March 26, 201313 yr comment_6540 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. Report
March 27, 201313 yr comment_6542 Hi, I still haven't had a chance to look into this one, but I will soon. Report
March 29, 201313 yr Author comment_6575 I did some further testing, and it looks like some chiefs seem to be hang in a "transport loop", As some chiefs are unloaded correctly but most keep hanging. Report
April 2, 201313 yr comment_6601 I never had a chance to look at the code this weekend. Five days away from work, and my wife kept me busy for most of it. Report
April 4, 201313 yr Author comment_6647 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) Report
April 5, 201313 yr comment_6657 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. Report
April 14, 201313 yr Author comment_6769 Good to hear DCG is fine here, and it is sth at my end. Thx for having a look m8. Report
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