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MK-82_1_EACH

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Everything posted by MK-82_1_EACH

  1. Having the same issue or system is ramping up big time with increased utilization/temps. Also have been getting crashes with just opening or creating new missions when changing maps. # -------------- 20250523-091453 -------------- DCS/2.9.16.10523 (x86_64; MT; Windows NT 10.0.26100) D:\DCS World\bin\lua.dll # C0000005 ACCESS_VIOLATION at 00007fff0529ff2c 00:00000000 SymInit: Symbol-SearchPath: 'D:\DCS World\bin;', symOptions: 532, UserName: 'XXXXX' OS-Version: 10.0.26100 () 0x100-0x1 0x000000000000ff2c (lua): luaS_newlstr + 0xBEC 0x000000000000fb38 (lua): luaS_newlstr + 0x7F8 0x0000000000001b01 (lua): lua_next + 0x21 0x000000000001455a (edterrainGraphics41): edtg41::TerrainRenderable::dumpRenderItem + 0x83A 0x000000000000cbd4 (edterrainGraphics41): (function-name not available) + 0x0 0x000000000001a2a9 (edterrainGraphics41): edtg41::TerrainRenderable::dumpRenderItem + 0x6589 0x0000000000106dbf (edterrainGraphics41): createInstancerRenderable + 0x5905F 0x000000000010629a (edterrainGraphics41): createInstancerRenderable + 0x5853A 0x0000000000100438 (Visualizer): RenderParserImpl::isEmpty + 0x5ED58 0x00000000000bd397 (GraphicsCore): Graphics::SceneAggregator::collectRenderablesAggregated + 0x807 0x000000000016a9b7 (Visualizer): smSceneManager::regLua + 0x1267 0x00000000001541e4 (Visualizer): smCamera_Implement::getClipRegion + 0x1C184 0x000000000013e25c (Visualizer): smCamera_Implement::getClipRegion + 0x61FC 0x0000000000158a72 (Visualizer): smSceneManager::DestroySceneManager + 0x1092 0x00000000000338e1 (edCore): ed::thread::_get_current_thread_id + 0x71 0x00000000000037b0 (ucrtbase): wcsrchr + 0x150 0x000000000002e8d7 (KERNEL32): BaseThreadInitThunk + 0x17 2 of the crashes generated zip files to be sent with the auto report function. One did not.
  2. Older post but this has been like this a long time. Probably one of my bigger annoyances. Unless there has been some development I am not aware of.
  3. I haven't gone through all the scenarios, personally I don't do cold starts that often and most of the time just leave it at default 1688. But I would assume that Razbam settings for the laser codes should work (a/c additional settings tab - mission editor) to avoid snags or the priority, since there is some functions with the kneeboard that Razbam has implemented.
  4. What I have experienced TPOD/LST if starting in the air(airstart) will be 1688. If starting from ground will be 1111. Also it seems that if you set the laser code with the mission payload option with the bomb fuzing options (the new fuze options that ED recently added) vs the Razbam options the Kneeboard won't show the correct laser code that is set the bomb. IMHO would be an issue or bug. This module has not been updated in a long time.
  5. My comments got cut off... TPOD is set to 1688 while the LGB are set to 1532 in the mission.
  6. You need to save a track after playing the mission ...
  7. Ha Ha, for sure this drove me nuts at the time. I think its intentional just due the way MP functions and the mission editor. The mission editor does not know the intention or if the mission is multiplayer. Therefore you can do things that will obviously choke if the mission is played as multiplayer and there is no warning. Probably a good example of why DLC creators avoid MP campaigns. You can't trust building a mission to work the same if played in single player vs multiplayer at least in this scenario as there are no warnings of MP constraints when building the mission in the editor.
  8. The changelog indicated: ME. Added trigger "Smoke Marker Stop" and "Smoke Marker on Unit Stop” for the coloured target marking smoke. These trigger actions seem to be missing. My version of DCS is current or DCS 2.9.11.4686 So the question is, does anyone have these triggered actions in their install or are they missing? Thanks in advance.
  9. I was testing this as well and noticed the same results (no visibility and repeating message output (action message). In the log: I went through the various iterations of visibility with the same results with the trigger action "SET VISIBLE DRAW" and it chokes with the above error. In addition - IMHO there seems to be contradictions with the invisible property checkbox (Figures) for the object and the F10 options box for player visibility. Even though this feature is in the documentation, it's vague on intent of the "SET VISIBLE DRAW" action other than to trigger visibility. Documentation (DCS USER MANUAL) : Current behavior: invisible property checkbox (Figures) - will hide the drawing. F10 options box for player type - will hide the drawing. It's not elaborated for the trigger action "SET VISIBLE DRAW" is intended, specifically the invisible property checkbox (Figures) or F10 options box for player visibility. In any case testing both options resulted with the error.
  10. You probably need to apply the stop condition as you don't indicate that you did. It's part of the hold tasking.
  11. Thank you and no need for apologies. Documentation to reach all audiences is a daunting and difficult task.
  12. Looking at Documentation concerning the delicates module, there was no reference on whether moving zones were supported (maybe I missed it - I'm old and somewhat dyslexic ). My testing indicates it's not, otherwise works great. Not a big deal but you might document that it's not supported for moving zones. Of course I assume that is the intent. BTW- Thanks for all the work on DML
  13. I been flying WSO a lot in solo. It's rather tedious or a PIA. I expected that this would have been a feature, pretty much disappointed that it's not a planned feature as with the F-14. Of course trying set up alternate bindings to not conflict with the WSO is even more tedious. I know pretty much this appeals to a smaller audience, at the same time, I assumed this would be a standard with HB multi-role cockpits. I guessed I missed it somewhere in some of the pre-launch communication.
  14. I just found this topic, after trying to complete some WSO training. I guess I can work around with modifiers as I only have one control stick. IMHO I would nice to have a ICEMAN variant for scenarios where or one does not have a real human pilot to avoid the multiple bindings which gets rather tedious.
  15. There is an option in the radio options under "Other" that will disable the pictures (checklists).
  16. After the hotfix this no longer occurs, but I won't contribute this as being fixed by the hotfix. Most likely just restarting DCS/Mission editor resolved it. On occasion seen this in the past when odd things occur and a restart corrects what ever odd state has occurred.
  17. The static asset under Structures/Concertina wire is not visible (external views and F10) with the exception of the Normandy map. The asset can be placed in the map(s) using the Mission Editor with no problems. The problem is when starting and playing the mission this asset is not visible or seen via external views. In game the asset doesn't appear in F10 map (not hidden), seems not spawning in game. This asset works when utilizing the Normandy map. The maps that this asset doesn't spawn (the other maps I use) are Caucasus, PG, Syria, Nevada, and Marianas. I have created simple missions for each of the maps I have with a ground vehicle and the static concertina wire asset to illustrate. I have included Normandy which does not appear to have any issues with this asset. I included tracks for working Normandy and Syria (Doesn't work). Thanks ... Missions.7z Tracks.7z
  18. DCS: 2.7.10.18996 Open Beta - 27.01.2022 AI A-20G added Anti-ship strike task.
  19. I flew the 1st version of the mod. I have been looking at the recent release of 2.0. Great mod. Although, I would prefer an M model, since that was what I worked on ...
  20. @Chewman Hey Semper Fi VMA-311 (A-4M) Ordnance - Late 70's/80's at MCAS El Toro Also did a stint Air National Guard (F-4C,F-4E, F-16 (block 30) - Munitions 181st FW
  21. That label cam be misleading as it's referring to the Vehicle Group type of A/C. If I understand your question correctly - Embarking task for which group of infantry is done by the tasking action for in this example of the MI-8. Once you set up your infantry for embarking in a zone and specify the aircraft type, look at the embarking tasking for the MI-8 to specify groups or groups to embark. There will be a list of the group or groups to embark that you will need to add. Conversely the MI-8 task for disembarking is handled by the MI-8 which makes sense that embarking is task based for the MI-8 initially. It can be sort of tedious you can have multiple combinations with waypoint (tasking), also somewhat not intuitive. I took you mission and set up embarking and disembarking to demonstrate how this is set up. Hopefully this answers your ask or helps. HeloEmbarkTest_redo.miz
  22. When I was born, Eisenhower was still President of the US. I am retired as well. If any old and crusty folks (senile is ok) would like to fly a with a couple of other people, message me and I will send you a discord link. This is not a advertisement for a squadron (They aren't my cup of joe). Just for a few people that might want to get together and fly missions who are similar in age/interests. Strictly casual, in the US, Central time.
  23. DCS 2.7.9.18080 Since the update to the above in multiplayer this trigger option is not working. Works fine in single player. Did a repair for effect. No change.
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