Open bhugh opened 10 years ago
On further investigation, there is code in place to use only the first 6 characters when comparing callsigns.
So it is possible there is a more subtle bug somewhere involving callsigns greater than 6 characters, or that the OP in the forum message linked above has a different problem with his multiplayer connections.
User landersohn reported this bug in the Flightgear forums:
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.
See http://forum.flightgear.org/viewtopic.php?f=6&t=5742&p=196253#p194259