Another update of Bandomeer Refinery Assault ctd problem
Got back and continued studying the map and managed to reduce the possibility of ctds on First Strike core mod version of the map so the ctd rarely happens playing it with a ticket ratio of 200. Too bad the game is just too short with that ticket ratio, while if I increase the ticket ratio to 1000 (what would give the fight an adequate duration), the ctd will surely occur in the game before any of the teams would win
Therefore I ceased studying the map with FS core, copied the whole project into FSX\levels and continued tweaking it in FSX, and I managed to finish tweaking the map so it works without ctd now, with any ticket ratio and now I have a completely new theory for the cause of the ctd on FS core version of the map due to my experiences.
Firstly, my earlier statement, that "T16s can not be locked with the locking lines" is not true, the cause I couldn't lock them was that the setup of the 'humanplayer' T16 spawners din't contain TeamOnVehicle setup and if you try to lock a vehicle/craft that doesn't have any team attached to it, it will simply remain unlocked for all teams. Secondly, Dnamro's statement that "If you moved anything around to where a bot could spawn into a land vehicle, that would cause a crash on Bandomeer" also doesn't solve the ctd problem, since if the ctd cause was "bot spawning around land vehicles" this could've been easily removed by removing all the land vehicles, what I've incidentally done, I've "rem-med off" all the land vehicles of the map, and the ctd still remained there. It results from these, that I had to look for something else, so after relocating all the human spawners around both rebel and imp HQs (all of these must be close to starfighters if you don't have land vehicles otherwise you have to run about a lot before you could get in a fighter) and making some other smaller changes (enhanced the number of human starfighter craft spawners according to cq coop mode etc.), I thought I should try to prevent bots from leaving their crafts during the fight at all, since I suspected that if they do it they can get in a situation what the "dogfighter bot code" is not prepaired for. The only way I could achieve this is to bring in space version of all the bot starfighters instead of their atmospheric version, and this was the point where I had to change over from FS core mod to FSX, since bringing in space version of bot starfighters caused an extra ctd on FS core mod Bandomeer, while FSX Bandomeer copy allowed me to do so. However ... there is one craft that doesn't have a space version: T16, so the final solution was - doing it with a bleeding heart since I love T16s - to completely remove bot T16s (I've removed human T16 spawners later as well, since imp bots kept attacking them instead of their real enemies, the flying x-wings). This way finally I have a Bandomeer Refinery version that's completely ctd free, what still needs some further tweaking though, since I'm not satisfied with the performance of the imp bots.
And now, the promised "new theory" for the cause of FS core mod Bandomeer ctd:
All bots try to eject when their craft gets close to explosion during the dogfight, what wouldn't be a problem, but a certain percentage of the bots survive the ejection and manage to touch down. If 2 (or more) ejected bots of the opposing teams get in visual range of each other while they are on the ground, they should act as they do on an infantry map, what their dogfight botcode is simply not prepared for.
Other Experiences:
Both human players and bots are unable to spawn in regular Tie Fighters (T/Fs) on Bandomeer Refinery (in both FS core and FSX). Human players are able to get in them though (bots prolly can get in them too but I din't test it), so I've added some human T/F spawners to the map (work on both FSX and FS core).
The firepower and manoeuvre-ability of the starfighters remarkably different in FS core and FSX. For example, in FS core, an atmospheric T/F is much stronger than an atmospheric T/I or T/B, while all the atmospheric tiefighter versions (T/I, T/B, T/F) are too weak in FSX (meaning firepower), what's another cause to use space versions instead in FSX Bandomeer.
It's not the place or the time what's really important in the Universe but the speed ...