Posted: Thu Oct 09, 2008 10:22 pm Post subject:
Internal Error #Eip:C4832024
Anyone got an idea what I am doing wrong on this one?
Here's the scenario:
I am making a version of the RA2 Aircraft Carrier to be a little more in line with reality (eg more firepower than a 3rd world country) which can passive acquire, launch up to 8 fighters at a time, the fighters can engage aerial foes and extreme range and what not, but this little tiny IE is givin me trouble and I am not sure of the root.
ModEnc is of little help. This error is undocumented there. (although a Google search revealed a similar problem from Revora that I am trying to see if it matches)
So far, I have been able to reproduce it almost at will and am fairly certain it is tied to the Carrier itself.
what happened with the carrier when you got the IE?
I mean, did it happen as soon as it was built, or attacking something, or selected, etc. QUICK_EDIT
have you expiremented with it at all? Try giving it a different weapon maybe? I guess try to reproduce the error. Scientific method FTW. _________________ Please, read the signature rules of the forum. QUICK_EDIT
After 3 test sessions I have noticed a peculiarity among something.
For some reason, several of the Hornets (placeholder aircraft until I design something for its place) decide to randomly fly off the map. Once they "exit" the map it crashes into IE.
Not RA2, not YR, not my problem. (You do know that fighters can't attack air targets and that only aircrafttypes can be spawned like that, right?) QUICK_EDIT
If it happened when attacking, its probably related to the fighters.
If your still stuck, I recommend DCoder's INI checker (V2), and if you used Rpatch,(or Npatch)Pd's Except Checker. QUICK_EDIT
Joined: 22 Aug 2006 Location: somewhere south of the north pole
Posted: Sat Oct 11, 2008 10:53 pm Post subject:
Team SomGuy, DC isn't useless, but not even DC can read this:
8D50002C: ????????
8D500030: ????????
8D500034: ????????
8D500038: ????????
8D50003C: ????????
8D500040: ????????
8D500044: ????????
8D500048: ????????
8D50004C: ????????
8D500050: ????????
8D500054: ????????
8D500058: ????????
8D50005C: ????????
8D500060: ????????
8D500064: ????????
8D500068: ????????
8D50006C: ????????
8D500070: ????????
8D500074: ????????
8D500078: ????????
8D50007C: ????????
8D500080: ????????
8D500084: ????????
8D500088: ????????
8D50008C: ????????
No information to read!
Post ALL the rules linked to the Carrier. Art, warheads, rules, spawed aircraftg etc... _________________ This is a signature QUICK_EDIT
Team SomGuy, DC isn't useless, but not even DC can read this:
8D50002C: ????????
8D500030: ????????
8D500034: ????????
8D500038: ????????
8D50003C: ????????
8D500040: ????????
8D500044: ????????
8D500048: ????????
8D50004C: ????????
8D500050: ????????
8D500054: ????????
8D500058: ????????
8D50005C: ????????
8D500060: ????????
8D500064: ????????
8D500068: ????????
8D50006C: ????????
8D500070: ????????
8D500074: ????????
8D500078: ????????
8D50007C: ????????
8D500080: ????????
8D500084: ????????
8D500088: ????????
8D50008C: ????????
No information to read!
Post ALL the rules linked to the Carrier. Art, warheads, rules, spawed aircraftg etc...
Ok then, I'll post the current test-build I have "working" (The aircraft randomly flying off went away but the IE hasn't)
Carrier itself (includes commented out earlier version)
Code:
;Aircraft Carrier
[CARRIER]
UIName=Name:CARRIER
Name=Aircraft Carrier
Prerequisite=GAYARD ;,TECH ;Tech center prereq off for testing purposes
Primary=HornetLauncher
CanPassiveAquire=yes ; Won't try to pick up own targets
Spawns=HORNET
SpawnsNumber=8
SpawnRegenRate=600
SpawnReloadRate=150
FireAngle=32
ToProtect=yes
Category=Support
Strength=2000
Naval=yes ;GS
Armor=heavy
TechLevel=7
Sight=7
Speed=4
CrateGoodie=no
Owner=British,French,Germans,Americans,Alliance
;ForbiddenHouses=Americans
AllowedToStartInMultiplayer=no
Cost=3000
Soylent=2000
Turret=no
Points=55
ROT=1
Crusher=no; yes
Weight=5
Crewed=no
;OmniFire=yes ;GEF moved to weapon
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=AircraftCarrierSelect
VoiceMove=AircraftCarrierMove
VoiceAttack=AircraftCarrierAttackCommand
VoiceFeedback=
DieSound=
SinkingSound=GenLargeWaterDie
MoveSound=ACCMoveStart
Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C};{4A582741-9839-11d1-B709-00A024DDAFD1}
SpeedType=Float
MovementZone=Water
ThreatPosed=25 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
TooBigToFitUnderBridge=true
GuardRange=50
;BuildLimit=1
Size=50
;UIName=Name:CARRIER
;Name=Aircraft Carrier
;Prerequisite=GAYARD ;,TECH
;Primary=HornetLauncher
;CanPassiveAquire=yes ; Won't try to pick up own targets
;Spawns=HORNET
;SpawnsNumber=8
;SpawnRegenRate=600
;SpawnReloadRate=150
;FireAngle=32
;ToProtect=yes
;OpportunityFire=yes
;Category=Support
;Strength=2000
;Naval=yes ;GS
;Armor=heavy
;TechLevel=7
;Sight=10 ;15
;Speed=5
;CrateGoodie=no
;Owner=British,French,Germans,Americans,Alliance
;ForbiddenHouses=Americans
;AllowedToStartInMultiplayer=no
;Cost=3000 ;investing a pretty penny.
;Soylent=2000
;Turret=no
;Points=55
;ROT=1
;Crusher=no; yes
;SelfHealing=yes
;Weight=5
;Crewed=no
;OmniFire=yes ;GEF moved to weapon
;IsSelectableCombatant=yes
;Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;VoiceSelect=AircraftCarrierSelect
;VoiceMove=AircraftCarrierMove
;VoiceAttack=AircraftCarrierAttackCommand
;VoiceFeedback=
;DieSound=
;SinkingSound=GenLargeWaterDie
;MoveSound=ACCMoveStart
;Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C};{4A582741-9839-11d1-B709-00A024DDAFD1}
;SpeedType=Float
;MovementZone=Water
;ThreatPosed=25 ; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys
;VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
;EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
;TooBigToFitUnderBridge=true
;GuardRange=50
;;BuildLimit=1
;Size=50
Hornet Fighter (includes earlier build)
Code:
; Carrier Fighter
[HORNET]
UIName=Name:HORNET
Name=Hornet
Primary=HornetBomb
Secondary=HornetMissile ;HornetCollision
ElitePrimary=HornetBombE
EliteSecondary=HornetMissileE
Strength=150
Category=AirPower
Armor=light
Spawned=yes
TechLevel=-1
Sight=10
RadarInvisible=no
Landable=yes
MoveToShroud=yes
;Dock=NAHPAD,GAHPAD
;Dock=GAAIRC,AMRADR
Fighter=yes
;AACombat=yes
Crashable=no
PipScale=Ammo
Speed=12
PitchSpeed=.9
PitchAngle=0
Owner=British,French,Germans,Americans,Alliance
Cost=50
Points=20
ROT=5
Ammo=1
Crewed=no
GuardRange=30
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=2
VoiceSelect=
VoiceMove=
VoiceAttack=
VoiceFeedback=
DieSound=
CrashingSound=HornetDie
ImpactLandSound=GenAircraftCrash
MoveSound=BlackEagleMoveLoop
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
MovementRestrictedTo=Water ; See if this will affect landing only
ThreatPosed=10 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
AuxSound1=HornetTakeoff ;Taking off
AuxSound2=HornetLanding ;Landing
ImmuneToPsionics=yes
VeteranAbilities=STRONGER,FIREPOWER
EliteAbilities=STRONGER,FIREPOWER
;Selectable=no ; SJM: this should be here but is commented out because bug prevents aircraft from landing
;UIName=Name:HORNET
;Name=Hornet
;Primary=HornetBomb
;Secondary=HornetMissile
;ElitePrimary=HornetBombE
;EliteSecondary=HornetMissileE
;Strength=150
;Category=AirPower
;Armor=light
;AirRangeBonus=4
;Spawned=yes
;TechLevel=-1
;Sight=10 ;10
;RadarInvisible=no
;Landable=yes
;MoveToShroud=yes
;Dock=NAHPAD,GAHPAD
;Dock=GAAIRC,AMRADR
;PipScale=Ammo
;Speed=14
;PitchSpeed=.9
;PitchAngle=0
;Owner=British,French,Germans,Americans,Alliance
;Cost=50
;Points=20
;ROT=5
;Ammo=1
;Crewed=no
;GuardRange=30
;Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;MaxDebris=2
;VoiceSelect=
;VoiceMove=
;VoiceAttack=
;VoiceFeedback=
;DieSound=
;CrashingSound=HornetDie
;ImpactLandSound=GenAircraftCrash
;Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1} ;fly like a plane
;MovementZone=Fly
;MovementRestrictedTo=Water ; See if this will affect landing only
;ThreatPosed=10 ; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys
;AuxSound1=HornetTakeoff ;Taking off
;AuxSound2=HornetLanding ;Landing
;ImmuneToPsionics=yes
;VeteranAbilities=STRONGER,FIREPOWER
;EliteAbilities=STRONGER,FIREPOWER
;Selectable=no ; SJM: this should be here but is commented out because bug prevents aircraft from landing
;AACombat=yes
;Fighter=yes
Rangefinder weapon
Code:
; Carrier's rangefinder virtual weapon
[HornetLauncher]
Damage=1
ROF=150
Range=50
;Range=-2 ; infinite
Spawner=yes
Projectile=Invisible ;All ;was InvisibleAll to test to see if AACombat was the issue, IE still appeared.
Speed=10
Warhead=Special
OmniFire=yes
Hornet weapons (includes anti-air weapon)
Code:
[HornetBomb]
Damage=200 ;not equipped with extremely anti-armor missiles. Unlike multi-role fighters weapons.
ROF=3
Range=12 ;yes Im well aware that this is essentially a verbatim Maverick!
Projectile=AGM ;AirToGroundMissile
Speed=100
Warhead=AP
Report=HornetAttack
Burst=2
[AIM]
Arm=2
Shadow=no
Proximity=yes
Ranged=yes
AA=yes
AG=no
Image=DRAGON
ROT=8 ;ROT=2 really caused targeting issues. Chiefly, attacking JumpJet altitude stuff. Fighter on fighter worked fine, but Fighter on Helicopter did not.
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no
AP Warhead (Special is unsubstantiated since it calls separate functionality)
Code:
; armor piercing (discarding sabot, narrow effect)
[AP]
CellSpread=.3
PercentAtMax=.5
Wall=yes
Wood=yes
;DB Changed AP shot on 6/6/01 to make plate armor almost immune to attacks by AP weapons.
Verses=100%,100%,100%,100%,100%,100%,65%,45%,60%,60%,100%
;Verses=40%,40%,30%,75%,100%,100%,65%,45%,60%,60%,100%
Conventional=yes
InfDeath=2
AnimList=EXPLOSML
ProneDamage=50%
(Invisible and InvisibleAll projectiles are unchanged from retail YR)
The code seems fine, except that your hornets have a weapon with a AA=yes projectile, which is (as you must know) useless unless you put it back in AACombat=yes. QUICK_EDIT
I was testing in this build to see if AACombat was the culprit. I could've cared less about the AA=yes. (It wouldn't work without AACombat [that I know of] anyways.)
I'm beginning to wonder if this is a RockPatch-specific issue. QUICK_EDIT
I've updated RockPatch to 1.10.36 still showed up, but the thing is, it was working for a while during the test, then poot the IE.
I have a backup (non-RP) version of YR around, I can copy my Carrier code over to that and check it. (Because I only have like a half dozen copies of Rulesmd.ini around, even more if you include RA2 and other games' inis) QUICK_EDIT
First off the other YR test failed. I think copy-protection got thinged. (Everything blows up bug) So that testing is off for now.
Secondly, in my last test the Carrier fought off targets just fine until I told it to kill off an AA defense while there were fighters in the air. Within a second of that, it IE'd.
What the hell in code breaks manual commands like that?
I am really beginning to think it is a RP problem.
Ah well, now to fix the mess of the other YR so I can test it there. QUICK_EDIT
First off the other YR test failed. I think copy-protection got thinged. (Everything blows up bug)
Happens everytime I tried to use a backup. Now I only backup the mod files.
Team SomeGuy wrote:
What the hell in code breaks manual commands like that?
I am really beginning to think it is a RP problem.
So you narrowed it down to the weapon(/warhead/projectile)? Perhaps all it is is a mispelled tag, maybe even a RP one. What I would do is make an entirely new weapon for it.
If the IE is really a problem, I could test your codes for it. QUICK_EDIT
"If the IE is really a problem, I could test your codes for it."
I might need proofread from someone else.
It's seemingly happening at random. I narrow it to one theory it happens doing something else.
It's incredibly frustrating and also mod-breaking! The Carrier I am making here is intended to be one of the most powerful units in my mod. In terms of design it is quite necessary.
Once I prepare a "presentable" (as in all the smartass comments made by me are removed) ini bunch I can put it up for proofreading.
About the only options I have left are either cut it out, or test it without RP such as RA2 vanilla. (without Air-to-air weapons of course) QUICK_EDIT
Well now I'm quite convinced it's a RockPatch issue.
I just tested pretty much a cut and paste job into Vanilla RA2. The test was a success.
UPDATE:
And that same code that works in RA2 has the same IE in RP 1.10.36. Unless proofreading discovers something else, I am pretty convinced it is a RockPatch specific issue. QUICK_EDIT
That's the last _RP_ version that was relatively bugfree. And I even have great success with NPSE #0020. You may want to consider the NPatch since the whole fight thing mellowed a while back. _________________
I refuse to surrender control of my mod and also, I quite disapprove of VK's (lack of) documentation and general bugginess.
I'd sooner wait another 10 years for Ares from pd than 10 days for VK and NPatch.
Also, RPCE 52 is "bugfree"? BULLSHIT!!!!!!!!!! The bug I have experienced first appeared in 1.08SE and apparently hasn't been remedied even as far as 1.10.36, so why would CE 52 not have the bug? Seriously. QUICK_EDIT
I refuse to surrender control of my mod and also, I quite disapprove of VK's (lack of) documentation and general bugginess.
I'd sooner wait another 10 years for Ares from pd than 10 days for VK and NPatch.
Also, RPCE 52 is "bugfree"? BULLSHIT!!!!!!!!!! The bug I have experienced first appeared in 1.08SE and apparently hasn't been remedied even as far as 1.10.36, so why would CE 52 not have the bug? Seriously.
Remember it's not a bug unless it causes an IE, It's a "feature"
First thing I did when I found Npatch was look for the documentation, I found none, so didn't bother. QUICK_EDIT
I refuse to surrender control of my mod and also, I quite disapprove of VK's (lack of) documentation and general bugginess.
LOL. Its just as buggy as the RP 1.10, as they are essentially the same thing; When pd revoked RP name from VK, VK "banned" his versions and turned the latest of them in NPatch. Its why NPatch is called "RP clone", and why it has essentially the same features, buggyness, and MDK(w/documentation) as the RP versions VK made.
Although I agree that VK acted very wrong, and named his versions terribly, along with other things, many of that happened years ago. I believe you don't have to support (or in anyway be similar to) the author of what you use; in the end all that really matters is the work itself. I'm not a supporter of VK, I just believe that there isn't too much difference of using RP 1.10 and its NPatch clone. (RP 1.10=NP (something edition)) QUICK_EDIT
There isn't a big difference. What we have here is a stubborn idiot, who instead of using something that works, would rather just bitch about the creator instead of getting over it and using it anyway.
I don't like VK much either but I use NPSE #0020 anyway and have success with it. All errors have been my own mistakes. I haven't had ONE crop up that was patch related.
Team SomeGuy, you have a few choices here - piss and moan about a bug in RP1.10, switch to the NPatch and stop whining or stop modding and leave us alone. The third choice would benefit everyone. _________________
Meh, NPatch probally has the same problem (seeing as its a continuation of the RP, it probaly has most of the old bugs). But at least I'd say its worth a try Team Someguy...
Beowulf wrote:
There isn't a big difference. What we have here is a stubborn idiot, who instead of using something that works, would rather just bitch about the creator instead of getting over it and using it anyway.
I don't like VK much either but I use NPSE #0020 anyway and have success with it. All errors have been my own mistakes. I haven't had ONE crop up that was patch related.
Team SomeGuy, you have a few choices here - piss and moan about a bug in RP1.10, switch to the NPatch and stop whining or stop modding and leave us alone. The third choice would benefit everyone.
Yes! Precisely my point...
I wrote:
...many of that happened years ago. I believe you don't have to support (or in anyway be similar to) the author of what you use; in the end all that really matters is the work itself. I'm not a supporter of VK, I just believe that there isn't too much difference of using RP 1.10 and its NPatch clone.
Beowulf wrote:
stubborn idiot
Naw, its probally just the old anti-NPatch protests got to himm QUICK_EDIT
There isn't a big difference. What we have here is a stubborn idiot, who instead of using something that works, would rather just bitch about the creator instead of getting over it and using it anyway.
I don't like VK much either but I use NPSE #0020 anyway and have success with it. All errors have been my own mistakes. I haven't had ONE crop up that was patch related.
Team SomeGuy, you have a few choices here - piss and moan about a bug in RP1.10, switch to the NPatch and stop whining or stop modding and leave us alone. The third choice would benefit everyone.
Using what works would have meant sticking to YR 1.001 retail. So excuse me for having a higher expectation of quality out of people in software.
There were about 5 things that YR retail couldn't do that I was looking for:
Air to air combat (done)
Normal style aircraft (done but reported as buggyish)
Jumpjets that fire where they face (reported for Ares)
Jumpjets that can fire a Secondary= weapon in the air. (Currently they cannot at all)
Level flight projectiles (both homing and non-homing, ROT=1 is the workaround but it has limits)
That's about it.
So again I must ask, why should I go to NPatch? I'm not modding all the newest features or making outlandish requests like a junkie. I am just keeping it relatively simple and effective.
As per your "stubborn idiot", just because I'm stubborn doesn't mean I don't have the ability to think freely. From what I have seen, the anti-NPatch protest thingies had some valid points not related to VK's ego. My standard of quality is just too high to lower myself to what NPatch has to offer.
And me stop modding? Why don't you try it first? It's quite possible the whole exe hack spiel (from RP1 to NPatch to Ares) is actually the WORST thing to happen to the modding community. Look at what you write, you are complaining about people who are trying things and using a version you may not approve of. It's worse than fanboyism.
So again I must ask, why should I go to NPatch? I'm not modding all the newest features or making outlandish requests like a junkie. I am just keeping it relatively simple and effective.
NPatch, unlike RP 1.10, doesnt have bugs.
Team SomeGuy wrote:
As per your "stubborn idiot", just because I'm stubborn doesn't mean I don't have the ability to think freely. From what I have seen, the anti-NPatch protest thingies had some valid points not related to VK's ego. My standard of quality is just too high to lower myself to what NPatch has to offer.
Your stubbornness is what stops you having free thoughts.
And heh, obviously you have no standards if you want to bug your mod to hell just because your afraid someone might hate you for using a VK product. QUICK_EDIT
As per your "stubborn idiot", just because I'm stubborn doesn't mean I don't have the ability to think freely. From what I have seen, the anti-NPatch protest thingies had some valid points not related to VK's ego. My standard of quality is just too high to lower myself to what NPatch has to offer.
LOL!
Your acting as if this happened yesterday, and as if what VK did affects you terribly. Why do you care?!? You don't see those who felt that strongly about it then, still ranting about VK's NPatch now. You can choose to not use it, but don't complain of what happens b/c of your decision.
Team SomeGuy wrote:
excuse me for having a higher expectation of quality out of people in software.
SomeGuy wrote:
My standard of quality is just too high to lower myself to what NPatch has to offer.
NPatch has the same to offer as the RP 1.10 you were using. IMO more actually, as VK worked to make it more stable. Again I must say...
Quote:
I find it amusing that you use RP 1.10, yet hate its clone
and...
WTF?, RP 1.10 (I think 1.08 too) is made by VK, so has the same person's standard of quality (perhaps more) QUICK_EDIT
Using what works would have meant sticking to YR 1.001 retail. So excuse me for having a higher expectation of quality out of people in software.
Then go back to vanilla Yuri's Revenge and shut the hell up.
Quote:
Jumpjets that fire where they face (reported for Ares)
Use OmniFire and quit complaining.
Quote:
Jumpjets that can fire a Secondary= weapon in the air. (Currently they cannot at all)
omg dumb. Jumpjets can have two distinct weapons that will fire while in the air. Have you even tried or are you not being specific enough?
Quote:
Level flight projectiles (both homing and non-homing, ROT=1 is the workaround but it has limits)
CourseLockDuration. Now go play in your sandbox of fail.
Quote:
So again I must ask, why should I go to NPatch?
It has most of what you want and it works.
Quote:
As per your "stubborn idiot", just because I'm stubborn doesn't mean I don't have the ability to think freely.
Never said you didn't. Your unwillingness to change despite a known bug with your RP version qualifies as stubborn.
Quote:
My standard of quality is just too high to lower myself to what NPatch has to offer.
Too bad your mod sucks.
Quote:
And me stop modding?
Yes, then we would be rid of another whining twat.
Quote:
Why don't you try it first?
No.
Quote:
It's quite possible the whole exe hack spiel (from RP1 to NPatch to Ares) is actually the WORST thing to happen to the modding community.
Then don't use any of them. However, should you choose to utilize RP, NP or Ares, don't complain about it generating a known error.
Quote:
Look at what you write, you are complaining about people who are trying things and using a version you may not approve of.
Never said I didn't approve. I merely suggested a possible solution to your problem. You are the one complaining about versions you don't approve of.
Quote:
It's worse than fanboyism.
Not an NP fanboy. I have experience with it working properly and suggested it as a solution, along with RPCE #0052. Not my problem if you won't change because you're a stubborn jackass. _________________ Last edited by Beowulf on Sun Oct 19, 2008 10:35 pm; edited 1 time in total QUICK_EDIT
1) I can be worse.
2) Do I sound like I care?
3) Partially but I doubt it's his own opinion. Probably just blindly agreeing with outdated opinions instead of trying the patch. _________________
its so retarded and childish to say "I dont want to use NPatch becuse of bla bla bla".... man stfu, npatch is better than rockpatch in every way _________________ Please, read the signature rules of the forum. QUICK_EDIT
SomeGuy stops caring of the NPatch's author
SomeGuy stops caring to bother all with his easily-solvable problem
Everyone stops caring about SomeGuys screwed up motives! Hooray!
Once again...
I wrote:
LOL!
Your acting as if this happened yesterday, and as if what VK did affects you terribly. Why do you care?!? You don't see those who felt that strongly about it then, still ranting about VK's NPatch now. You can choose to not use it, but don't complain of what happens b/c of your decision.
I wrote:
WTF?, RP 1.10 (I think 1.08 too) is made by VK, so has the same person's standard of quality (perhaps more)
Posted: Wed Nov 19, 2008 3:11 am Post subject:
Update:
I don't quite fully know what I did or the extent of the functionality.
But the Aircraft Carrier has come to work. Somehow.
I reduced the number of aircraft spawned to 4. 4 carriers does not (yet) cause the IE. Perhaps having 8 caused an overflow of the Warhead=Special handling. Simply put, 8 fighters per Carrier may have been too much.
I wonder if it is possible EIP: C4832024 is a memory leak type of error. The only thing I did different also was a dust out of the inside of my computer with canned air.
Further testing is required. But for the moment, it is functional. (even air to air combat) QUICK_EDIT
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