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No unload from transport ships


Nephris
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Hi folks,

 

Low, I already informed you about that issue.

Just want to receive a confirm or not, maybe it is just on my end.

 

I noticed that transport ships dont unload the loaded colukns anymore.

I noticed this issue first in my own campaign for Kuban, and checked it now again

with Normandy44 to be sure there is no bad in my campaign.

Even when the ship is blank, the loaded column keeps in transport

Track line 1 and 9 of each block.

 

16.06

27_Chief Armor.4-M4A2_US 1 @11_Chief $4-M4A2_US_27 ~T
28_Chief Vehicles.USACarsColumnA 1 @Bayeaux $USACarsColumnA_28 ~C
29_Chief Vehicles.OpelBlitzMaultierAA 2 @Buron $OpelBlitzMaultierAA_29 ~A
30_Chief Vehicles.M16_US 1 @Bayeaux $M16_US_30 ~C
7_Chief Armor.4-M4A2_US 1 @Balleroy $4-M4A2_US_7 ~C
15_Chief Armor.4-M4A2_US 1 @Isigny_Factory_Suburb $4-M4A2_US_15 ~C
9_Chief Ships.LCVP 1 @Omaha_Beach_Harbor $LCVP_9 ~A
11_Chief Ships.LCVP 1 @Blank $LCVP_11 ~X

 

 

17.06

27_Chief Armor.4-M4A2_US 1 @11_Chief $4-M4A2_US_27 ~T
28_Chief Vehicles.USACarsColumnA 1 @Bayeaux $USACarsColumnA_28 ~C
29_Chief Vehicles.OpelBlitzMaultierAA 2 @Villions-les-Buissons
$OpelBlitzMaultierAA_29 ~A
30_Chief Vehicles.M16_US 1 @Bayeaux $M16_US_30 ~C
7_Chief Armor.4-M4A2_US 1 @Balleroy $4-M4A2_US_7 ~C
15_Chief Armor.4-M4A2_US 1 @Isigny_Factory_Suburb $4-M4A2_US_15 ~C
9_Chief Ships.LCVP 1 @Blank $LCVP_9 ~X
11_Chief Ships.LCVP 1 @Channel_Harbor $LCVP_11 ~L

 

 

18.06

27_Chief Armor.4-M4A2_US 1 @11_Chief $4-M4A2_US_27 ~T
28_Chief Vehicles.USACarsColumnA 1 @Bayeaux $USACarsColumnA_28 ~C
29_Chief Vehicles.OpelBlitzMaultierAA 2 @Anisy $OpelBlitzMaultierAA_29 ~A
30_Chief Vehicles.M16_US 1 @Bayeaux $M16_US_30 ~C
7_Chief Armor.4-M4A2_US 1 @Balleroy $4-M4A2_US_7 ~C
15_Chief Armor.4-M4A2_US 1 @Isigny $4-M4A2_US_15 ~A
9_Chief Ships.LCVP 1 @Channel_Harbor $LCVP_9 ~L
11_Chief Ships.LCVP 1 @Gold_Beach_Harbor $LCVP_11 ~A

 

 

19.06

27_Chief Armor.4-M4A2_US 1 @11_Chief $4-M4A2_US_27 ~T
28_Chief Vehicles.USACarsColumnA 1 @Bayeaux $USACarsColumnA_28 ~C
29_Chief Vehicles.OpelBlitzMaultierAA 2 @Anisy $OpelBlitzMaultierAA_29 ~C
30_Chief Vehicles.M16_US 1 @Bayeaux $M16_US_30 ~C
7_Chief Armor.4-M4A2_US 1 @Balleroy_Bridge145 $4-M4A2_US_7 ~A
15_Chief Armor.4-M4A2_US 1 @Isigny $4-M4A2_US_15 ~C
9_Chief Ships.LCVP 1 @Sword_Beach_Harbor $LCVP_9 ~A
11_Chief Ships.LCVP 1 @Omaha_Beach_Harbor $LCVP_11 ~A

 

 

Plz check someone of you also, and confirm or not, if this is a bug sneaked into the tool, or

it is just on my end.

 

I chekced it with 3.46 /3.47/3.48

I tested this in MDS and Coop envirenment.

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Not a problem buddy, take the time you need of course.

 

 

I think i pinned the prob down to columns that got spawned directly into cargo and columns that are loaded into cargo, after they reached a a refering location (CityXY -> CityXY_Harbor).

 

Last ones seem to hang into a loop and cant be unloaded.

They even keep in transport when the cargo ship got unspawned (when comin to an end of a srd, e.g. Normandy44)

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I had a look at the code last night. It all seems fine - there's a 100% chance a unit will unload at a contested or enemy harbour and a 50% chance elsewhere. I'm thinking of refining this a bit and having it check the locations further up the route from the harbour for enemy/contested locations to determine if they should unload or not.

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