dcs-liberation / dcs_liberation

DCS World dynamic campaign.
GNU Lesser General Public License v3.0
712 stars 185 forks source link

Air Assault flight does not trigger simulation pause upon arrival at destination #2452

Closed Starfire13 closed 1 year ago

Starfire13 commented 2 years ago

Affected versions

Development build

Development build

4211

Description

Filing this for reference purposes.

At the moment, air assault flights will not trigger simulation pause, meaning the chopper will fly to the destination airfield and then RTB with no troops dropped.

See https://discord.com/channels/595702951800995872/790195984105734165/1023090964589461574

Save game and other files

Infantry Capture Test #4211 Turn 2.zip

Starfire13 commented 2 years ago

Closing as this should be handled once the combat simulation is improved.

DanAlbert commented 2 years ago

Sorry, apparently I didn't explain that well. The air assault thing should definitely be fixed (and I think easily can be, though I haven't looked).

The part that's going to eventually solve itself is the "I clicked take off and it's stuck looking for contact that will never happen".

DanAlbert commented 1 year ago

Build URL: https://github.com/dcs-liberation/dcs_liberation/actions/runs/2813316414

DanAlbert commented 1 year ago

I'm pretty sure the fix here is trivial but while digging in to make that change in a way to make sure that plain old cargo missions wouldn't interrupt simulation (because that's an unnecessary stop point), I found that the air assault implementation changed a lot about how airlift works, and now I'm not sure what's a bug and what's intended behavior. I'm waiting for @RndName to clarify before I make any changes. Context: https://discord.com/channels/595702951800995872/595706037449785364/1030635644197801994

DanAlbert commented 1 year ago

(if I don't hear from @RndName before the end of the weekend I'll go ahead and make the changes that I think are correct)

RndName commented 1 year ago

@DanAlbert i tried to find the solution for this issue and how to interrupt the fast forward but i am not able to dig deeper in the combat simulation to fully understand how to properly achieve what we want. Seems that there are some changes needed to add an active combat so that the gameloop gets interrupted. But i dont have the time to find out the right way atm. How would you implement that?