
Current known problems
----------------------

(version 1.38)


Handling of scores has been disabled for now.  Mainly to eliminate one potential cause
of other problems.  Still haven't figured out how to force CFS to use scores sent by 
BRUNHOST in all cases yet.


Still a problem with the 'Ark Raid' scenerio.  Occurs when a player attempts to take out all
4 targets at same time.  Can cause that players CFS to SHUTDOWN!!
Still unsure what exactly is causing this.  I believe it is a problem with the collision 
detection in CFS, but am still unsure what is causing the shutdown.  Only seems to happen
with 3-4 targets lined up.  I tried creating an offline mission with a bunch of targets lined
up in this way to see if I could get CFS to shutdown.  No luck.  This seems to be the only
MAJOR problem with version 1.31 to date.  Note that this problem can occur when only 3 targets
are used.  Haven't had it happen with 2 yet.  Thanks goes to RCAF_pointy1 for the Ark Raid
config set, and all his testing and patience with this.  I'm still working on in pointy.  LOL
Note that CFS can shut down for ANY player, not just for host.  It happens to whomever is
shooting the targets, reguardless of whether or not they are the host.  Since packets sent by
BRUNHOST when a target gets hit are sent to ALL players, it can't really be caused by a bad
packet, else CFS for ALL players should shutdown.  Also, seems like it can happen BEFORE any
of the targets are destroyed, so BRUNHOST will not even be sending any packets relating to
a target dying.  I still think it's a collision detection problem in CFS.  Maybe multiplayer
specific too.  Still have yet to figure out how to duplicate this problem without BRUNHOST
acting as host.  Only idea that I've had is to have 4 players line up on Ark and have a 5th
player try to take them out like in scenerio.  This may be only way to do it, as it may not
happen using scenery type objects like those used in mission files.  Have also found that players
CFS can shut down without destroying ANY of the targets, so it can't be due to explosion packets
(since none are sent in this case).


Players sometimes crash when re-entering game.  CFS has a problem with ground starts.  Seems to 
only happen when a player crashes/gets shot down/collides.  Think it has to do with the air file 
not getting 'reset', similar to the WEP problem.  Bringing up the 'Change plane' dialog after such 
a crash is maybe a way to get around this problem.  This is the same 'fix' used to reset the WEP.  
Brunhost includes a variable length window (time can be changed in config) allowing players 
back in if they crash.  Only applies to Last Alive games since with no victory requirements, players
can always reenter.
