Gibsonm Posted December 28, 2017 Share Posted December 28, 2017 (edited) Earlier today did a mission with Kanium. I wasn't controlling either vehicle but it appears a Leo1 attempted to tow a M113, which should work based on the "can tow same or lighter vehicle" guidelines. In the attached Client AAR at GR 251769 we see: Mission time 39:15: Leo1 moves adjacent to M113 and they both start to move. There is the usual towing distance between them. Mission time 39:40: Both vehicles are destroyed by something other than enemy fire and are very close together. At least the two vehicles weren't catapulted several km away. Pretty sure both clients that experienced the issue had workable "pings" to the server. The Leo and M113 were controlled by people in Europe and the server was there too. Hasty Defence of Franninge v1_7452_122817MARKS-PC-2010642.aar Edited December 28, 2017 by Gibsonm 0 Quote Link to comment Share on other sites More sharing options...
DarkAngel Posted December 28, 2017 Share Posted December 28, 2017 Strange... we saw none of it in testing and we did do towing several times. Keep an eye out for issues please... Thanks. 0 Quote Link to comment Share on other sites More sharing options...
TSe419E Posted December 28, 2017 Share Posted December 28, 2017 I looked at the AAR and it seems as if the towing vehicle tried to tow the recovered vehicle through a tree. 0 Quote Link to comment Share on other sites More sharing options...
Moderators Volcano Posted December 28, 2017 Moderators Share Posted December 28, 2017 It sounds like the towing vehicle and towed vehicle were owned by two separate users. To avoid the issue, the suggestion is that the the towing vehicle owner should be given the towed vehicle while towing. Sometimes there can be a network issue, apparently depending on the connection of the two clients, which may cause this; the two owning participants have a conflict in the towing behavior, then the "catapult" is what happens after the issue is resolved. But yest, we will look into it, I am only mentioning this so you know how to avoid the issue. 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted December 28, 2017 Members Share Posted December 28, 2017 I don't know, maybe we can file an enhancement request to let the cable snap (=break the towing relationship) rather than doing large position upodates? 0 Quote Link to comment Share on other sites More sharing options...
12Alfa Posted December 29, 2017 Share Posted December 29, 2017 Snappin cables nice.:)... ah the memories, digging out the ends in 2 feet of water and mud, or just not ever finding parts of the cable. Is there no length to the realism that this Sim will achieve? Whats next, Turret Monsters? 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted December 29, 2017 Author Share Posted December 29, 2017 44 minutes ago, 12Alfa said: Snappin cables nice.:)... ah the memories, digging out the ends in 2 feet of water and mud, or just not ever finding parts of the cable. Is there no length to the realism that this Sim will achieve? Whats next, Turret Monsters? Well it might remove the push for dismounted crews when idiot drivers are injured by standing in the wrong spot relative to a cable(s) under load. 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted December 29, 2017 Author Share Posted December 29, 2017 (edited) 4 hours ago, Volcano said: It sounds like the towing vehicle and towed vehicle were owned by two separate users. To avoid the issue, the suggestion is that the the towing vehicle owner should be given the towed vehicle while towing. Sometimes there can be a network issue, apparently depending on the connection of the two clients, which may cause this; the two owning participants have a conflict in the towing behavior, then the "catapult" is what happens after the issue is resolved. But yest, we will look into it, I am only mentioning this so you know how to avoid the issue. Yes they were. I did ask if the "towed" transferred ownership to the "tow-er" prior to them connecting and it seemed that didn't happen. Agree that having both vehicles owned by the one person during towing is the preferred option. You can always give it back once you are at the destination and uncoupled. I might volunteer to do CSS during Kanium and TGIF tomorrow and provide an update. Edited December 29, 2017 by Gibsonm 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted December 29, 2017 Author Share Posted December 29, 2017 Looks like (based on one example to date - so its a small sample) having the one person control both does work. This was during a mulitplayer event. 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted December 29, 2017 Author Share Posted December 29, 2017 Update towed 3 more using the "transfer of ownership" procedure - all good. 0 Quote Link to comment Share on other sites More sharing options...
Moderators Volcano Posted December 29, 2017 Moderators Share Posted December 29, 2017 OK thanks for the info, we will continue to see if we can improve the two-client owner issue. 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted December 29, 2017 Author Share Posted December 29, 2017 (edited) Were some issues with leaving the pair unattended. Needed to nursemaid them sometimes to keep them on the road. If left unattended, they tended to wander off and inflicted extra damage on the towed vehicle moving through forests, etc. Luckily the repair zone fixed "everything" so this added damage was rectified. If it wasn't a magic repair zone, this extra damage would not have been fixed. Edited December 29, 2017 by Gibsonm 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted April 29, 2018 Author Share Posted April 29, 2018 (edited) Just an update from last week's TGIF. This now seems to at least sometimes happen even when both the tower and the towee are owned by the same player: Unsure if that was a network lag / sync issue courtesy of the Multi-player / Internet aspect or the underlying issue. Edited April 29, 2018 by Gibsonm 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted April 29, 2018 Members Share Posted April 29, 2018 It seems like certain road types create oscillation between the two vehicles. We have a bug report for this, and a reference scenario to replicate the bug. IOW, best conditions to get this fixed. 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted April 29, 2018 Author Share Posted April 29, 2018 Not sure if the TGIF issue was on a road, or not as I wasn't involved. I can review the AAR tonight. 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted April 30, 2018 Author Share Posted April 30, 2018 (edited) UPDATE: Not sure how far they need to travel to create the oscillation but here is the sequence: Hitching up (1:51:39): First vehicle disappears (1:51:50): Second one disappears (1:51:53): Edited April 30, 2018 by Gibsonm 0 Quote Link to comment Share on other sites More sharing options...
TSe419E Posted May 7, 2018 Share Posted May 7, 2018 I was towing one of my platoon mates vehicle out of danger today and all was well until he left his vehicle for another. The vehicle he left moved violently for a moment and caused my towing vehicle to be jerked very hard. I have recorded it should you want to see it. 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted May 7, 2018 Author Share Posted May 7, 2018 Was it on a road perchance? On 4/30/2018 at 9:09 AM, Ssnake said: It seems like certain road types create oscillation between the two vehicles. We have a bug report for this, and a reference scenario to replicate the bug. IOW, best conditions to get this fixed. 0 Quote Link to comment Share on other sites More sharing options...
TSe419E Posted May 7, 2018 Share Posted May 7, 2018 No. We were on top of a hill and he got tracked. I towed him off so he would not be an artillery target. 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted May 7, 2018 Members Share Posted May 7, 2018 It would be more useful to have two vehicles towing offroad on that same hill, as a reference case. If there's a way how you can make this jerk happen reliably, that would be infinitely helpful. Even if you can't make it happen AT ALL and you describe the ways in which you tested that (test mode, single player, network session), it would be helpful. We can still take it from there with our test tools, like forcing a certain frame rate and/or network lag to see if it happens only under specific circumstances over which you have no control. We already have one such "minimal repeat case" on roads; having one off-road would be a nice complement. And the most promising way to get there is by creating a scenario on the very same hill where you observed it (it could be, after all, a thing with the terrain itself). Also, just because we have one such scenario doesn't mean that all our bases are covered; it's entirely possible that there are two different bugs at work that manifest the same way (e.g. one is related to roads, the other (only) happens off-road, who knows). 0 Quote Link to comment Share on other sites More sharing options...
Rotareneg Posted May 7, 2018 Share Posted May 7, 2018 (edited) I wonder if the problem here is related to this one: Edited May 7, 2018 by Rotareneg 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted May 7, 2018 Members Share Posted May 7, 2018 I don't think so, but then again I'm not a code wizard. 0 Quote Link to comment Share on other sites More sharing options...
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