I have built some Dunkirk missions using the Channel map, Spit Mk1, Blenheim, 109 etc.
When I was in FMB and selected 'Player aircraft' (Mk1 Spitfire), I could fly the mission. When I closed the mission I made sure I unclicked 'Player aircraft' before saving.
I tried hosting the mission last night and when I got to the aircraft list and selected my aircraft (Spifire Mk1) along with the other players, I was then unable to proceed any further. The 'Arming' button would not work and neither the 'Fly' button.
I passed the mission onto a colleague and he hosted and it was fine everybody else but I could only fly in a 109-not the Spitfire.
How am I able to use the Spitfire offline coop but not online in coops? If the Spit wasnt installed properly, it wouldnt work at all would it? Hope this makes sense! :?
That's weird... We tested it in Co-Op a few days after it was released without any problems...
It could be a bug with your install, simply re-install and see if that fixes it...
Lately, I have been discussing with several other Squad hosts our inability of advancing from one COOP (or Online Campaign) mission to another using the AAA Mod. None of these other hosts can do so without both them (host) and the other participants closing the game down and re-starting/re-joining. We have tested this matter rather thoroughly, and are convinced it is related to the Mod itself. In other words it is not (nor ever was) a problem with 4.08m.
Are there other hosts experiencing this problem? Are there any solutions or fixes coming? I would be happy to hear from folks concerning this matter.
Regards,
TS!
I host co-ops quite regularly, most often under UI 1.1.1 @ v409b + mods. That includes many on new modded maps, as well as stock maps (and occasionally some very old missions, with mixed results).
I have no trouble starting a fresh missions after one completes, though I rarely run more than two or three consecutively without closing the game and re-launching from HyperLobby. The main issue as far as I can tell is memory leak... after running a few missions the system is simply overwhelmed by unreleased memory that will eventually bring the host's system to it's knees. Closing the game and re-launching seems to free memory for more missions. I have hosted co-ops for several hours consecutively without issue by re-launching frequently. I know there are many other co-op hosts who do the same.
Thanks for the reply mate. Interesting. My machine is old with only 1 GB of RDRAM. Some of the other lads might be similar. Yet a few of the other hosts have newer rigs with much more RAM. They do fly 2-2.5 hour long missions though. Maybe the memory leak issue catches them too.
Regards
Wow, two hour (+) long missions? I think the memory leak issues may have an impact on those long-running missions. I don't think I've ever hosted a single co-op that lasted for more than an hour. I might have to try one of the long-running missions just to see what happens.
Testing one's own machine for memory leak is fairly simple... just keep an eye on the used and available memory amounts through any system app that keeps logs, or by simply keeping the Windows Task Manager (ctrl-alt-del) open (minimized) while hosting and periodically alt-tabbing out of the game to check the memory levels.