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FSXA Carrier (Set as AI) won't start on correct heading

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unitedstates
I'm making a multiplayer carrier mission based out of San Diego. My carrier is set to spawn as a ground vehicle on a specific heading. It spawns, takes a 180, heads toward the shore for a bit, then turns on the correct course. I have no clue what's wrong. Attached is the mission XML. Any help would be greatly appreciated.
 
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Without having time to take a look at the file, make sure the heading of the AI object is correct and the first waypoint is not too close and not too far away either. At least .5nm or up to 5nm should be good distances for ships.
 
Hi Folks

Razgr1z -
100 miles between waypoints should not be a problem,
and certainly isn't in this case,
as you've only got 2, (start & end).

Check that the carrier's starting coords
in both your mission's .flt and .xml file
refer to the same location.

HTH
ATB
Paul
 
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Ok guys, thanks for the help, I've got the error fixed. Now, this is going to be a REALLY nooby question probably deserving an RTFM, but what do I need to fix the no ObjectReference error with my multiplayer role (so the players can fly).
 
Hi Folks

Razgr1z -
Glad you've got it sorted.

Please confirm source of error.

re: ObjectReference
Please take a look at the SDK samples multiplayer mission's .xml

Sugest using FSXME,
as it makes this stuff fairly obvious.

HTH
ATB
Paul
 
From what I think, it was starting on the first waypoint, then trying to do a circle to get back to it, then turning to the second waypoint. I now have a carrier with 1 waypoint that is a while away, and for beta testing purposes, its pretty good for me. I may add another waypoint so it can circle around so its a loop.
 
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