Jump to content

ZuluThreeZero

Members
  • Posts

    30
  • Joined

  • Last visited

Everything posted by ZuluThreeZero

  1. 14 month bump, with a video to illustrate the tedium: https://streamable.com/a5llwz
  2. @NineLine Can confirm what @Tarres has found, full launch they freeze up, but as long as one missile is left, they'll move on. Problem is, it's then 8 minutes of the one that didn't launch re-stowing the missile before everyone can make a move. Not exactly "scoot!" Tracks attached. null Scud 3 of 4 Launch.trk Scud Full Launch.trk
  3. Hope the answer to this is "yes, obviously" but has it been checked on other maps too? Currently on Sinai and getting the same issue, haven't cast around to see which beacon is to blame.
  4. I think the engine shuts off but doesn't break. Try and hit the engine toggle key, think it's Ctrl+E by default.
  5. Seeing as the last post someone made on this was 4 years ago and received little feedback beyond being "sweary," figured I'd try a fresh one. Player-driven vehicles get stuck on small scenery objects such as bushes and are basically impossible to free, unless you can get in the Tactical Commander / Game Master slot and order the AI to drive away from the point for you. To recreate: Have Combined Arms Get into a vehicle Drive over basically any small scenery object, e.g. bushes on Marianas, ornamental railings on Syria Congratulations, you are now stuck! Please see attached track and video, and happy new year. Challenge: a fix within 2025? Exhibit null Stuck LAV.trk
  6. Can confirm this is still present, and in a new twist the repair and rearm trick doesn't appear to work any more either. Rear gunner is visible, but only functional if he was there at spawn. So dynamic spawns are OK, but static spawns are buggered. Happy to be corrected on that though.
  7. Not all multiplayer, some servers don't have the hard IC checks - works fine on GrayFlag on account of needing the Blackhawk and Hercules. Just don't be tempted to go using unauthorised mods like sticking weapons on the Blackhawk or missiles on planes that don't have them by default, else you'll very quickly lose access to one of the few MP servers you can use view exports on.
  8. Hi BN, any word on progress on this? Very frustrating when you're enjoying a server, decide to switch to the Mirage or Gazelle for a different task, and are suddenly booted because one of the display scripts has been adjusted (VCM/RWR and Viviane respectively). Interestingly the adjustment to the AWACS script to make it more concise passes IC with no issue.
  9. So did 2.9.58056 break them again? Because they're consistently falling short for me. Having to either go over at treetop height or maybe 4000' max in a steep dive to get CCIP to hit. Thought maybe the steepness was the critical component, but tried from 10,000' and 50 degrees nose down, still opened almost immediately and fell short. Track attached. EDIT: CBU-99 with the FMU-140 in PR-- opens at its designated altitude, but the drop calculation is still off. Close, but definitely short, enough to miss and not kill a row of BTRs. LastMissionTrack.trk
  10. At present, when one creates a mission, every airfield is set to unlimited planes, fuel and munitions. It would be great if some or all of the following, or variations on them, were possible: A "copy to all" button in addition to the "copy to <airfield>" interface we currently have, or "ALL" being an option in that list Ships and FARPs / helipads appearing in said list The ability to set a default setting for warehouse bits in the editor, e.g.: unlimited supplies on / off, starting quantities, so when you first create a mission all the warehouses have those options and numbers preset Slightly wider scope, unifying the naming conventions for munitions for scripting would be great. Some weapons have one name in the editor, another name in the resources panel in-mission, and a tangentially related _unique_resource_name in scripts. For example, the GAR-8 in-game is referred to as the AIM-9B in the mission editor, and from what I've found has no URN, just a wsType of {4,4,7,265}. Thanks!
  11. Hokay, confirmed it works fine when no mods are active. Also seems Hercules (6.8.2) and Blackhawk are fine. That means the culprit is one of the following: A-4E-C F-22A VSN F14A / F14B / F15E / F35 Herc and Hawk are the only ones I use in my campaign so that was the priority for me to give the all-clear to - maybe someone else can clarify which of the others might be doing it? EDIT: Or Ripcord can see which of those he also had active maybe? Regardless, the Hornet itself seems to be A-OK BigNewy, thanks for checking.
  12. These are all from the server machine - not tried a clean run yet, hunting for volunteers. First two are full Retribution missions, the last three are from our testing today. The server itself has just the Hercules installed, but the client that caused the crash had multiple others, so will see what we can find out with a clean test and incrementally adding the mods back. Hampered by the fact that I don't own the Hornet myself dcs.log-20240108-214403.zip dcs.log-20240109-133345.zip dcs.log-20240109-134203.zip dcs.log-20240109-134852.zip dcs.log-20240101-214015.zip
  13. Thanks BN, just added videos too.
  14. Seems confirmed, just ran a test on a blank mission, both A2G and Air To Air causing it. I was in the spectator slot so could see when the server crashed. Seems to be as Ripcord says, you get sound on the initial burst, no sound on the second and the game crashes. Tracks and videos attached. strafe-20240109-133202.trk strafe-20240109-133834.trk strafe-20240109-134713.trk
  15. Think we may potentially have run into this too on a dedicated server we've been running, compare and contrast: 2024-01-08 21:43:48.565 INFO Scripting (Main): event:type=end shooting,initiatorPilotName=YYYYY,t=7391.67,linked_event_id=0,initiator_unit_type=F-16C_50,event_id=5693,initiator_object_id=16979722,uin64_t_value=47,weapon=M-61,initiator_coalition=2,initiator_ws_type1=1,initiatorMissionID=827, 2024-01-08 21:44:05.514 INFO Scripting (Main): event:type=start shooting,initiatorPilotName=ZZZZZZ,t=7408.62,initiator_unit_type=FA-18C_hornet,linked_event_id=0,initiator_object_id=17125380,event_id=5694,weapon=M-61,initiator_coalition=2,initiator_ws_type1=1,initiatorMissionID=830, 2024-01-08 21:44:07.936 INFO Scripting (Main): event:type=end shooting,initiatorPilotName=ZZZZZZ,t=7411.05,linked_event_id=0,initiator_unit_type=FA-18C_hornet,event_id=5695,initiator_object_id=17125380,uin64_t_value=243,weapon=M-61,initiator_coalition=2,initiator_ws_type1=1,initiatorMissionID=830, 2024-01-08 21:44:08.154 INFO Scripting (Main): event:type=start shooting,initiatorPilotName=ZZZZZZ,t=7411.26,initiator_unit_type=FA-18C_hornet,linked_event_id=0,initiator_object_id=17125380,event_id=5696,weapon=M-61,initiator_coalition=2,initiator_ws_type1=1,initiatorMissionID=830, 2024-01-08 21:44:08.157 ALERT APP (Main): Unhandled exception: Attempt to get rate 1 from gun "" 2024-01-08 21:44:08.157 ERROR APP (Main): Stack trace: 2024-01-08 21:44:08.158 INFO EDCORE (Main): try to write dump information 2024-01-08 21:44:08.249 INFO EDCORE (Main): # -------------- 20240108-214403 -------------- 2024-01-08 21:44:08.249 INFO EDCORE (Main): DCS/2.9.2.49940 (x86_64; Windows NT 10.0.19045) 2024-01-08 21:44:08.249 INFO EDCORE (Main): 2024-01-08 21:44:08.249 INFO EDCORE (Main): # C0000005 ACCESS_VIOLATION at 00007ff68f72779b 00:00000000 2024-01-08 21:44:08.250 INFO EDCORE (Main): SymInit: Symbol-SearchPath: 'C:\Program Files\Eagle Dynamics\DCS World OpenBeta Server\bin;', symOptions: 532, UserName: 'XXXXX' 2024-01-08 21:44:08.250 INFO EDCORE (Main): OS-Version: 10.0.19045 () 0x300-0x1 2024-01-08 21:44:08.250 INFO EDCORE (Main): 0x00007ff68f72779b ((module-name not available)): (function-name not available) + 0x0 2024-01-08 21:44:08.251 INFO EDCORE (Main): 0x00000013b7cfe4e0 ((module-name not available)): (function-name not available) + 0x0 2024-01-08 21:44:08.251 INFO EDCORE (Main): 0x00000013b7cff6e0 ((module-name not available)): (function-name not available) + 0x0 2024-01-08 21:44:08.252 INFO EDCORE (Main): 0x0000000000fe6670 (DCS_server): SW + 0xB25AC0 2024-01-08 21:44:08.252 INFO EDCORE (Main): 0x000001d441c0cc08 ((module-name not available)): (function-name not available) + 0x0 2024-01-08 21:44:08.252 INFO EDCORE (Main): 0x0000000000000010 ((module-name not available)): (function-name not available) + 0x0 2024-01-08 21:44:08.252 INFO EDCORE (Main): 0x00000013b7cfcab0 ((module-name not available)): (function-name not available) + 0x0 2024-01-08 21:44:08.252 INFO EDCORE (Main): 0xffffffec4830358f ((module-name not available)): (function-name not available) + 0x0 2024-01-08 21:44:08.252 INFO EDCORE (Main): 0x00000013b7cfca70 ((module-name not available)): (function-name not available) + 0x0 2024-01-08 21:44:08.252 INFO EDCORE (Main): 0x00000013b7cfd0f0 ((module-name not available)): (function-name not available) + 0x0 2024-01-08 21:44:08.253 INFO EDCORE (Main): 0x0000000000001080 (VCRUNTIME140_1): (function-name not available) + 0x0 2024-01-08 21:44:08.253 INFO EDCORE (Main): 0x00000000000026f5 (VCRUNTIME140_1): __NLG_Return2 + 0x15A5 2024-01-08 21:44:08.253 INFO EDCORE (Main): 0x00000000000a1716 (ntdll): RtlCaptureContext2 + 0x4A6 2024-01-08 21:44:08.253 INFO EDCORE (Main): 0x00000000028278ef (DCS_server): AmdPowerXpressRequestHighPerformance + 0x13D18EB 2024-01-08 21:44:08.253 INFO EDCORE (Main): 0x0000000000ce5abe (DCS_server): SW + 0x824F0E 2024-01-08 21:44:08.253 INFO EDCORE (Main): 0x0000000000017344 (KERNEL32): BaseThreadInitThunk + 0x14 2024-01-08 21:44:11.625 INFO EDCORE (Main): Minidump created. 2024-01-08 21:44:11.625 INFO Lua::Config (Main): stack traceback: 2024-01-08 21:44:11.635 WARNING LOG (1200): 3 duplicate message(s) skipped. 2024-01-08 21:44:11.635 INFO APP (Main): enumerating loaded modules 2024-01-08 21:44:11.636 INFO APP (Main): C:\Program Files\Eagle Dynamics\DCS World OpenBeta Server\bin\DCS_server.exe, 32391008 bytes, created 19:12:2023-18.22.53, written 19:12:2023-18.22.53, accessed 8:1:2024-21.44.3 2024-01-08 21:44:11.636 INFO APP (Main): C:\WINDOWS\SYSTEM32\ntdll.dll, 2029096 bytes, created 22:11:2023-21.40.24, written 22:11:2023-21.40.24, accessed 8:1:2024-21.44.3 2024-01-08 21:44:11.636 INFO APP (Main): C:\WINDOWS\System32\KERNEL32.DLL, 766664 bytes, created 22:11:2023-21.40.49, written 22:11:2023-21.40.49, accessed 8:1:2024-21.44.3 2024-01-08 21:44:11.637 INFO APP (Main): C:\WINDOWS\System32\KERNELBASE.dll, 3115032 bytes, created 13:12:2023-20.34.26, written 13:12:2023-20.34.26, accessed 8:1:2024-21.44.3 2024-01-08 21:44:11.637 INFO APP (Main): C:\WINDOWS\System32\WS2_32.dll, 429408 bytes, created 22:11:2023-21.40.25, written 22:11:2023-21.40.25, accessed 8:1:2024-21.44.3 And then a week prior: 2024-01-01 21:40:02.667 INFO Scripting (Main): event:weapon_type=5644820,initiatorPilotName=Zulu 3-0 | Zulu,target_coalition=2,linked_event_id=0,targetMissionID=694,target_ws_type1=1,initiator_object_id=16871169,target=F-16C_50,target_object_id=16781323,targetPilotName=YYYYYY,type=shot,target_unit_type=F-16C_50,t=7395.543,initiator_unit_type=Strela-1 9P31,event_id=5589,weapon=9M31 Strela-1 (SA-9 Gaskin),initiator_ws_type1=2,initiatorMissionID=451,initiator_coalition=1, 2024-01-01 21:40:03.524 INFO Scripting (Main): event:initiatorPilotName=SAU Msta,target_coalition=2,linked_event_id=0,targetMissionID=700,target_ws_type1=1,initiator_object_id=16888065,target=F-15ESE,target_object_id=16967170,targetPilotName=XXXXXX,type=start shooting,target_unit_type=F-15ESE,t=7396.409,initiator_unit_type=SAU Msta,event_id=5590,weapon=12_7_MG,initiator_ws_type1=2,initiatorMissionID=781,initiator_coalition=1, 2024-01-01 21:40:04.334 INFO Scripting (Main): event:type=end shooting,initiatorPilotName=SAU Msta,t=7397.218,initiator_unit_type=SAU Msta,linked_event_id=0,initiator_object_id=16888065,event_id=5591,weapon=12_7_MG,initiator_coalition=1,initiator_ws_type1=2,initiatorMissionID=781, 2024-01-01 21:40:14.082 INFO Scripting (Main): event:type=start shooting,initiatorPilotName=ZZZZZZ,t=7406.96,initiator_unit_type=FA-18C_hornet,linked_event_id=0,initiator_object_id=17014276,event_id=5592,weapon=M-61,initiator_coalition=2,initiator_ws_type1=1,initiatorMissionID=689, 2024-01-01 21:40:14.085 ALERT APP (Main): Unhandled exception: Attempt to get rate 1 from gun "" 2024-01-01 21:40:14.085 ERROR APP (Main): Stack trace: 2024-01-01 21:40:14.086 INFO EDCORE (Main): try to write dump information 2024-01-01 21:40:14.217 INFO EDCORE (Main): # -------------- 20240101-214015 -------------- 2024-01-01 21:40:14.217 INFO EDCORE (Main): DCS/2.9.2.49940 (x86_64; Windows NT 10.0.19045) 2024-01-01 21:40:14.217 INFO EDCORE (Main): 2024-01-01 21:40:14.217 INFO EDCORE (Main): # C0000005 ACCESS_VIOLATION at 00007ff8251a779b 00:00000000 2024-01-01 21:40:14.218 INFO EDCORE (Main): SymInit: Symbol-SearchPath: 'C:\Program Files\Eagle Dynamics\DCS World OpenBeta Server\bin;', symOptions: 532, UserName: 'ZZZZZZ' 2024-01-01 21:40:14.218 INFO EDCORE (Main): OS-Version: 10.0.19045 () 0x300-0x1 2024-01-01 21:40:14.218 INFO EDCORE (Main): 0x00007ff8251a779b ((module-name not available)): (function-name not available) + 0x0 2024-01-01 21:40:14.218 INFO EDCORE (Main): 0x00000004256fe210 ((module-name not available)): (function-name not available) + 0x0 2024-01-01 21:40:14.219 INFO EDCORE (Main): 0x00000004256ff410 ((module-name not available)): (function-name not available) + 0x0 2024-01-01 21:40:14.219 INFO EDCORE (Main): 0x0000000000fe6670 (DCS_server): SW + 0xB25AC0 2024-01-01 21:40:14.219 INFO EDCORE (Main): 0x000001f3e60c3c08 ((module-name not available)): (function-name not available) + 0x0 2024-01-01 21:40:14.220 INFO EDCORE (Main): 0x0000000000000010 ((module-name not available)): (function-name not available) + 0x0 2024-01-01 21:40:14.220 INFO EDCORE (Main): 0x00000004256fc7e0 ((module-name not available)): (function-name not available) + 0x0 2024-01-01 21:40:14.220 INFO EDCORE (Main): 0xfffffffbda90385f ((module-name not available)): (function-name not available) + 0x0 2024-01-01 21:40:14.220 INFO EDCORE (Main): 0x00000004256fc7a0 ((module-name not available)): (function-name not available) + 0x0 2024-01-01 21:40:14.220 INFO EDCORE (Main): 0x00000004256fce20 ((module-name not available)): (function-name not available) + 0x0 2024-01-01 21:40:14.220 INFO EDCORE (Main): 0x0000000000001080 (VCRUNTIME140_1): (function-name not available) + 0x0 2024-01-01 21:40:14.221 INFO EDCORE (Main): 0x00000000000026f5 (VCRUNTIME140_1): __NLG_Return2 + 0x15A5 2024-01-01 21:40:14.221 INFO EDCORE (Main): 0x00000000000a1716 (ntdll): RtlCaptureContext2 + 0x4A6 2024-01-01 21:40:14.221 INFO EDCORE (Main): 0x00000000028278ef (DCS_server): AmdPowerXpressRequestHighPerformance + 0x13D18EB 2024-01-01 21:40:14.221 INFO EDCORE (Main): 0x0000000000ce5abe (DCS_server): SW + 0x824F0E 2024-01-01 21:40:14.221 INFO EDCORE (Main): 0x0000000000017344 (KERNEL32): BaseThreadInitThunk + 0x14 2024-01-01 21:40:14.597 INFO EDCORE (Main): Minidump created. 2024-01-01 21:40:14.598 INFO Lua::Config (Main): stack traceback: 2024-01-01 21:40:14.608 WARNING LOG (16044): 3 duplicate message(s) skipped. 2024-01-01 21:40:14.608 INFO APP (Main): enumerating loaded modules 2024-01-01 21:40:14.608 INFO APP (Main): C:\Program Files\Eagle Dynamics\DCS World OpenBeta Server\bin\DCS_server.exe, 32391008 bytes, created 19:12:2023-18.22.53, written 19:12:2023-18.22.53, accessed 1:1:2024-21.40.15 2024-01-01 21:40:14.609 INFO APP (Main): C:\WINDOWS\SYSTEM32\ntdll.dll, 2029096 bytes, created 22:11:2023-21.40.24, written 22:11:2023-21.40.24, accessed 1:1:2024-21.40.15 2024-01-01 21:40:14.609 INFO APP (Main): C:\WINDOWS\System32\KERNEL32.DLL, 766664 bytes, created 22:11:2023-21.40.49, written 22:11:2023-21.40.49, accessed 1:1:2024-21.40.15 Didn't clock in both cases that the Hornet firing was the common factor - they both fell at just after 2 hours into a Retribution mission, which had been set at 2 hours, so I wondered if it was deliberately shutting down the server (violently). Haven't grabbed the track(s) from ZZZZZ yet but will see what can be made from it.
  16. Yep, all boats seem A-OK as of right now. The weird AIM-9 numbers at Anapa are because I'm trying to pinpoint which AIM-9 is which. 004 FARP Base Ship Check.miz
  17. Hey Grimes, on this front, because of when warehouse gets loaded during start-up, it seems there's no function to toggle unlimited munitions once in-game, correct? Been haltingly working on a script to restrict weapons and items that weren't in service in the year a mission is set, but at present it requires that all warehouses (at least, the ones people will be using) are set to have limited equipment, either in the editor or by doing a find-and-replace-all in the warehouse file in the miz container after saving the mission. Probably one for the suggestions section instead, but it seems to me that either or both of the following would be awesome: a) an overall option for the editor that sets whether warehouses are limited or unlimited by default b) a "copy to all warehouses" button in the ME interface, rather than having to copy airport-by-airport (plus, that list currently doesn't include other warehouses like FARPs and ships)
  18. Thanks guys, no worries, for now I'll just write up to have the TEDAC layer over one of the MFCDs and see if it's worth it.... to be honest just staring at it in the main viewport isn't too bad, will have a play around. Cheers!
  19. Hi @jonsky7, looks like you're the guru on multi-monitor setups - I've sorted the basics but am looking to try to pull off something possibly more involved, think you came close to covering it with the F-15E discussion. Would it be possible to set it up such that if you are in the AH-64 pilot seat, your right screen displays the right MFCD, but if you're in the CPG seat, it displays the TEDAC / TADS? At the moment my TEDAC display is shown over the right MFCD rather than replacing it, in both seats. I've tried both creating a separate TEDAC viewport in the monitor setup file, and setting the TEDAC cfg file to search for RIGHT_MFCD. I'd also be fine with still having them overlap, but only in the front seat, and hidden in the back seat. I guess the question boils down to, is it possible to have the TEDAC only exported when occupying the CPG seat? Thanks in advance!
  20. I believe the number of troops your vehicle can carry is listed when you get to the "Embarking" part of the radio menu. Seems if there aren't enough seats in the group, as many as can embark, do embark, but when you disembark them they run back to where the rest of the squad is. So until a check is implemented, be sure to check the numbers yourself! Numbers thus far, in no particular order: HMMWV HMG - 4 Truck M939 - 30! HMMWV - 4 Tigr - 8 HMMWV TOW - 0? Land Rover 109 - 7 LAV-25 - 6 BMP-3 - 7 Bradley - 6 Merkava - 0? Warrior - 7 Marder - 6 BTR-80 - 7
  21. Added some deadzones, still no reliable altitude hold. Saw a marginal improvement, but only insofar as the speed at which it drifted away from level flight was slower.
  22. Can confirm this is still a thing.
  23. Up for giving the @rrasfly2 technique a bash, but otherwise, based on what I've read in this thread and others, is the basic accelerated align currently giving the best nav performance?
  24. I first noticed this happening after the 2.8 patch went live on Open Beta, and it appears to still be happening following yesterday's update (17 Dec 22). It seems that when M1045 HMMWV TOWs miss their targets, the missile clips through terrain and falls infinitely beneath the map. It still exists on the F10 map, and can be viewed in F6 - indeed, as they're usually the oldest weapon "in flight," I find myself having to cycle through them by pressing F6 repeatedly to get to a weapon that I have just launched. I have so far only observed this in multiplayer games. I set up a simple mission to test this in singleplayer, and the missiles that missed their targets impacted terrain and exploded as expected. I originally thought it was only happening with AI units, but others pointed out, and I have now observed, that it happens with player-controlled vehicles too. The attached images show how the missile appears on the F10 map and the F6 camera. Note the altitudes in the bottom left of each image, compared to an elevation around Shiraz (where the missile was fired) of around 5000'. Some people have suggested that this might be a desync issue, that the shooter sees the missile explode but others see it falling, but I've been unable to recreate such an effect (I fired one at a hillside, saw it explode other players said it wasn't visible on F10 any more). The track of the screenshotted example exceeds 5MB, but can be found here. Watch for the second missile launched by Voodoo in the northwestern part of Shiraz shortly after the start of the track.
×
×
  • Create New...