VTOL VR Mod Loader

VTOL VR Mod Loader

BDArmoury
Stealth Inc 15 Aug, 2024 @ 6:03pm
Bugginess with VTOL VR v1.10.0
Already made an outline of bug report in the comments section, to reiterate and elaborate:

Also, here's the log: https://pastebin.com/LASQD8g8

Major issues:
  • The MW1 seems to be missing entirely.
    It doesn't make sense to include this in the mod's features if it hasn't actually been added. I did check the CFT and it's not there unfortunately.
  • The Durandal fails to create a crater on terrain, roads or runways.
    I don't claim to know why this is, though I can note there doesn't appear to be a secondary explosion as in the GIF on the mod's page. After having tested it again and looked on the S-CAM, it looks like the bomb/rocket/brocket falls through the world after hitting the ground, so the issue could be with the basegame or CWB having issues with 'brocket' collisions. the issue probably has something to do with this line i see in the log: "The referenced script on this Behaviour (Game Object 'Crater') is missing!"
  • CCRP/CCIP do not work for any of the munitions.
    Of the few weapon mods made for this game, the only one I saw with a similar issue was the MOAB added by DDArmory, since it tried to airburst quite high above the terrain rather than on the TGP's target. CCRP being accurate isn't entirely vital for the IRADS or (debatably) the C-RAM, but the speedbump and Durandal aren't effective if they can't be deployed with precision. Enemy AI jets don't use the whole runway, just a small part of it, and you'd need to land them on that part or the main taxiways (and in a timely manner) for them to be useful.
    I speculate CCRP probably isn't working because it is predicting the trajectory of just one stage. Having one stage is neither necessary nor accurate for anything except the Durandal, since its real life equivalent deploys a chute and then a rocket stage, but the other three munitions have no real life equivalent and this multi-stage deployment doesn't make sense in their cases. The real-life Durandal ignites its rocket booster when the deployed parachute has the bomb/brocket aligned at a precise angle, but if this isn't possible in VTOL, it would be better to seek out a workaround (like just using the rocket stage, or turning it into a guided-rocket stage that seeks out the TGP reticule) that still allows for it to be used with precision.
    If my speculation into the cause is wrong and CCRP just cannot work with these for some reason, it's not clear why, and no workaround is desirable, I'd personally suggest just removing these for now.

Minor issues:
  • Speedbump is spelled as "Speedbum" on the in-game HUD.
    Nothing can be done about this by the sound of it, besides just shortening it some other way
  • The CIWS is actually a C-RAM, and the "CRAM" is a (floating) IR missile battery/air defense system, or IRADS.
    To be explicit, these two are mis-named. The "CRAM airdrop" is an IR missile battery/air defense system, or IRADS, which (could only) exclusively target IFF-FOE heat signatures, not the Rockets; Artillery; and Mortars meant by the 'RAM' in 'C-RAM'. A CIWS is basically a navally-emplaced C-RAM, so the current "CIWS airdrop" is in fact a C-RAM, unless it is actually meant to be dropped onto the allied carrier or other naval vessel.
  • The Speedbump and "CRAM" (IRADS) airdrops float in the air after 'landing'.
    I have little idea why this may be, maybe there's empty space or misplaced colliders included with the physical models. or it's a navmesh issue with the basegame or CWB similar to/same as the brockets. Still happens on completely flat, level terrain such as runways. Moved this to minor issues because it's not really that gameplay-significant.

I'm not sure exactly what the thought process is of the human on the other end, though I do get the impression that this bug reporting might not be welcome. I am not a programmer, however, I do understand that software in general works as such: If you put out some kind of software, it doesn't quite work as evident by detailed bug reporting, and your response is to be annoyed that a bug report has come to your attention and that maybe that bug reporter should try making some software of their own instead (incidentally, I do in fact happen to be looking into doing some of my own), you could consider not putting out software. You have no obligation to do so, the bug reporter has no obligation to do so, and they probably just want to see it be good for its intended purpose. If you don't want to deal with it, just don't.

Here's a log from the last game, using all four of the current in-game munitions:
https://pastebin.com/LASQD8g8
Last edited by Stealth Inc; 15 Aug, 2024 @ 10:29pm
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Showing 1-5 of 5 comments
Bandit  [developer] 16 Aug, 2024 @ 2:10am 
The MW1 should be in game on the FA/26B
Bandit  [developer] 16 Aug, 2024 @ 2:10am 
Your proposal to fix CCRP is remove the whole part that makes the weapon cool?
Bandit  [developer] 16 Aug, 2024 @ 2:14am 
The other three munitions besides the MW1 which did exist irl are derivatives of the durandal made for fun and without much effort im currently looking into why the craters not working but im worrying it might be something il have to fix in unity which i dont have the files for anymore sadly the floating in the air I have no clue what would cause that as it definitely used to work unless something with CWB is broken which is what I use to spawn a object
Bandit  [developer] 19 Aug, 2024 @ 2:25pm 
Alright update on this currently working on getting the asset bundle back into my unity as the DLL is broken and iv digged through my messages and the MW1 should be on E6 hard point on the FA26
Bandit  [developer] 5 Oct, 2024 @ 6:58am 
update sorry for the long time been busy with a lot of mental stuff irl gonna see if i can try take a look
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