

BuzzLine
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Allez les bleus ! How about russian ? Anyone can confirm ? (since the devs apparently don't have the issue, maybe ... just maybe ... I know it's a stupidly long shot but it doesn't cost much to ask )
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Hypothesis : the presence of the bug is decided somehow at load time but triggered (mostly) on 2nd mission load. That would explain why sometimes people can play for hours (good dice roll when starting DCS) and sometimes they crash (bad roll). => All the fixes and tests and checks, etc, should only be reported *after* a *significant* (10 ? 20 ?) number of DCS starts. i.e. If you are able to reload 10 missions in a row on 20 different DCS starts (yes that's 200 reloads ) then it's probably a good sign. If not, if your game relapses the following day, then your "fix" was just a lucky dice roll, sorry. But be happy, you've enjoyed the game for a few hours. BTW, silly question maybe : does the bug happen in all languages ? I play in english (lang:en country:EN).
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"End Mission" button not working after updating to 2.7.1.6430
BuzzLine replied to Avalanche110's topic in General Bugs
Nothing strikes me as odd in either log files. Indeed it's quite a script-heavy mission, though ! -
"End Mission" button not working after updating to 2.7.1.6430
BuzzLine replied to Avalanche110's topic in General Bugs
My original fix should still work (*). And I guess ED's fix may also actually work some times, in all fairness. But ... ... WITH OUR POWERS COMBINED !!! Here's a fixed file with all fixes merged together. Enjoy your campaigns. (*) although they also fixed the computation of day/night flight hours so better use this new merged file. me_logbook.lua -
"End Mission" button not working after updating to 2.7.1.6430
BuzzLine replied to Avalanche110's topic in General Bugs
@Avalanche110 : Post your dcs.log and your debrief.log files, they could be sufficient for diagnosis. This is frustrating... They have touched up the logic in me_logbook.lua but I'd call their fix brittle, as they test for targetMissionId not Nil and then *assume* that it's gonna enough to guarantee that unitTarget will not be Nil. That may be at best ... optimistic in some intricate situations (like using scripts to spawn units maybe ? ). The silly thing is that they *still* have a test for "if unitTarget", only it's now either useless (if their change indeed offers a strong guarantee), or it's *still* not in the right place which is (at the risk of repeating myself) *before* unitTarget is accessed. -sigh- local country_idTarget = unitTarget.boss.boss.id -- <<<< ... YOU WILL HAVE CRASHED HERE IF IT'S NOT USELESS local victim = unitTarget local victimType = victim.boss.type if unitTarget then -- <<<< THIS TEST IS EITHER USELESS OR TOO LOW BECAUSE ... -
I didn't see a change in the bugged file after update 2.7.0.5659 today so ... I guess they didn't pick it up. No mention of the bug in the changelog either, so *maybe* they fixed it in a different way and just forgot to mention it, but I doubt it. -sigh- Still, the good news is I believe my fix should remain relevant so there's that. Cheers, Buzz
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Gosh, I hope they have it on radar as it's flying high, straight and level, squawking 7700, and with all lights flashing. -sigh- Note that if you repair your install it should get rid of any user-generated modification, you don't even need a mod manager to revert to a pristine state.
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@fylzz : check out my fix here while we wait for an ED-approved one HTH, Buzz
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I'm glad to be of service. Note to ED : this fix was possible only because the lua file was not locked away. So "by popular demand" either fix your bugs or allow others to do it for you. Cheers.
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"End mission" button not working in campaing debrefieng
BuzzLine replied to paloncho's topic in General Bugs
Hi Paloncho, if it's the same bug I've had, then I've posted a fix here : HTH, Buzz -
I believe it's a question of whether you have killed a unit (or a structure ?) that doesn't have an id, for some reason. So it may or may not happen during a mission and it may happen for potentially any mission, although I assume air-to-air would be fairly immune compared to air-to-ground.
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Here's my maybe-fixed version of the script. Drop it in DCSWorld\MissionEditor\modules . Change is on line 1118. It may be enough to get you all to complete your missions. HTH, Buzz me_logbook.lua
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New version today, 2.7.0.5118, but I didn't see a change in me_logbook.lua and the changelog doesn't mention this issue. I doubt that it was fixed.
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Would love to but unless one of them is a French exchange pilot, my accent might be hard to explain. "Lead ziss iz two, you 'ave ... eeeeh ... 'ow you say ? Fire coming from ze aircraf-eh"
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Whoa, 5 more ! That would be awesome. Will you (please !) keep the intermediate save mechanism ? I found it great comfort when tangling with migs for the umpteenth time. The fighter sweep mission I think it was, when you push in after (hopefully) the SEAD strike... Anyways, I'm more of a mudcrawler and so the "Trench Run" was my favorite mission... Cheers !
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Super happy to hear there will be a paid and voiceover'ed campaign ! I loved it and will gladly pay for more (or even the same). I had a few issues here and there because I suck at air-to-air and friendly AI wingmen were not super effective but I really enjoyed the atmosphere a lot.
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For the bravest, the impatient, and those who don't mind tinkering with their install, below is a possible fix. Or at least a workaround. I don't know, I'm not an ED dev. Open file DCSWorld/MissionEditor/modules/me_logbook.lua in your favorite code editor. Look around line 1120 and move the "if unitTarget then" line up four lines. Here is the code with a bit of context : -- только убийства игроком if (event.type == 'kill' and event.initiatorMissionID ~= nil and playerTable.playerUnitId == event.initiatorMissionID) then if event.initiatorMissionID ~= event.targetMissionID then local unitTarget = MissionModule.unit_by_id[event.targetMissionID] if unitTarget then -- <<<<<<<<<< Buzz: I moved this up here ... local coal = playerTable.coalition local country_idTarget = unitTarget.boss.boss.id local victim = unitTarget local victimType = victim.boss.type -- if unitTarget then -- >>>>>>>>>>> Buzz: ... from here if isInsideCoalition(coal, country_idTarget) then --попали по своим if (victimType == "helicopter") or (victimType == "plane") then faa = faa + 1 elseif victimType == "vehicle" or victimType == "static" then fag = fag + 1 end Note : make a backup before you edit, or just repair your install to revert the change. Note 2 : if you don't have a favorite code editor or are confused about all this, then I suggest you wait for an official ED fix. HTH, **caveat emptor**, Buzz
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What's broken is the code in "me_logbook.lua" that is fragile and fails when targetMissionID is empty. Now why targetMissionID is empty and whether it should is another question. But anyways, moving the "if unitTarget" test a few lines above should do the trick, see around line 1118.
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I never had exhaust flames in my P51 (bought it too recently I guess) but I love that they are here ! I was very scared when seeing fire in front of me when I first started my engine but I guess it's ... normal ? Is it ? Anyhow, good job to the P51 developers, much appreciated.
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Fun fact : killing friendly ships increases your score without it being marked as friendly fire, that's just below. The code checks for FF on every type of target except ships... me_logbook.lua : if isInsideCoalition(coal, country_idTarget) then --попали по своим if (victimType == "helicopter") or (victimType == "plane") then faa = faa + 1 elseif victimType == "vehicle" or victimType == "static" then fag = fag + 1 end (...) (and some dev might also have a look at the lostLA update logic a few lines below, it looks suspicious)
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Issue happened to me, here's some logs and stuff, happy debugging . Mission : mission 8 in campaign "caucasus" from module Mirage 2000 (the BD campaign coming with the module). It's the ELINT/CSAR mission. DCS Version : OpenBeta 2.7.0.4625 Issue : On the debriefing screen after the mission, clicking on "End Mission" does not work. Visually the button animation works but the debriefing dialog does not close and the campaign does not progress. Expected result : close the debriefing dialog, update logbook, and advance the campaign. (Note: I didn't check if my logbook.lua was modified or not, or even if it was corrupted...) Attached : - dcs.log with a nice callstack pinpointing a null ref in the debrief parsing logic to update the pilot's logbook - debriefing.log for the current mission (probably featuring an unexpected nil somewhere causing the parsing code in 'updateUserStatistics' to fail, I would guess event 1158) - logbook.lua for the current pilot (after the failed call) PS: I have no way of knowing for sure but I would guess that moving the "if unitTarget" in me_logbook.lua:1122 *before* unitTarget is used (on lines 1118 and 1120) could solve the issue. HTH, Buzz debrief_BUG_ENDMISSION.log dcs.log logbook.lua
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Hi BD, (unsure which is the right subforum to report issues w/ OC minicampaign ?) I found a small issue inM5 : the medevac truck clips the tail of the medevac Huey and destroys it Moving WP4 of truck BAT_Med_Transport3 a few meters north works fine. I might also have run over one of the drivers of the fuel trucks, trying to takeoff and trigger the next event, so be aware that impatient pilots may cause mission-blocking things, with one or several wingmen remaining stuck on the tarmac. You might want to put a fuel truck in front of the player too ? (can't do anything for VTO, though ) Great miniseries, I liked it a lot. Would love to have some more missions. And I love the harrier !
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Hi BD ! Replaying through this campaign and I had a minor issue in M13 (the one where you are tasked to HARM the SA15, as element lead of a Marines flight ). Not mission breaking but still, immersion breaking. Here goes : after takeoff, the flight lead just "scissors" his way towards WP1, in full AB, basically turning 60° off to one side then reversing to 60° on the other side and back ... and back... The problem stopped when the call to "push WP2/IP" triggered at 17:20. Mission continued correctly (well, then I had a DCS crash but that's probably not linked). Expected : just regular flying to WP1, on a straight path, so that I can join up. (Note : I had the issue in a previous mission too but i *think* it was with Saint as flight lead (was it the one with the JSOWs ?) and we all know he sucks badly anyways, so I roleplayed it away. ) Version : DCS/2.5.6.59625
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R1 temporary bug fixes (currently: M02)
BuzzLine replied to baltic_dragon's topic in F/A-18C Raven One Campaign
Yes ! Just saw the changelog on the openbeta ! :thumbup: I'll probably replay the campaign when it hits stable, I'm getting more and more comfortable with the F18. M14 : I admit I didn't check what the rest of the flight did, I dropped my bombs and then high-tailed it out, followed by a healthy cloud of chaff. :music_whistling: What's your next project ? (So I can learn a new plane if needed :joystick:) -
R1 temporary bug fixes (currently: M02)
BuzzLine replied to baltic_dragon's topic in F/A-18C Raven One Campaign
Very minor issue on M14 (Steam current version) : there seem to be some debug messages left, like "Flak on", "Tron in zone" or "SA15 West on" (which I admit is ... pretty convenient). Amazing mission, my hands are still shaking after M14+M15.