or if this is an indication of a significant issue.
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Re: AI & MP Dogfighting now working! Bombable ships, aircraf

Postby landersohn » Sun Nov 17, 2013 7:53 pm

I noticed a bug: in multiplayer dogfighting the call signs are not correctly handled in bombable.nas: if I use a call sign longer than 6 characters, the routine parsing messages will not recognize a message meant for me. Looks like all other modules truncate the callsign but this message parser does not. So a message to me, for example if I am being shot at and hit, is never processed, making me in effect invincible no matter what the AI settings are.
I think this is also true in normal bombable scenarios.
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Re: AI & MP Dogfighting now working! Bombable ships, aircraf

Postby flug » Sun Dec 15, 2013 2:32 pm

I noticed a bug: in multiplayer dogfighting the call signs are not correctly handled in bombable.nas: if I use a call sign longer than 6 characters, the routine parsing messages will not recognize a message meant for me. Looks like all other modules truncate the callsign but this message parser does not. So a message to me, for example if I am being shot at and hit, is never processed, making me in effect invincible no matter what the AI settings are.
I think this is also true in normal bombable scenarios.


Thanks for reporting this--I'll bet this is the cause of some of the strange behavior in multiplayer that we've observed from time to time, and it should be pretty easy to fix.
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Re: AI & MP Dogfighting now working! Bombable ships, aircraf

Postby flug » Mon Dec 16, 2013 2:35 am

hvengel wrote in Mon Oct 21, 2013 2:45 am:The issue I had was that the bombable "Respawn AI Aircraft" option created a huge swarm of AI airliners around KSFO. This often left them sitting in the water but trying it several times eventually had them starting in the air. Doing this did not seem to create the selected bombable scenario in my location (near KSFO). Or perhaps there was so much other AI activity that I couldn't detect the enemy aircraft from the scenerio in all of the clutter. In any case bombable should only spawn/respawn it's own AI aircraft so this is clearly a bug.


Thanks for the feedback. I've tried Bombable a bit with 2.12.1 also and find it's mostly working, too. There is something funny happening with the messages and the might have something to do with the PUIInterfaces message.

As far as re-spawning all the airliners, etc--that is something I turned on experimentally in the last version but it looks like it does indeed cause problems, so we should turn it off again. If you don't mind mucking around in the code just a little, you can turn it off. In data/Nasal/Bombable.nas about line 1247 you'll find this code:

#only if bombable initialized
#experimental: doing this for ALL aircraft/objects regardless of bombable status.
#if (props.globals.getNode ( "/ai/models/"~aiName~"/bombable" ) == nil) continue;


Just remove the # to make that one line active again, like this:

#only if bombable initialized
#experimental: doing this for ALL aircraft/objects regardless of bombable status.
if (props.globals.getNode ( "/ai/models/"~aiName~"/bombable" ) == nil) continue;


That should take care of the problem.
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Re: AI & MP Dogfighting now working! Bombable ships, aircraf

Postby flug » Thu Jan 09, 2014 7:15 am

flug wrote in Mon Dec 16, 2013 2:35 am:
hvengel wrote in Mon Oct 21, 2013 2:45 am:As far as re-spawning all the airliners, etc--that is something I turned on experimentally in the last version but it looks like it does indeed cause problems, so we should turn it off again. If you don't mind mucking around in the code just a little, you can turn it off. In data/Nasal/Bombable.nas about line 1247 you'll find this code:


Checking this out further, it turns out that for various reasons (change in AI scenarios in FG 2.12, etc) it is actually NOT advisable to make the change I suggest here.

Two workarounds:

1. Don't run normal AI traffic when running Bombable. (in FGRun, check AI Models so that that scenarios work, but UNcheck AI Traffic)

2. I've added some different options in Bombable 4.5b, released today, that will help with this. When you go to re-spawn the scenarios in the Bombable menu, there is an option to re-spawn retaining relative positioning. This should allow you to re-spawn the various aircraft without having them all in one giant clump in one spot.

Neither of these is a perfect solution, but they might be helpful.
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Bombable 4.5b released, compatible with FG 2.12.1

Postby flug » Thu Jan 09, 2014 7:26 am

I just released a new version of Bombable, version 4.5b, today. Download here:

http://brenthugh.com/flightgear/bombable4-5b.zip

Highlights:

- Improvements that help with FG 2.12 compatibility (particularly FG 2.12's new/improved way of handling AI scenarios)
- Improved version of the historically accurate Sopwith Camel (choose the JSBSim version of the Camel that is included in the package)
- Respawn scenario aircraft, vehicles, and ships either a single clump OR retaining their relative positions and altitudes
- Together with FG's new more flexible scenario system, this means you can load Bombable's scenarios instantly and move them to wherever you are in the world instantly--making it a lot quicker and more fun to run the Bombable AI scenarios. You're not stuck with doing scenarios in the one place they were originally set up--you can easily move them to anywhere in the world, while retaining the original scenario's general setup (bombers in a formation, fighter flying cover, tanks scattered around hillsides, etc)
- Improvements to AI aircraft realism, bug fixes.

The Sopwith Camel (now at ver. 1.8 ) is included in the Bombable package, but if you should want to download it separately the file is here:

http://brenthugh.com/flightgear/sopwithCamel-HistoricallyAccurateJSBSim-18.zip

All the details:

WHAT'S NEW WITH BOMBABLE
(for FlightGear ver 1.9.0, 1.9.1, 2.0, 2.4.0, 2.6.0, 2.8.0, 2.10.0, 2.12.0, 2.12.1)


Available at http://brenthugh.com/flightgear/bombable4-5b.zip

4.5b
------------------------
* AIRCRAFT UPDATE: Includes Historically Accurate JSBSim Sopwith Camel
ver 1.8. The new JSBSim Camel, ver. 1.5, was Aircraft of the Month for May
2013. Ver. 1.8 of the JSBSim Camel FDM is improved a great deal thanks to
feedback received from users during that month.

- The YASim version is included as well. The YASim flight dynamics
model for the Camel is more 'plain vanilla' and flies much like a
modern aircraft. It is much easier to fly--definitely lacking many
of the well documented historical quirks of the real Camel, which
you will see if you fly the JSBSim version.

- Read much more about thie historically accurate JSBSim Camel project in
your Flightgear Aircraft directory: \Aircraft\sopwithCamel-Bombable\Docs

* FLIGHTGEAR 2.12 COMPATIBILITY: Bombable is compatible with FG 2.12.x
with only minor adaptations--see below.

* FLIGHTGEAR AI SCENARIOS, MAJOR UPDATE: A major change in Flightgear 2.12
affects Bombable AI scenarios. On Flightgear reset (file/reset in the menu or
shift-esc), Flightgear does not re-load any AI scenario you loaded when first
starting Flightgear. So if you start Flightgear with a Bombable AI scenario,
then crash before completing it and reset, your scenario just disappears when
you reset.

This is easily remedied: After the re-set, just go to AI/Traffic and Scenario
Settings and select the scenario that you wish to use. You can choose the
scenario(s) that you used when you originally started FG -OR- any other
scenario you would like to use.

This is part of work by Flightgear developers to improve Flightgear
usability--now you can start, stop, or change an AI scenario using the menu.
You don't need to quit a re-start Flightgear

* BOMBABLE IMPROVEMENT, SCENARIO RESPAWNING: Re-spawn any scenario close to
you--either re-grouping the scenario aircraft and vehicles near you (with
aircraft at your current altitude) -OR- preserve their current relative
positions and altitudes.

This new/updated feature is in the Bombable/Options menu.

Together with Flightgear's updated 'live' AI Scenario system, this means
you can have ANY of the Bombable scenarios active in ANY location instantly,
and switch from any location and any scenario to any other instantly without
re-starting Flightgear. Here is how:

- Go to AI/Traffic and select or de-select whichever scenarios you wish to
use. All scenarios with prefix "Bomb-" are designed to work with Bombable.

- Go to Bombable/Bombable Options and click one of the "Respawn" buttons--
you have several different options to bring the scenario close to your
current location.

- If you choose the 'preserving relative position' options the scenarios
will be brought to your location while preserving the relative position and
altitudes of scenario aircraft. For instance, the B17 Bombers with F6F
Hellcat Cover scenario will move the B17 bombers in their original formation
and the F6F Hellcats in their original formation several thousand feet higher

- To check that scenarios were moved to your location properly, select
"Equipment/Map" and on the map click checkbox 'Traffic'.

* UPDATE: Updates/improvements to acrobatic maneuvering of aircraft.

* IMPROVEMENT: Improvements to flight modelling of AI aircraft so that they
more closely match the maneuverability and speed of the corresponding
Flightgear aircraft when climbing, diving, turning, etc.

* BUGS: Numerous minor bugfixes and improvements.
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Re: AI & MP Dogfighting now working! Bombable ships, aircraf

Postby Necolatis » Mon Jan 13, 2014 8:26 pm

Great.

If I make an aircraft Bombable compatible, will it give an error when using it without Bombable installed?
Last edited by Necolatis on Thu Jun 19, 2014 3:29 pm, edited 1 time in total.
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Re: AI & MP Dogfighting now working! Bombable ships, aircraf

Postby flug » Wed Jan 15, 2014 3:31 pm

Necolatis wrote in Mon Jan 13, 2014 8:26 pm:Great.

If I make an aircraft Bombable compatible, will it give an error when using it with Bombable installed?


In theory it shouldn't. Right now I'm getting a couple of nasal run-time errors on the console during start-up whenever Bombable is installed--I haven't taken time to track down what those are or why they are happening.

But I don't think making an aircraft Bombable compatible will affect those errors one way or the other.

FYI, most of the 'Bombable compatibility' is done to the AI version of the aircraft.

For the main aircraft, there are only a couple of small changes needed, mostly to implement multiplayer functionality to work with Bombable.
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Re: AI & MP Dogfighting now working! Bombable ships, aircraf

Postby Necolatis » Wed Jan 15, 2014 4:30 pm

Necolatis wrote in Mon Jan 13, 2014 8:26 pm:Great.

If I make an aircraft Bombable compatible, will it give an error when using it with Bombable installed?



Sorry, meant 'without'.
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Re: AI & MP Dogfighting now working! Bombable ships, aircraf

Postby NewChris » Mon Apr 21, 2014 12:29 am

Is there any chance this will work with version 3?
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