GM still faces many lawsuits by relatives of victims killed in crashes involving the pickups. Meanwhile, the National Highway Transportation Safety Administration is investigating whether to recall 4.7 million GM pickup trucks. And consumer advocacy groups have mounted a major publicity campaign to pressure GM into recalling the pickups.
GM does not need any more financial setbacks. In February, the auto maker announced special accounting charges for 1992 that will likely result in a $23-billion annual loss, the largest in U.S. corporate history.
The Center for Auto Safety claims 300 deaths are attributable to the vehicles. That is more than 10 times the number killed in the Ford Pinto, which was recalled in the 1970s after the government determined that its fuel tank could explode in rear-end crashes.
Guys, I hope someone can help with this. One of my secondary missions has players interdicting an enemy AI convoy. Getting the convoy to drive as such was a mission in itself. Now I need help on another aspect.
When the convoy vehicles are found and killed, if their wrecks are close to one another, the (I think they are called) secondary explosions are sometimes REALLY loud and destructive. One explosion seems to set off another in a nearby vehicle and there is a domino effect. The video doesn't really do it justice, these explosions are sometimes so loud that my headphones can't handle it and the sounds are clipped.
The first few times this has happened the convoy was Tempests so I suspected them. The convoy composition is random and this morning it was a bunch of the MB 4x4s, little indie vans and small trucks, and the video shows the same problem. I've removed all the ammo, weapon and fuel cargo in case it was the game simulating cookoffs, but that has made no difference.
It is probably not relevant, but in tests where I've spawned the convoy mission using debug tools, the issue hasn't occurred. In other words, it happens on missions that have been running for some time.
This also may not be relevant, though I suspect it is - other features of the mission break down when this behaviour is observed. There is a simple moving marker script that puts a marker on one of the players respawn vehicles - that stops updating and a server-side spawned script that services vehicles when they get close to a vehicle depot object also just stops working. No errors - just stops. When the convoy mission ends by me manually ending the script, these features return to normal.
I was thinking of stopping the simulation on the wrecks, but not tried it yet. I thought that removing all the ammunition cargo would be the fix, but it hasn't made any difference. Hopefully fiddling with the sim will be next. I can't think of what to try after that.
I remember from the old days with insurgency on Arma1 and 2 that when server load was high the explosions (blowing up the cache) would get out of hand (lots and amplified). Perhaps monitor server FPS and check which scrips are running at time of the explosions.
Out of curiosity, do these vehicles have any eventHandlers attached to them? Or is there an EntityKilled missionEventHandler? I doubt it would be related but ya never know. I think it's an engine issue amplified by script problems, something to do with JIP, I'd say.
When a playSound is played multiple times at the same time, it gets louder. With that said, the same functionality probably applies to other sounds like vehicles exploding. Maybe a soundmod issue or the wonkiness of JIP is causing the explosion effect to play X amount of times, X being the number of players that've connected. IDK. I've had this issue years ago on public server missions but haven't had it in a good while. Never truly figured out the fix aside from server resets.
I didn't know playSound 'stacks', that does sound like what is happening. You mention sound mods, there are none in use. Reference JIP, the last time this was observed was the same session I captured the above video, there was a single player connected before the convoy mission spawned. As I had previously said I hoped I'd cured the issue by removing Tempests from the array that supplies what is spawned, he contacted me to say we had the little indi trucks and they were making the same crazy noises. I joined after he observed this and I joined the server and made the video.
First, the apparent stall of 2 very simple scripts within the mission, a moving marker that shows the pos of one of the respawn vehicles and the vehicle service script. There may be other mission scripted features that stop working, I don't know. I do know that when these loud vehicles are despawned, all of these scripted features return to normal. Also, this doesnt happen in testbed missions. It only seems to happen on servers that have been running for some time, more than a day or two (this is a persistent battlefield mission).
A heavy script in the background may be filling up the scheduler, which is what is causing other scripts to run slower or pause. Usually bad whiletruedo loops can cause this. As for the sounds issue, I had a bug where setting damage to all trees in Livonia would freeze/crash the game with really loud tree falling effects (Plays a tree falling sound per tree which destroyed the game)
I doubt the handleDamage eventHandler had anything to do with it, but it may be failing due to how slow everything began to run? Also doubtful since you said server FPS was around 40 so most likely find the code/script thats choking (Review server and client RPT logs) and should fix the problem.
What I have found is that the (loud secondary explosions) effect is more pronounced when there are other dead vehicles near by - it seems that the secondary explosions of one vehicle can set off more in another vehicle nearby.
Anyway, it happened again during a different mission so we can rule out the sheduler being overworked. What I have noticed is that disabling the simulation of the objects stops the secondary explosion behaviour, so I think that's the best way to fix this.
Accordingly, the estimate of at least 100 fire deaths since December 1994 seems conservative. It includes the 97 cases coded in FARS, along with 10 additional fatalities in which autopsies, police reports or witness statements reviewed by FairWarning indicated that victims survived the crash then died in the flames.
The toll has eased with the gradual disappearance of the trucks. But as they slowly wind their way to the junkyard, the tough old pickups are a reminder of how decisions by industry and government can have profound and lasting consequences.
With millions of the old trucks still on the road, however, the toll continued to mount. In 1992, Public Citizen and the Center for Auto Safety petitioned (pdf) NHTSA to investigate. The following year, the agency requested a voluntary recall. GM refused.
Then things came to a head. Armed with findings of the NHTSA investigation, Transportation Secretary Federico Pea (pdf) declared the C/K fuel system defective in October 1994. Among other things, investigators found the risk of burning to death in side-impact crashes was 3.4 to 6 times higher in the GM trucks than comparable Fords and Dodges.
A court fight could have consumed years with uncertain results. When the C/K trucks were made, they complied with the weak federal standard for fuel systems. GM would have argued in court that this meant the trucks could not be deemed defective. Seeking a graceful retreat, Pea settled.
The deal did not spare GM the wrath of victims, both occupants of their trucks and those unlucky enough to hit them. When Nevada teenager Robert Bugajski was shopping for a used pickup, his parents declared the side-saddle trucks rolling firebombs and told him to pick something else. But when Bugajski, 17, was driving in May 1997, he hit a C/K truck that ran a stop sign. The tank ruptured and both vehicles exploded in flames. The two people in the C/K were incinerated on the spot. Bugajski, burned on 60 percent of his body, was pulled from his truck moaning in agony. He lingered eight days before he died.
DCS server-admins: please adhere to a common sense gaming industry policy as most server admins throughout the industry do. (After all there's enough hostility on the internet already which really doesn't help anyone. Thanks.)
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