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JaBoG32_Herby

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Everything posted by JaBoG32_Herby

  1. That issue occured to me as well. I´d posted that a few days ago with little response. Anyway, check your mission for certain static objects, e.g. bunker 1 or 2 within the red coalition. Also affected could be outpost and roadpost, also within the red coalition. I suspect some of these unittypes to be the cause of the problem, because removing them from the mission clears the issue, whereas inserting them back in brings back the trouble. Perhaps you could post your observations Regards Herby
  2. Speed, for the radio crashes, could you reread the posting i linked above. I´ve attached a number of missionfiles today which allow to reproduce that exact error.
  3. Gentlemen, let me again bring to your attention a system behavior that I believe is a bug. Even though it seems to be a very special and isolated problem it definitely has the potential to ruin any mission that has the attribute of being “complex”. After I had discovered the issue explained in my first posting I decided to rebuild that templatemission developed in DCS:World 1.2.0 again in DCS:World 1.2.1. The attached mission Training15.10.miz is an intermediate result on the way to populate that template environment in an extent like having done in my template from DCS:World 1.2.0. That mission, Training15.10.miz, proved to run stable and not having clients drop from the server randomly and without obvious reason. The number of units in this mission is around an estimated 300. The next mission attached, named Training18.10b.miz, has shown the same bug as described in my first posting. The number of units in this mission is around an estimated 500. To reproduce the crash of the DCS.exe start the mission on a server and join as a client with a second computer. Take one of the Ka-50 slots, power the radios and request Engine start. DCS.exe will crash immediately and it will crash any time you do that request. The crashmessage associated points to a wRadio.dll as the source of that problem. Furthermore some clients get dropped from the server although having pings not worse than 70 without any obvious reason within the first five minutes. The maximum total number of clients connected did not exceed nine. The maximum number of players set for this server is thirtytwo. The third mission attached, Training Test.miz, is the same as the above but with a reduced number of units to be around 250. This mission still shows the same bugs than Training18.10b. None of the attached missions does incorporate any kind of modification. Summarized it seems, that there is a bug connected to wRadio.dll, only appearing in missions of a certain complexity which I cannot define in detail. Furthermore that bug seems to persist even if the complexity of the mission is reduced in terms of lower number of units and a bug also in conjunction with a certain missioncomplexity that reduces the connectionstability for clients connected to the server. May I kindly ask Testers/Developers, if there is information available on the definition of missioncomplexity with regard to instabilities existent within DCS:World? If so, may I ask to spread this information since it is somewhat frustrating to invest time and effort into missionbuilding just to find out, that your work at some point gets “infected” and cannot be recovered. Best regards Herby CrashlogsvJaBoG32.zip
  4. Speed, may I point you to a posting i´ve made regarding instabilities in a mission that eventually led to the "freezing" Chrissi described. http://forums.eagle.ru/showthread.php?t=94953 The attachment contains a number of dcs crashlogs, a dxdiag file and the miz-file in question. Just to make sure, we´re not trying to blame Slmod for the issues we´ve experienced but we´re analyzing our problem in, what we belive is a systematic fashion. And with that we try to isolate the cause. Thanks again for your effort with providing the community such a great tool. Regards Herby
  5. I´ve attached a number of .log-files associated with the crash of DCS:World multiplayer used as server. The issue occurs with the Ka-50 after the radios are electrically supplied and the proper frequency is tuned. Requesting engine start leads to the server to stop DCS.exe. Client continues as normal until ping timeout occurs. Failure could be reproduced with every attempt made. Version 1.2.1 6120 was used. Slmod 6.1 is the only modification used on the server. Regards Herby vJaBoG32crashlogs.zip
  6. One more thing i´d have to add. If you choose to install DCS:World into a different directory than the one suggested during the installation process make sure to rename the DCS World folder into something else,e.g. DCS World 120. The original installation naming works only for installations into the default directory. At least that´s what my squadmates and myself learned. Best regards Herby
  7. It is possible and we have done CSAR a couple of times now using this "walk into the BlackSharkairframe" method. It apears however, that this method is most realiable for recovering ejected A10 pilots rather than the Ka-50 pilots. No explanation available why it is so. Regards Herby
  8. Ok gents, thanks for your contribution. I think it´s sorted out now. And it´s interesting, that the next World patch seems to handle the file nicely. Is the vehicle pack included there? Regards, Herby
  9. Gents, you brought up an idea. I´ve got the Vehicle pack from Beszel and the soundmod from zzzspace installed. Perhaps it´s got something to do with that: Testing in progress.
  10. Hello, I´ve attached a missionfile that I built in DCS:World 1.2.0. I can open and edit this file in my missioneditor without any problems. Any other player who tried to open the file got stuck during the loadingprocess in their missioneditor. Is there probably some kind of protection that I might have activated without being aware of? Regards Herby TrainingtemplateDCSW.miz
  11. It`s somewhat awkward but now I can`t reproduce this issue either. Whatever it was that I did wrong for two days, it`s gone. :music_whistling: The slmod.units_ejected works as described and with the flag set by this function the doscript for the slmod.msg_LL is called and executed as advertised. Btw, I did not even have to change the type names for it to work. So all what´s left for me is to thank you for your reply and the magic you´ve done. P.s. After some more testing I realized that your suggested fix is necessary for e.g. slmod.units_LOS to function properly. And to confirm what you supposed for the slmod.units_LL, if the airframe gets destroyed right after the ejection with the pilot still being alive the coordinate output will not occure.
  12. Hi Speed, again thank you very much for this brilliant tool. While testing with the slmod.units_ejected function I realized that it requires both the client name as defined in each players multiplayeroptions and the airframe name as defined in the missioneditor in the unitstable in order to get that function working and the same seems to be true for the slmod.msg_LL which I called as a result of the player ejecting. Does this apply to other functions as well? Best regards Herby
  13. I belive the trick is to name the installationfolder anything but "DCS World" if you don´t want to install to the default directory. I tried the install into the default and it worked fine. After copying the whole "DCS World" folder to another drive the mentioned issue occurred. Renaming that folder to "DCS World 120" solved the problem. At least on my computer it has nothing to do with the type of drive, may it be HDD or SSD, RAID or not. It´s simply the name of the DCS World folder.
  14. I deleted the saved games/DCS folder and installed into the default folder with the result, that DCS:World and CA were running nicely. Installing into a different than the default installationpath recreates the mentioned issue. Regards Herby
  15. I´ve got the exact same problem. Tried new install of DCS:World and reinstall of C++ as suggested with no joy. Attached are the requested files. Regards Herby Logs.zip
  16. Speed, thank you for your reply and for your time invested in this great tool. Best regards Herby
  17. Hi Speed, I´ve been using and enjoying your great mod for a good while now and I´ve also been trying out the latest version that you´ve kindly "prereleased". May I ask, if there already is a documentation (or part of it) available to better understand the changes and new functionalities that were introduced since V5.3? Best regards Herby
  18. Jona, thank´s for the mission file. I´ve played around with it a bit and regardless what I do, the helicopter is not going to hover below 24m AGL. That´s the lowest it get´s. I admit it´s not looking bad but I recall the min altitude for heli ai to be 10m in BS1. I found out that one thing you should not do is to define the waypoint alt as AGL in the ME instead of MSL. That is then "correcting" all the waypoints to at least 30m AGL. Perhaps a bug?
  19. Hi Gents, happy new year. I wonder if you got it to work to have the AI fly low and slow. Even if I define a waypoint to be 2m above the ground the AI will not go below 30m which seems to be a harddeck for what ever reason. How ED managed to get their altitude mission done with the Helos getting lower than 30m AGL is a mystery to me. Herby
  20. Hi Vekkinho, since DCS:BS and FC2 share the same editor you could find a nice collection of "how to" at the link below. http://forums.eagle.ru/showthread.php?t=47877 As to your question, I have not yet seen that behaviour. So I am not of any help there, sorry. Regards Herby
  21. Hi Agg, have the hoster pause the game and unpause it after a moment. That will also unpause it for you. (Or kick you out sometimes) Regards
  22. When I refer to the Apaches I just saw both choppers fly without a tail and with burning engines on the clientside. What I wrote about the testsetup with the B-52 and the MiG I observed the behaviour on both server and client simultaniously.
  23. @Maverick: thanks for your remarks. @Panzer: Thanks as well for your thoughts. I did a little testing this morning in order to identify the problem in more detail. For that I`ve set up a mission that couldn`t be more simple. An AI B-52 gets engaged by an AI MiG-29 and that`s it. The result is that the Server, running BlackShark 1.0.2 without any mods on an XP platform btw, allows the B-52 to sustain 1 missile hit without getting destroyed. Then follow 4 more missiles that all get spoofed by flare with the last of these 4 however causing enough damage for the B-52 to crash. The client however, having tried with either FC2 and BlackShark, has the B-52 killed after the first hit. Which looks more realistic in my opinion. I also reviewed Tacfiles from an earlier mission where the named Apaches survived not only 40+ Shilka hits but also 2 direct SA-10 missile hits both without being wiped out from the virtual world. That also led to the situation where the AAA on the server continued to fire on the Apaches while the same AAA on the client didn`t care about the flying "zombies" any more at the same time. So this might show that it is not only the visual representation, as I understand you suggested, Panzer, but some kind of wrong set-up on the servers damage modelling. Is there any file that I could look up to compare the damage definition on the two computers? Thanks and regards Herby
  24. Hi there, I`m not sure whether this has been asked before but couldn`t find anything searching the forum. While playing a couple of MP missions throughout the last days some squadmates and myself observed AI units that on the client sides were damaged beyond usability (e.g. Apache without tailrotor, B-52 with both wings lost, An-26 wit one wing lost) but still flying around nicely in the virtual world. The Tacview files however showed these units removed from the battlefield for the clients. My question is now, how do server and clients synchronize the damage state of any unit during the mission and is every single bullet, missile, rocket or whatever is exchanged between units synchronized in terms of motion vector and impact result? Will the skill level for AI if set to random in the ME in game be the same on the server as on any participating client? Thanks for any help. Regards Herby
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