Shuttle Enters Hangar with Open Wings

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Shuttle Enters Hangar with Open Wings

Leofus
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Post by Leofus » Tue May 17, 2022 11:13 pm

as the title says i have an issue where the shuttle enters the hangar of a frigate with its wings open despite exiting another hangar with them closed and subsequently opening them. i am seeing this particularly in 1B3M6B 'rendezvous with the defector'. i could be misremembering but i seem to recall seeing shuttles close their wings when entering a hangar. could be something that i messed up myself somehow. any help is greatly appreciated

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Ace Antilles
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Post by Ace Antilles » Tue May 17, 2022 11:57 pm

Leofus wrote:
Tue May 17, 2022 11:13 pm
as the title says i have an issue where the shuttle enters the hangar of a frigate with its wings open despite exiting another hangar with them closed and subsequently opening them. i am seeing this particularly in 1B3M6B 'rendezvous with the defector'. i could be misremembering but i seem to recall seeing shuttles close their wings when entering a hangar. could be something that i messed up myself somehow. any help is greatly appreciated
I have an idea why that might happen BUT I've seen some B-wings close their Sfoils and some that don't. It can be random.
It doesn't cause any damage does it?

Put this file in the Flightmodels file and see if it changes. Lemme know.
There are changes coming to the Nebulon B for 2022 so it might help anyway.
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Leofus
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Post by Leofus » Wed May 18, 2022 2:24 am

Ace Antilles wrote:
Tue May 17, 2022 11:57 pm
Leofus wrote:
Tue May 17, 2022 11:13 pm
as the title says i have an issue where the shuttle enters the hangar of a frigate with its wings open despite exiting another hangar with them closed and subsequently opening them. i am seeing this particularly in 1B3M6B 'rendezvous with the defector'. i could be misremembering but i seem to recall seeing shuttles close their wings when entering a hangar. could be something that i messed up myself somehow. any help is greatly appreciated
I have an idea why that might happen BUT I've seen some B-wings close their Sfoils and some that don't. It can be random.
It doesn't cause any damage does it?

Put this file in the Flightmodels file and see if it changes. Lemme know.
There are changes coming to the Nebulon B for 2022 so it might help anyway.
i appreciate the quick reply. that didnt work for me unfortunately. i was using the carrier version of the frigate but i switched to the medical version to try that ini though the shuttle behavior was the same. there is no damage. the shuttle disappears just as it would touch the frigate. i tried switching the frigate to an mc40 using a mission editor but that didnt help. i checked the mc40 ini and all the frigate version inis and they all contained these lines:
[HangarObjects]
FoldOutside = 1 ;Ships landing close S-foils when they reach the OutsideHangar Hardpoint

also in the shuttle.ini i found this:
;S-Foil Sound is defined in Sfx_SFoil.Lst. SFoilShuttle.wav
AllowFireWhenSFoilsAreClosed = 0 ;0 = No. 1 = Yes
CloseSFoilsInHyperspace = 0 ;0 = No. 1 = Yes
ParkOrderSFoilsClosed = 0 ;0 = No. 1 = Yes
SFoilsAnimationSpeed = 1 ;1 = Default. Higher # slows animation

i tried changing ParkOrderSFoilsClosed to 1 but that didnt have any discernible effect either. strange that the wings are closed when exiting the hangar of the station and they open afterward but when landing the wings just stay locked open.

Edit: i also tried switching the frigate to the same platform type 6 it launched from. same thing.
out of curiosity do you see the wings close when they enter the hangar?

Edit2: i also tried changing hook_sfoils.cfg and hooks.ini CloseSFoilsAndOpenLandingGearsBeforeEnterHangar to 1. that didnt help either.
also tried editing the shuttle.ini to increase the speed of the sfoils closing and that didnt make any difference either.
also checked default.ini hangar options and it also has FoldOutside = 1
i also tried switching the shuttle between the rebel and imperial pilot versions

Edit3: i realize now that there was no need to switch my frigate from carrier to medical. i figured out that an ini in the missions folder was causing a different opt/ini to load for the frigate and shuttle. i removed those lines from the mission ini file and retried some things such as switching between rebel and imperial shuttles and increasing the speed of the sfoils closing. no dice.
i was able to run an older build of xwau and in the same mission the shuttle closed its wings when entering the frigate as it should.
i tried copying the old shuttle opt/ini file to my current xwa build but it didnt solve the issue.
i tried copying the frigate opt/ini from the old build. that didnt do it.
i tried loading the older sfoils hook and that didnt fix it either.
considering that the wings behaved as they should in the old build but the old sfoils hook or opt/ini files didnt fix the problem i guess its something else? im out of ideas.

Edit4: tried setting shuttle.ini to CloseSFoilsInHyperspace = 1 and while the shuttle did close its wings to enter hyperspace it kept them open to enter the hangar.

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Ace Antilles
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Post by Ace Antilles » Wed May 18, 2022 4:39 pm

Which older build did it work with?
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Leofus
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Post by Leofus » Wed May 18, 2022 6:12 pm

Ace Antilles wrote:
Wed May 18, 2022 4:39 pm
Which older build did it work with?
im not totally sure. it says 2020 on it. i wanna say update 4. the frigate variants all look the same but the shuttle was different. im thinking there is a config file or hook causing this malfunction but its over my head.

edit: better late than never. i'm using windows 10, steam version, xwau mega>tftc>update 5>5.1 beta. this is a fresh install i did recently. also just for the record whenever i change a file i copy the file first then restore the original afterward. i think im going to do a completely fresh install and see if i still have this issue

edit2: so i did a fresh install and decided to try b3m6 with only the mega patch and nothing else installed not even update 5.... the wings did not fold. now i am really stumped. i guess ill do update 5 and see how frustrated i can get.

edit3: so update 5 was no different. i then deleted everything yet again and did another fresh download from steam. this time i played the mission on completely stock xwa with no mods of any kind. what a throwback. the wings did fold though.

edit4: i tried another fresh install>mega>tftc. nope. then i tried update 5>5.1. nope. still enters the hangar without closing the wings

edit5: trying to figure out what this old build is. it seems mostly up to date. it has the older tie fighters with 2d pilots, the shuttle doesnt have the prominent blinking lights and it has the older menu images. it does have active cockpits and landing gear.

edit6: tried using the medical frigate ini you provided with my fresh install. still the shuttle doesnt close its wings. on a side note, when exiting the platform6 the shuttles opening their wings clip on the end of the platform. if the sfoil animation was slower for the shuttle it would be partially remedied

edit7: tried using files from the old build again. still doesnt help. tried setting FoldOutside = 0 and 2 and no. tried removing the inis for the ships completely. no. i got a laugh out of that one though. the shuttle launched with its side wings open and top wing sideways and then the top wing straightened out like sfoils opening. it did not turn its top wing back sideways to enter the frigate though

edit8: found an old installer for darksabers shuttle v3. i tried installing it over xwau 5.1 and predictably it did not work. broke lots of stuff though

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Post by Leofus » Thu May 19, 2022 11:45 pm

at this point after doing several totally clean installs and trying everything i can think of i am convinced that this is not something i can resolve. it would be nice if someone would run b3m6 to confirm that this is not only me though. i have run that mission probably 200 times in the last 3 days. regardless if this is ever addressed, thanks to everyone involved for all the hard work over the years. it is crazy how fun this game still is thanks to you all.

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DarHan
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Post by DarHan » Fri May 20, 2022 2:23 am

I just did a quick test flight (XWAU update 5.0 + Beta 5.1 + latest hooks) and my observations for B3M6 are that 1. FRG Redemption does not actually have a hangar, and 2. Shuttle AA-23’s wings do not fold when it enters the non-existent hangar.
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Leofus
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Post by Leofus » Fri May 20, 2022 2:30 am

DarHan wrote:
Fri May 20, 2022 2:23 am
I just did a quick test flight (XWAU update 5.0 + Beta 5.1 + latest hooks) and my observations for B3M6 are that 1. FRG Redemption does not actually have a hangar, and 2. Shuttle AA-23’s wings do not fold when it enters the non-existent hangar.
thank you so much. i really appreciate that. there is a configuration file in the missions folder that for this mission forces the game to load the hangarless medical version of the frigate regardless of which one is installed. weird choice for a mission that involves a large craft entering the frigate in my opinion. however for me the shuttle does not close its wings when entering other hangars either. in older versions of the xwa upgrade and in the original game the wings folded.
i think it is safe to conclude that somewhere along the way whatever made the shuttle close its sfoils when entering a hangar got broken

execute post 66 haha

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Post by DarHan » Fri May 20, 2022 4:11 am

I got curious and tested B5M5, since that’s one mission with a shuttle entering a hangar at the end. SHU Merte actually closed its wings when entering the Liberty’s hangar, so I’m wondering what is going on with B3M6.
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Leofus
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Post by Leofus » Fri May 20, 2022 4:49 am

DarHan wrote:
Fri May 20, 2022 4:11 am
I got curious and tested B5M5, since that’s one mission with a shuttle entering a hangar at the end. SHU Merte actually closed its wings when entering the Liberty’s hangar, so I’m wondering what is going on with B3M6.
wow thank you for doing that. i used allied to edit b3m6 replacing the frigate with a platform6 and a calamari cruiser lite and other frigates all produced the same result, entering with open wings. on the next mission b3m7 when the shuttle reached the isd it entered the hangar with open wings as well for me.

edit: just tried editing b3m6 and replacing the frigate with a liberty cruiser. aa23 still entered with open wings. im gonna check b5m5. im wondering now if maybe it has something to do with the shuttle being imperial entering a rebel hangar. but the shuttle is imperial entering the imperial star destroyer hangar in b3m7 and it doesnt close its wings either so probably not.

edit2: tried b5m5 and indeed the shuttle folds its wings

edit3: so i tried editing the opt for the frigate. i moved the 'close to hangar' hardpoint much further away from the ship. that did not help but it made for a very suspenseful landing

edit4: b4m6 same problem

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Post by Leofus » Fri Jun 03, 2022 10:39 am

B6M1
shuttle jade leaves dreadnaught tal'cara with closed s-foils and immediately opens them then enters liberty with open s-foils.
shuttle jade leaves liberty with closed s-foils and immediately opens them then enters the dreadnaught tal'cara with open s-foils

edit: shuttle compassion also leaves liberty with closed s-foils and immediately opens them then reenters the liberty with open s-foils
Last edited by Leofus on Fri Jun 03, 2022 7:17 pm, edited 1 time in total.

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Ace Antilles
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Post by Ace Antilles » Fri Jun 03, 2022 10:55 am

I've seen very random results with S-foils. Seen X-wings fly in with S-foils open and then a B-wing behind it close them.
So I think the game is very fussy probably.

@JeremyaFr do you know if there's any bugs in ships S-foils closing on entering hangars?
To my knowledge this code is present in the correct ships INI files.

Code: Select all

FoldOutside = 1			;Ships landing close S-foils when they reach the OutsideHangar Hardpoint
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JeremyaFr
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Post by JeremyaFr » Fri Jun 03, 2022 6:58 pm

Hello,
Can you post the content of the mission ini file, the ini file of the craft with sfoils, the ini file of the craft/station where to land?

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Post by Leofus » Fri Jun 03, 2022 7:22 pm

JeremyaFr wrote:
Fri Jun 03, 2022 6:58 pm
Hello,
Can you post the content of the mission ini file, the ini file of the craft with sfoils, the ini file of the craft/station where to land?
so far it has been many missions and many cases. i think the only confirmed case of a shuttle closing its sfoils when entering a hangar is b5m5 but i will give you b6m1.
1b6m1b.tie wrote:;1b6m1b.ini - Meet with Bothan Delegation

[Resdata]
Resdata\Planet2.dat
shuttle.ini wrote:;Lambda Shuttle by DTM - Rebel

[Camera]
;Camera X,Y,Z
X = -170
Y = 750
Z = 120

FamX = -170
FamY = 750
FamZ = 120

//DEFAULT POV FOR REFERENCE - Remove ; in Header to activate
[;CockpitPov]
CockpitPovX = 35
CockpitPovY = 160
CockpitPovZ = 96

[Exterior]
LodDistance = 0x7fffffff

[ObjectProfiles]
Default = 12, 13, 14, 15, 16, 17, 18, 19
Rebel = 12, 13, 14, 15, 16, 17, 18, 19
Imperial = 20, 21, 22, 23, 24, 25, 26, 27

[Pilot]
;mesh index, angle, speed, behavior
18, 32, 2, 2 ;Imperial Officer
19, 32, 2, 2 ;Imperial Officer
20, 32, 2, 2 ;Rebel Soldier
21, 32, 2, 2 ;Rebel Soldier

[Reticle]
;Shuttle Reticle #12
Reticle_5 = 205
Reticle_6 = 206
Reticle_7 = 207
Reticle_8 = 208
Reticle_9 = 209
Reticle_10 = 210
Reticle_15 = 211
Reticle_16 = 212
Reticle_17 = 213
Reticle_18 = 214
Reticle_19 = 215
Reticle_20 = 216
Reticle_21 = 217
Reticle_22 = 218

[SFoils]
;mesh index, angle, closing speed, opening speed (Press V = open/close)
28, 100, 2, 2 ;Right Wing Laser
29, 100, 2, 2 ;Left Wing Laser
30, 100, 2, 2 ;Right Bottom Wing
31, 100, 2, 2 ;Left Bottom Wing

;S-Foil Sound is defined in Sfx_SFoil.Lst. SFoilShuttle.wav
AllowFireWhenSFoilsAreClosed = 0 ;0 = No. 1 = Yes
CloseSFoilsInHyperspace = 0 ;0 = No. 1 = Yes
ParkOrderSFoilsClosed = 0 ;0 = No. 1 = Yes
SFoilsAnimationSpeed = 1 ;1 = Default. Higher # slows animation

[SFoilsLandingGears]
;mesh index, angle, opening speed, closing speed (Ctrl+L keys = open/close)
32, 21, 1, 1 ;Walkway
33, 64, 2, 2 ;Right Side Hatch
34, 64, 2, 2 ;Right Top Door
35, 64, 2, 2 ;Right Bottom Door
36, 64, 2, 2 ;Left Side Hatch
37, 64, 2, 2 ;Left Top Door
38, 64, 2, 2 ;Left Bottom Door
39, 100, 3, 3 ;Right Landing Gear
40, 100, 3, 3 ;Left Landing Gear

[Size]
ClosedSFoilsElevation = 100 ;Hangar floor distance

[Slam]
HasSlam = 0 ;0 = No. 1 = Has Slam Boost (Press K key)

[Sound]
EngineSoundInterior = 5 ;5 = EngineIntAG. 0 = No sound
EngineSoundFlyBy = 5 ;5 = FlyByAG or FlyByAG3D
EngineSoundTakeOff = 1 ;1= LandingGearUp. 2 = MFTakeoff
HyperSoundBehavior = 0 ;-1 = IFF based. 0 = Rebel. 1 = Imperial. 2 = Imperial and Zoom
WeaponSoundBehavior = Empire
;Uses EmpireLaser Sounds or defined in Sfx_Weapon.Lst. 0 = Default Laser Sounds

//DEFAULT STATS PROFILE FOR REFERENCE - Remove ; in Header to activate
[;StatsProfile_Default]
Speed = 66
Acceleration = 11
Deceleration = 13
Roll = 33
Pitch = 13
Yaw = 35
HasShieldGenerator = 1
HasHyperdrive = 1
ShieldStrength = 100
HullStrength = 66
SystemStrength = 20

[WeaponColor]
WeaponSwitchBasedOnIff = 0 ;0 = Default. Laser Hardpoint colors. 1 = Based on IFF color. -1 = Global Default.

WeaponColor = 0 ;0 = Default
WeaponColor282 = 0 ;0 = Green
WeaponColor283 = 0 ;0 = Turbo Green

WeaponImpactColor_3100 = BF5FD6FF ;Light Blue
WeaponImpactColor_3200 = 80FF0000 ;Light Red
WeaponImpactColor_3300 = BF55FF00 ;Light Green
WeaponImpactColor_3400 = 804A0080 ;Light Purple
WeaponImpactColor_3500 = BFFFE700 ;Light Yellow

WeaponImpactColor282 = BF55FF00 ;Light Green
WeaponImpactColor283 = BF55FF00 ;Light Green

EnergyBarColorLaserHigh = FF00FF00 ;Green. Full Laser Energy Bar
EnergyBarColorLaserLow = FF009E00 ;Dark Green. Low Laser Energy Bar

WeaponLightColor282 = 0 ;0 = Green
WeaponLightColor283 = 0 ;0 = Green
calamariwinged.ini wrote:;CalamariWinged.ini (Liberty Star Cruiser)

[Exterior]
;LodDistance = 0x7fffffff

[HangarCamera]
;Camera X,Y,Z
Key1_X = 1130
Key1_Y = -2320
Key1_Z = -300

Key2_X = 2850
Key2_Y = -700
Key2_Z = -400

Key3_X = -1820
Key3_Y = -7300
Key3_Z = -190

Key6_X = -1200
Key6_Y = -1530
Key6_Z = -300

Key9_X = 1070
Key9_Y = 3800
Key9_Z = -130

[HangarMap]
;REBEL HANGAR
; Must contain at least 4 object line.
; Format is: model index, markings, position X, position Y, position Z, heading XY, heading Z
; Numbers can be in decimal or hexadecimal (0x) notation.
; When position Z is set to 0x7FFFFFFF, this means that the object stands at the ground.

;ModelIndex_314_HangarMonitor
314, -1759, 813, 0x7FFFFFFF, 38600, 0

;ModelIndex_309_HangarCrane
309, 0, 1350, -915, 0x7FFFFFFF, 23500, 0

;ModelIndex_313_HangarGenerator
313, -2500, -5360, 0x7FFFFFFF, -2000, 0

;ModelIndex_315_HangarWorkStand
315, 0, 1879, -473, 0x7FFFFFFF, 8000, 0
315, 2, 1060, -1305, 0x7FFFFFFF, 49036, 0
315, 2, -1350, 150, 0x7FFFFFFF, 6600, 0
;315, 3, -1065, 200, 0x7FFFFFFF, 16600, 0
315, 3, -1250, 800, 0x7FFFFFFF, 16600, 0

;ModelIndex_084_ContainerSphere
84, -1950, -2684, 0x7FFFFFFF, 32336, 0

;ModelIndex_083_ContainerBox
83, -1500, -2136, -722, 32836, 16480
83, -1541, -2428, 0x7FFFFFFF, 53100, 0
83, -1751, -1996, 0x7FFFFFFF, 31172, 0
83, 1579, -2860, 0x7FFFFFFF, 37036, 0
83, 1880, -2828, -722, 272, 16480

;ModelIndex_080_CargoCanister
80, -1195, -1910, 0x7FFFFFFF, 54372, 0

;ModelIndex_050_Shuttle
50, 2, 1600, -2200, -741, 50536, 0

;ModelIndex_050_Shuttle Lift
;50, 0, -1550, -4350, -933, 24500, 0
;ModelIndex_065_Otana Lift
65, 0, -1500, -4350, -865, 24500, 0

;ModelIndex_058_CorellianTransport Lift
58, 1500, -4325, -825, -8000, 0

;ModelIndex_052_Stormtrooper Transport
52, 4, -2450, -275, 0x7FFFFFFF, 4500, 0

;ModelIndex_001_Xwing Rear
1, 2, 0, -5050, -825, 33000, 0

;ModelIndex_014_Z-95
14, 3, -3100, -2400, 0x7FFFFFFF, 20000, 0

;ModelIndex_002_Ywing
2, 0, 1300, -1123, 0x7FFFFFFF, 49036, 0
2, 1, -1538, -798, 0x7FFFFFFF, 7700, 0

;ModelIndex_004_Bwing
4, 2, 2078, -740, 0x7FFFFFFF, 40036, 0
4, 1, 4200, -3000, 0x7FFFFFFF, -10000, 0

;ModelIndex_002_Ywing
;2, 1, -1038, -798, 0x7FFFFFFF, 7700, 0
;2, 3, -1838, -798, 0x7FFFFFFF, 16600, 0

;ModelIndex_001_Xwing
1, 0, -1103, -100, 0x7FFFFFFF, 16600, 0

;ModelIndex_003_Awing
3, 3, -1250, 560, 0x7FFFFFFF, 16600, 0
;3, 2, -2250, 500, 0x7FFFFFFF, 21600, 0

;PLAYER POSITION
;1, 0, 0, -800, 0x7FFFFFFF, 0, 0

;RESCUE SHUTTLE POSITION
;50, 0, 1527, 259, 0x7FFFFFFF, 43136, 0
;EJECTED SHUTTLE POSITION
;50, 0, 1127, 959, 0x7FFFFFFF, 43136, 0

;ROOF CRANE POSITION
;316, 0, -1400, 786, -282, 0, 0

[HangarObjects]
HangarIff = -1 ;Hangar FG. Default is -1. The IFF of the command ship is used
PlayerOffsetX = 0
PlayerOffsetY = 0
PlayerOffsetZ = 0 ;-800 Floor level Estimate
PlayerAnimationElevation = 0 ;0 floor level. Distance the player rises before launch
PlayerAnimationStraightLine = 0 ;Distance the Player flies straight on launch

LoadShuttle = 1 ;0 = Off. 1 = Default
ShuttleModelIndex = 50 ;50=Shuttle, 51=EscortShuttle, 52=StormTrans
ShuttleMarkings = 0 ;0=None, 1=Imperial, 2=Rebel, 3=Grey
ShuttlePositionX = 1527
ShuttlePositionY = 259
ShuttlePositionZ = 0
ShuttleOrientation = 43136
ShuttleAnimation = Right
ShuttleAnimationElevation = 0 ;Distance the Shuttle rises before launch
ShuttleAnimationStraightLine = 2000 ;Distance the Shuttle flies straight before turning

LoadDroids = 1 ;0 = Off. 1 = Default
DroidsPositionZ = 0
Droid1PositionZ = 0 ;Astromech Droid
Droid2PositionZ = 350 ;Floating Droid height
Droid1Update = 1 ;0 = Off. 1 = Default
Droid2Update = 1 ;0 = Off. 1 = Default

HangarRoofCranePositionX = -1400
HangarRoofCranePositionY = 786
HangarRoofCranePositionZ = -282
HangarRoofCraneAxis = 0 ;0 = X axis. 1 = Y axis. 2 = Z axis
HangarRoofCraneLowOffset = 0
HangarRoofCraneHighOffset = 2800

IsPlayerFloorInverted = 0 ;0 for normal launch, 1 for drop down launch
IsDroidsFloorInverted = 0 ;0 for Default. 1 for Droids near the hangar roof
IsHangarFloorInverted = 0 ;0 for normal launch, 1 for drop down launch
IsShuttleFloorInverted = 0 ;0 for normal launch, 1 for drop down Shuttle launch

FoldOutside = 1 ;Ships landing close S-foils when they reach the OutsideHangar Hardpoint

;Rebel Hangar Options
FlightModels\HangarCrane.opt = FlightModels\RebHangarCrane.opt
FlightModels\HangarDroid.opt = FlightModels\HangarDroidR5D4.opt
FlightModels\HangarDroid2.opt = FlightModels\RebHangarDroid2.opt
FlightModels\HangarGenerator.opt = FlightModels\RebHangarGenerator.opt
FlightModels\HangarMonitor.opt = FlightModels\RebHangarMonitor.opt
FlightModels\HangarRoofCrane.opt = FlightModels\RebHangarRoofCrane.opt
FlightModels\HangarWorkStand.opt = FlightModels\RebHangarWorkStand.opt

[ObjectProfiles]
Default = 33, 34
Closed = 24, 25, 26, 27, 28, 29, 30, 31, 32

[Sound]
EngineSoundWash = 1 ;1 = EngineWash
;WeaponSoundBehavior = 0
;0 = Default Laser Sounds

//DEFAULT STATS PROFILE FOR REFERENCE - Remove ; in Header to activate
[;StatsProfile_Default]
Speed = 11
Acceleration = 4
Deceleration = 9
Roll = 1
Pitch = 2
Yaw = 4
HasShieldGenerator = 1
HasHyperdrive = 1
ShieldStrength = 3968
HullStrength = 1936
SystemStrength = 80

[WeaponColor]
WeaponSwitchBasedOnIff = 0 ;0 = Default. Laser Hardpoint colors. 1 = Based on IFF color. -1 = Global Default.

WeaponColor = 0 ;0 = Default
WeaponColor280 = 0 ;0 = Red
WeaponColor281 = 0 ;0 = Turbo Red
WeaponColor288 = 0 ;0 = Super Red
WeaponColor302 = 0 ;0 = Super Red
WeaponColor284 = 1 ;1 = Ion Blue
WeaponColor285 = 1 ;1 = Ion Turbo Blue

WeaponImpactColor_3100 = BF5FD6FF ;Light Blue
WeaponImpactColor_3200 = 80FF0000 ;Light Red
WeaponImpactColor_3300 = BF55FF00 ;Light Green
WeaponImpactColor_3400 = 804A0080 ;Light Purple
WeaponImpactColor_3500 = BFFFE700 ;Light Yellow

WeaponImpactColor280 = 80FF0000 ;Light Red
WeaponImpactColor281 = 80FF0000 ;Light Red
WeaponImpactColor288 = 80FF0000 ;Light Red
WeaponImpactColor302 = 80FF0000 ;Light Red
WeaponImpactColor284 = 803333FF ;Light Blue
WeaponImpactColor285 = 803333FF ;Light Blue

WeaponLightColor280 = 0 ;0 = Red
WeaponLightColor281 = 0 ;0 = Red
WeaponLightColor288 = 0 ;0 = Red
WeaponLightColor302 = 0 ;0 = Red
WeaponLightColor284 = 3333FF ;Blue
WeaponLightColor285 = 3333FF ;Blue

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JeremyaFr
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Post by JeremyaFr » Fri Jun 03, 2022 8:00 pm

Are the InsideHangar and OutsideHangar hardpoints in the OPT at the right place?

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Post by Leofus » Sat Jun 04, 2022 4:36 am

JeremyaFr wrote:
Fri Jun 03, 2022 8:00 pm
Are the InsideHangar and OutsideHangar hardpoints in the OPT at the right place?
i am not even sure how to answer that but the shuttle closes its sfoils entering the same opt on b5m5.

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Ace Antilles
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Post by Ace Antilles » Sun Jun 05, 2022 1:36 pm

Leofus wrote:
Sat Jun 04, 2022 4:36 am
JeremyaFr wrote:
Fri Jun 03, 2022 8:00 pm
Are the InsideHangar and OutsideHangar hardpoints in the OPT at the right place?
i am not even sure how to answer that but the shuttle closes its sfoils entering the same opt on b5m5.
Change the Calamari Winged ini line to this. See if that helps but it shouldn't matter.

Code: Select all

FoldOutside = 1
;Ships landing close S-foils when they reach the OutsideHangar Hardpoint
So that the ; line is on the line below and not next to 1
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Leofus
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Post by Leofus » Sun Jun 05, 2022 1:47 pm

Ace Antilles wrote:
Sun Jun 05, 2022 1:36 pm
Leofus wrote:
Sat Jun 04, 2022 4:36 am
JeremyaFr wrote:
Fri Jun 03, 2022 8:00 pm
Are the InsideHangar and OutsideHangar hardpoints in the OPT at the right place?
i am not even sure how to answer that but the shuttle closes its sfoils entering the same opt on b5m5.
Change the Calamari Winged ini line to this. See if that helps but it shouldn't matter.

Code: Select all

FoldOutside = 1
;Ships landing close S-foils when they reach the OutsideHangar Hardpoint
So that the ; line is on the line below and not next to 1
it appears to already be there
IsPlayerFloorInverted = 0 ;0 for normal launch, 1 for drop down launch
IsDroidsFloorInverted = 0 ;0 for Default. 1 for Droids near the hangar roof
IsHangarFloorInverted = 0 ;0 for normal launch, 1 for drop down launch
IsShuttleFloorInverted = 0 ;0 for normal launch, 1 for drop down Shuttle launch

FoldOutside = 1 ;Ships landing close S-foils when they reach the OutsideHangar Hardpoint

;Rebel Hangar Options
FlightModels\HangarCrane.opt = FlightModels\RebHangarCrane.opt
FlightModels\HangarDroid.opt = FlightModels\HangarDroidR5D4.opt
FlightModels\HangarDroid2.opt = FlightModels\RebHangarDroid2.opt
FlightModels\HangarGenerator.opt = FlightModels\RebHangarGenerator.opt
FlightModels\HangarMonitor.opt = FlightModels\RebHangarMonitor.opt
FlightModels\HangarRoofCrane.opt = FlightModels\RebHangarRoofCrane.opt
FlightModels\HangarWorkStand.opt = FlightModels\RebHangarWorkStand.opt

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Ace Antilles
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Post by Ace Antilles » Sun Jun 05, 2022 1:52 pm

@Leofus it says FoldOutside = 1 ;Ships landing close S-foils when they reach the OutsideHangar Hardpoint

Just make it FoldOutside = 1
Sometimes a ; at the end can cause issues but I did test this.
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Post by Leofus » Sun Jun 05, 2022 2:18 pm

Ace Antilles wrote:
Sun Jun 05, 2022 1:52 pm
@Leofus it says FoldOutside = 1 ;Ships landing close S-foils when they reach the OutsideHangar Hardpoint

Just make it FoldOutside = 1
Sometimes a ; at the end can cause issues but I did test this.
i did that and tested with b6m1 and there was no change

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JeremyaFr
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Post by JeremyaFr » Sun Jun 05, 2022 2:21 pm

Hello,
When this kind of bugs appears, the cause can be:
- a bug in a hook (sfoils hook or hangars hook)
- a bug in an OPT file (hardpoints)
- a bug in craft ini file
- a bug in mission ini file
- a bug in mission tie file

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Post by Leofus » Sun Jun 05, 2022 10:34 pm

JeremyaFr wrote:
Sun Jun 05, 2022 2:21 pm
Hello,
When this kind of bugs appears, the cause can be:
- a bug in a hook (sfoils hook or hangars hook)
- a bug in an OPT file (hardpoints)
- a bug in craft ini file
- a bug in mission ini file
- a bug in mission tie file
im on a clean install so whatever is causing the problem is part of the xwau. it worked on an older version of the upgrade i had backed up and the stock game. i have spent hours trying everything i can think of to troubleshoot it with no success. i have sloppily documented my efforts in this thread. if i could think of something else to try i would do it.

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Post by Leofus » Mon Jun 06, 2022 7:23 pm

B6M5 the shuttle tyderium closes its wings when entering the liberty.
it would be cool if the shuttles and landing craft had their sfoils closed while in the 'hold steady' and 'wait' orders so they arent all sitting in the hangar with their wings open. i set the landing craft and shuttles to 'ParkOrderSFoilsClosed = 1' and tried to edit the mission to switch them all to 'park' and their s-foils are closed but for some reason they all keep moving from their places even if i set the throttle to 0. i even tried setting every order and waypoint to the same spot with throttle 0 but they still move for some reason

edit: to clarify i didnt set all the shuttles to the same spot. each shuttle had its own spot and had every waypoint set to their respective spot but they all kept moving to the middle of the hangar in a big jumbled mess. i think they might be moving to x:0 y:0 z:0 for some reason
Last edited by Leofus on Mon Jun 06, 2022 8:07 pm, edited 1 time in total.

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Post by Ace Antilles » Mon Jun 06, 2022 7:57 pm

We've had issues where when parked they don't open sfoils when they start moving off.
All down to mission waypoints or something.
So due to that it's not been enabled fully
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Post by Leofus » Mon Jun 06, 2022 8:34 pm

Ace Antilles wrote:
Mon Jun 06, 2022 7:57 pm
We've had issues where when parked they don't open sfoils when they start moving off.
All down to mission waypoints or something.
So due to that it's not been enabled fully
i probably shouldnt even comment on that but what if every other order type was manually set to open sfoils in the hook?

edit: another way b6m5 could be (partially) fixed would be to make a configurator version of the landing craft and shuttle with permanently closed sfoils and use it for every other craft in the hangar besides tyderium. i don't know how to edit hooks or edit the opt or ini or whatever is necessary to make a shuttle with permanently closed sfoils. of course this would leave the tyderium sitting with open wings but i would consider that an improvement

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