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Sven2157

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Everything posted by Sven2157

  1. Look in the DCS Folder, under DOCS, there will be another folder with the charts. Look for NBDs( dotted circles ) Both of you, landing vertically is not that hard if you keep some information on the tip of your brain( practice helps too ). When slowing from forward motion >30knts, remember that the helicopter will start to require more, and more collective as your approach <30knts - >20knts. This is because you are coming out of ETL. ETL( Effective Transitional Lift - or something like that ) is like wind over an airplanes wing, and requires less effort from the helicopter's rotor to maintain flight. When you exit this, you need to apply more collective, as the rotor's speed and pitch become the main source of lift. When forward speed is <30knts try not to descend faster than 500fpm, unless maitaining forward speed When flying <20knts and continuing to slow below 10-15knts, or going into hover, you need to descend less than 300fpm to avoid VRS( Vortex Ring State ). VRS is just like wake-turbulence for an aircraft, but it is generated from your own rotorwash. The effects of this cause the main rotor to start to blow the wash up, not down. By maintaining less than 300fpm under 10knts, you allow the rotors to stay above the rotorwash. If you find that the helicopter starts to descend rapidly, ease off the collective and try to gain forward speed. Ramming the collective full force, will actually PUSH you towards the ground, and cause the engine to lose power - you can hear it bog down. Hope that helps ...
  2. WOW! :huh: That is stealthy! Almost looks like a blank white page, with letters on it! :pilotfly: So their 3D modeler can't work the forums, and took several hours to post a blank image? Did I understand that right? :huh: I guess there is still A LOT to figure out ...
  3. That's fine. I sent you a PM with TS3 info ... :book:
  4. I have a TS3 server( always up - rented ). I am in Chicago, so I am CST/CDT as well ... I am available ALL day - can't buy new toys on the summer sale, and not dedicate a whole day to play with them! :smartass: I think I may have found something ... reviewing the logs, there seems to be a problem with the FARP. I am going to try removing the FARPs and just using the airbase. This is from the 'CSARNoMovement.miz' log. Though it is present in all of them: 00041.493 ERROR wInfo: can't open Objects[FARP] table 00041.493 ERROR DCS: unknown static shape_name, category , type: FARP 00041.537 ERROR wInfo: can't open Objects[FARP] table 00041.537 ERROR DCS: unknown static shape_name, category , type: FARP 00041.538 ERROR wInfo: can't open Objects[FARP] table 00041.538 ERROR DCS: unknown static shape_name, category , type: FARP
  5. What I really find interesting, is in the Dedicated dcs.log, Slmod reports that the LUA in the mission is error free: 00038.383 UNKNOWN ?: SLMOD INFO: Slmod Debugger: No Lua errors found in this mission However, all 4 missions crash the server upon entering a vehicle. Mission 'AirCavFullMission.miz' and 'AirCavNoStrafe.miz' both say that I am trying to enter Unit - Solider M4, while missions 'AirCavNoStrafeNoAM.miz' and 'CSARNoMovement.miz' allow me to enter Player Unit #2. I will study over these and see if I can see anything obvious( or not so obvious for that matter ). I am also going to extract the mission and look directly at the code. Sometimes it is as simple( or stupid ) as using a ' instead of a " ... :huh:
  6. ... continued from 'CSARNoMovement.miz' MY dcs.log:
  7. ... continued from 'CSARNoMovement.miz' Dedicated crash:
  8. Ok fourth mission: 'CSARNoMovement.miz' Dedicated dcs.log:
  9. I am the only one trying to get in, and this is happening immediately upon entering a vehicle. Is your server Hosted or Dedicated? I do have CA, but unless you added the possibility for 'Player can control' to the ground units, this shouldn't be an issue( i.e. checked the box in ME for this option ). As far as I can see, as I have had CA for 2 days now, players with CA can't just join a server and select units. There has to be at least one unit set for Observer, JTAC, Ground Commander or Game Master. I could be wrong on that though; again I have only had it for 2 days. Hmmm ... Let me try the last mission and we'll see what happens ... In the mean time, you could try bringing a GURU, like Speed( if he has the time ), in and check it for you. Shoot him a PM and see what he says... Checking the last mission ...
  10. ... continued from 'AirCavNoStrafeNoAM.miz' MY dcs.log:
  11. ... continued from 'AirCavNoStrafeNoAM.miz' Dedicated crash:
  12. Ok third mission: 'AirCavNoStrafeNoAM.miz' Dedicated dcs.log: This time however, Player Unit #2 allowed me to spawn in. Continuing in next post ...
  13. ... continued from 'AirCavNoStrafe.miz' MY dcs.log:
  14. ... continued from 'AirCavNoStrafe.miz' Dedicated crash: The net-server.log was the same as the first. Also, these are all on immediate entry of the cockpit( both Full and NoStrafe miz's ).
  15. Ok second mission: 'AirCavNoStrafe.miz' Dedicated dcs.log: ... continuing in next post ...
  16. ... continued from 'AirCavFullMission.miz' Here is what the net-server.log shows. I only include this, because it explains what is happening when I try to enter Player Unit #2( x4 ), then lastly Player Unit #1( last entry ): 06/29/13 11:32:37 : Server started 06/29/13 11:33:38 : Connected client: id = [2], addr = IP_Address:Port, name = "=170= Sven2157", ucid = "<MY_UID>" 06/29/13 11:34:10 : Client [2] "=170= Sven2157" joined Blue in "Soldier M4"(14) 06/29/13 11:34:37 : Client [2] "=170= Sven2157" joined Spectators 06/29/13 11:34:40 : Client [2] "=170= Sven2157" joined Blue in "Soldier M4"(14) 06/29/13 11:35:00 : Client [2] "=170= Sven2157" joined Spectators 06/29/13 11:35:26 : Client [2] "=170= Sven2157" joined Blue in "Soldier M4"(14) 06/29/13 11:35:44 : Client [2] "=170= Sven2157" joined Spectators 06/29/13 11:36:05 : Client [2] "=170= Sven2157" joined Blue in "Soldier M4"(14) 06/29/13 11:36:15 : Client [2] "=170= Sven2157" joined Spectators 06/29/13 11:36:23 : Client [2] "=170= Sven2157" joined Blue in "UH-1H"(74)
  17. ... continued from 'AirCavFullMission.miz' Here is the Dedicated Server( =170= Black Magic ) dcs.log: Again, because of character restraints, I chopped this from the beginning to where the server started ...
  18. ... continued for 'AirCavFullMission.miz' Here is the Dedicated Server( =170= Black Magic ) crash report: OH, for the love of God! .. continuing in next post ... :mad:
  19. Ok first mission: AirCavFullMission.miz Loaded in, tried to select Player Unit #2 - 'Unable to enter vehicle: vehicle control is not available' Then tried to enter Player Unit #1. Loaded into vehicle( when this happens it sounds like someone dropped the helicopter onto the metal grating ). Here is what My dcs.log says I was doing: My DCS did not crash ... See next post for the server info( as the forums only allow for 15000 characters per post :( )
  20. Try going to the Options --> Controls --> UH-1H Sim --> Axis Commands Category. Make sure that for 'Flight Control Collective' ONLY your throttle is selected( assigned ). If any of the other columns have something set, click them andd then click CLEAR at the bottom. Then try again ... Short of that, try Calibrating your Flight Stick, either via Windows or the manufacturers software, or both. Let us know ... :joystick:
  21. Is your physical throttle( collective ) all the way down BEFORE you start the mission?
  22. Says that this is where the error occurred. These two lines, the first being where the crash began( EF315902 ), are why it crashed; in short. Access violations happen when the code is trying to point at something, or access something it: 1. - doesn't have permission to, or 2. - just isn't there. You can read more about Access Violations here: Access Violation? How dare you ... by CC Hamseed of Microsoft. Line 1, will always be '00000000 00000000 0000:00000000', as this is where the memory begins 'life'; i.e. address = 00000000 00000000; time = 0000:00000000 These particular AVs are also cluing you into what caused them: setLeader @ wNetGroup - line 2A $cPointerTemplate @ VMovingObject - line 2B onMemberBirth @ wNetGroup - line 3A $cPointerTemplate @ VMovingObject - line 3B $cPointerTemplate is a basic C/C++ language pointer, which if I understand it correctly, is used to set focus. This first crash log you posted, looks to me, as if the map's logic did not wait for the map, or DCS, to fully initialize, before it started running its scripts. However the second crash log looks as though it did not stop all of its scripts, before trying to end the mission: This crash log looks, again, as though it didn't wait for the core logic to initialize fully, before starting execution( it also looks to be just a general crash, not from the map, but from a graphics failure - possibly DirectX ): I believe, though I may be wrong, that these can all be resolved by setting a couple simple checks for the core's initialization: when the map is fully loaded, and the net client is fully up, run your scripts. Conversely, if the net stop call is made, stop and close all your scripts, then let the core do its thing. I present this as a guess, though it is an educated guess, but my LUA and C/C++ is pretty weak; actually my LUA is better than my C/C++! :huh:
  23. Have you tried '\' or 'RAlt + \'? You can then hit F-8 for Ground Crew options ... *** EDIT *** I just spawned in, and hit the '\' key, pressed F-8, requested ground power, and 'Chief' replied OK. Ground power came on. Mind you that I did not turn anything on, just spawned and asked. I then hit 'RAlt + \' and asked for a disconnect; 'Chief' replied ok, and disconnected me. I then asked for Refuel/Rearm and he ok'd that too.
  24. From the menu bar: Window --> Paragraph On the right side a new icon will appear and it will open the Paragraph box. Notice there are two tabs there, click the 'CHARACTER' tab.
  25. Not sure if this helps, but I was reading the new functions and installation procedures for Slmod v7, and somewhere( either in the manual, forum posts or install text ) Speed mentioned that he had changed the Mod's script to ONLY load AFTER the mission is COMPLETELY loaded, and another change to make sure that the script COMPLETELY STOPS before exiting the mission. He also mentioned something about 1.2.4 being very finiky about additional scripts, with DCS's new logic routines. Perhaps your scripts are trying to load before the mission is finished loading? When we tested the map, we tried several versions, I noticed that after hitting F-10 to see the map, there was a group of ME icons that would not go away. When we went to another mission, those icons remained; they would also pan the map in a single spot. So your LUA is definitely loading incorrectly, and more so not unloading correctly. The only way I could rid my screen of those icons, was a closing of the program. I have a feeling that perhaps Player Unit #2 may be the culprit? Luckily there were only three of us trying it out, but if any one of us tried to select the second slot, it loads to a 'spot-plane' view camera, and never loads an actual player unit. *** EDIT *** There is a message that says, "unable to load, unit is not controllable". The F-10 menu is only functional for one person. I tried several times to access the 'Load Troops' function, and no matter where I was( flew to all three fields ), I could not get the option in F-10 to load troops. As a request, I would ask that maybe there be some kind of way to select the objective from the list of available pick-ups/drop-offs. In a multi-player environment, it was getting confusing as to who was going after what. Basically just some way of selection; either remove the entry from the list, replacing it if player is unsuccessful - or graying it out, making selection of it not possible.
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