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Author Topic: What it takes to have searchlights working in 4.09?  (Read 1510 times)

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greybeard

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What it takes to have searchlights working in 4.09?
« on: November 20, 2015, 01:01:42 AM »

Hi guys!

Trying to have searchlights working during night missions, with no avail. :(

Tested some missions of a static campaign in 4.10 and there searchlights worked fine. Remember to have seen searchlights working during some night mission of a dinamic campaign in 4.11.

Here in 4.09 I put searchlights on all possible targets (airfields, ports, etc.), but they refuse to light on. Of course time is night (22-23h). I also tried adding manually an enemy bomber flying forth and back over my base, but no juice: searchlights located at the four corners of the runway stubbornly stay off. >:(

Any help?
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Mick

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Re: What it takes to have searchlights working in 4.09?
« Reply #1 on: November 20, 2015, 03:25:50 AM »

... searchlights work OK in my 4.09 game ...

Did you try with different maps or only one ...?

Static mission or DGen ...?

What does your log say ...?
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SAS~Malone

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Re: What it takes to have searchlights working in 4.09?
« Reply #2 on: November 20, 2015, 03:29:26 AM »

yes, check your log from that mission - searchlights work just fine in my 409 install.
could really only be some mod that is conflicting, so we'll need to have a look at that log
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Epervier

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Re: What it takes to have searchlights working in 4.09?
« Reply #3 on: November 20, 2015, 04:36:07 AM »

Elevation enemy planes?
If you install a particular Mod (for 409) change that prevents detection when there are clouds?
I do not remember the name of this Mod! I'm not on my "big" computer.

Altitude des avions ennemis ?
Si vous avez installer un mod particulier (pour 409) qui empĂȘche la dĂ©tection quand il y a des nuages ?
Je ne me souviens plus du nom de ce Mod ! Je ne suis pas sur mon "gros" ordinateur.


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greybeard

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Re: What it takes to have searchlights working in 4.09?
« Reply #4 on: November 20, 2015, 06:22:46 AM »

Don't know for what odd reason, but right now searchlights are visible! o_O

Probably, my previous test method was wrong... :-[

Sorry for all the disturb and thanks a lot for prompt help.

Anyway, here follows my latest (Instant) Log ( where searchlights were seen):
Code: [Select]
(3do/Buildings/Port/BaseSmallSegment/live.sim)
sFMDir = gui/game/buttons
s1 = flightmodels/db-601-110fam.emd
s = FlightModels/DB-601-110fam.emd
m_lastFMFile = gui/game/buttons
Mission: Wrong actor slowfire '0.0'
Mission: Wrong actor slowfire '0.0'
Mission: Wrong actor slowfire '0.0'
Mission: Wrong actor slowfire '0.0'
Mission: Wrong actor slowfire '0.0'
Mission: Wrong actor slowfire '0.0'
Mission: Wrong actor slowfire '0.0'
Mission: Wrong actor slowfire '0.0'
Mission: Wrong actor slowfire '0.0'
Mission: Wrong actor slowfire '0.0'
Mission: Wrong actor slowfire '0.0'
Mission: Wrong actor slowfire '0.0'
Mission: Wrong actor slowfire '0.0'
Mission: Wrong actor slowfire '0.0'
Mission: Wrong actor slowfire '0.0'
Mission: Wrong actor slowfire '0.0'
Mission: Wrong actor slowfire '0.0'
Mission: Wrong actor slowfire '0.0'
Mission: Wrong actor slowfire '0.0'
Mission: Wrong actor slowfire '0.0'
Mission: Wrong actor slowfire '0.0'
Mission: Wrong actor slowfire '0.0'
Mission: campaign/de/DGen_Y_Spring41doe0/19410512-0.mis is Playing
Time overflow (0): speed 0.30503306
warning: no files : music/takeoff
Time overflow (105): speed 0.7025761
Time overflow (1159): speed 0.70838255
Time overflow (1395): speed 0.77220076
warning: no files : music/inflight
Time overflow (27707): speed 0.7528231
Time overflow (47068): speed 0.7822686
sFMDir = welly_fm
s1 = flightmodels/bristol-mercury.emd
s = FlightModels/Bristol-Mercury:WELLY_FM.emd
m_lastFMFile = gui/game/buttons
getting fm file welly_fm
Time overflow (85758): speed 0.7741935

Mission was generated by Asura's DGen_mod and map is Canon's Channel (1940-41).

Regards,
GB
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SAS~Malone

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Re: What it takes to have searchlights working in 4.09?
« Reply #5 on: November 20, 2015, 07:53:40 AM »

all's well that ends well, then... :)
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