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Dutch727

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Everything posted by Dutch727

  1. I solved this by deleting the entire MIG-21bis folder from mods/aircraft, then doing a repair. It required another activation, but the problem went away and I can fly again.
  2. After upgrading to 1.5.1 I can no longer start the sim. I get this error message: No matter what option I take, DCS crashes immediately. I tried a repair - didn't help. I tried deleting the avionics.dll from the Mig-21bis mod (DCS_Beta\mods\aircraft\Mig-21bis\bin\Avionics.dll), and doing a repair. It re-downloaded the .dll, which was identical to the original, but still gave this same error. I don't have any viruses on my system. I can't fly anything - help or suggestions appreciated!
  3. I can confirm this, but it is not consistent. Generally, when I tune PRMG in the air to 16 or above, it crashes. I can do it on the ground before takeoff and it doesn't crash. RBSN doesn't seem to have this problem.
  4. There's also quite a drop in FPS using the SU-25T Shkval. I concur the A-10C can hardly be used if I turn on any FLIR.
  5. I've been designing missions for a few months now, and bridges are a royal pain. I avoid them when I can, but sometimes you just have to cross them. We all know the limitations of the ground unit AI when it comes to bridges. Units tend to get hung up, then all following units can't get around them -- your mission can be ruined by this. Here's a protocol I developed that gets all the armor across so far. I've yet to see it fail, but of course it can. But it will give you better odds. It's best to cross any bridge well away from enemy fire! You will need to use the Advanced waypoints feature, but no scripts or other mods are necessary. You will set a waypoint in front of the bridge and on the other side of it. 1. Hold your column on-road short of the bridge for at least a minute. This gives the units a chance to sort themselves out and line up if they've gotten out of order during the approach. 2. Set the ROE to Weapons Hold. This will prevent units from shooting on the bridge - a sure way to get them hung up on the sides. 3. Set 'Dispersal under fire' to OFF. This will help prevent the units from panicking if they get shot at while on the bridge. 4. Release the hold and set the speed to 10. This slow pace keeps units from racing around and getting hung up trying to pass another one. 5. Once across the bridge to the waypoint well clear of the other side, reset your ROE and dispersal to what you want. If course, if a unit gets shot on a bridge it is blocked, but this is realistic. NOTE to Devs: If you can detect a ground unit on a bridge, temporarily setting ROE to HOLD, dispersal to OFF, and limiting speed to 10 will help greatly when on bridge. The designer will still need to put the hold on the front of it for units to line up, unless you can detect the bridge ahead on the route and do that for them too. Hope this helps.
  6. That's the ticket. Saving using the custom form means they don't move until the hold is released, but they will fight. Unless you've placed one where the AI doesn't like it, in which case it'll run around until it gets where it feels better! Not too much of a pain, just an extra step for 9 groups in this case. This is great - now the airport guards take cover when the shells start to fall, and the insurgents start running when their armored support is destroyed. All in the interests of realism.
  7. That's my problem. I have carefully placed insurgents in covered positions where they need to remain or they'll be seen and killed. But they immediately start running around like idiots and get out of position. If I turn the AI off they won't shoot or defend themselves - yet as soon as I turn it on, they break cover and start a chicken dance. If I don't give them any waypoints they don't move. But I want them to be able to advance in a later phase of the scenario. It's easy to reproduce this in the ME. Create any multiple unit ground group, put a hold on them until a certain time (even one minute) using the advanced waypoint options. When the mission starts they will start immediately manuevering out of the positions you placed them. They should of course be doing this after the hold is done, not before. The custom formation solution does solve it - a real pain to have to do this, but whatever works.
  8. How do you specify a formation in the Advanced Waypoint options? The only way I see to make a formation is the drop-down under 'type' in the regular waypoint options. And it doesn't allow 'none'. The 'Advanced' options allow you to set an option (no formation there), perform a command (no formation), start a task (nope) or an enroute task (nothing about a formation there). I am using the vanilla ME with no enhancements. Perhaps I'm missing something obvious.
  9. I searched here for a solution but didn't find one. Not sure what terms to use though! My problem is that I have a ground vehicle group in place, and have them on HOLD via the advanced waypoint option until I release them via a stop condition - which works just fine. The problem is that they shuffle around into some kind of movement formation when the scenario first starts. I don't want that - I want them to remain exactly how I placed them, and when released from hold then I want them to form up and head to the next waypoint. Has anyone solved this? Many thanks!
  10. So, it looks like there's a sale in that the list price for most modules has a strikeout and a new, lower price is shown on the product page. I've wanted to Huey for a while and it looks like it's marked down from $50 to $15 for this sale! Win! But...when I go to purchase, the price shown in the cart and at checkout is the original price 49.99 not the marked down 14.99. What gives? I don't want to go through with the purchase and get $49.99 on my card, I can't afford that right now.
  11. I'm happy to close my part in this thread out by reporting that I received a new CPU cooler, installed it, and the CPU now runs at full speed while playing DCS, and the frame rates are higher like I was hoping and expecting. I used the sticky thread quoted above and ran the REG edits that de-activated the products I own, then went back into DCS world and they re-activated without any crashes and are all usable now. However, I will say the automatic reactivation code that detects changes is buggy and crashes before it can update the registry. This should be fixed. Kudos to the community that helped me around that problem!
  12. Thanks for this suggestion. I would try it, but I've removed the new processor and am using the old one. If I install the new one again I'll try to deactivate using these registry changes. I didn't switch back because of DCS, I switched back because although the new processor is rated to run much faster it doesn't, it throttles itself back when placed under heavy stress such as a flight sim or other game. The result is that the flight sim runs much slower with the faster processor in place. I'm told I need a better cooling solution, that overheating is the reason this is happening. SO I have to solve that. Then maybe get back to re-activating DCS.
  13. Mostly spurred by the need for more frames in DCS, I upgraded the processor to a faster one. Now all my products (A-10C, F-86, and Combined Arms) are requiring re-activation. When I use the automated re-activation window, it pops up with all three, one at a time, and on each one I click Next and it has the correct serial, I click Next and it says reactivation successful and the number of reactivations left, which is correct by my count. Then when all that is done, DCS crashes. When I restart, the whole process is repeated, with the same results. The number of activations remaining hasn't changed. I have tried to de-activate the product and re-activate it, but it won't let me do it, saying "deactivation requires a valid license." I managed to avoid the crash by skipping over all but one of the products. However, even though I got in the game and exited normally, when I start the same mission it again asks for the reactivation of that same product I already "activated". I'm at a loss as to what to try!
  14. Update: The above crash happens on a 32-bit version of Windows 7. On the 64-bit version, the problem does not happen.
  15. I am quite new. I have only been trying out DCS the past five days and haven't downloaded anything or put any mods on it. It's vanilla right out of the virtual box except I have changed some control assignments. The current version 1.2.10.30996. I did uninstall the previous version of the runtime systems before I re-installed. I was wrong about it being better - it's about 50/50 good vs bad. I turned traitor and am flying for Georgia on the blue team. But same ratio of good vs bad over here. But some other annoyances have cleared up. I can live with it, but it's annoying. I'll look into user missions. All the canned, not generated ones seem to work fine. I do believe there's something amiss in the mission generator but I can't prove it. D
  16. I am new so I can't comment on the history of how they used to work. But I've been lately trying to get a handle on the R-60M and R-73 with the SU-25T. I have noticed that they usually miss unless I am close enough to see a clear outline of the target's shape and have the crosshairs very close to perfectly on him. When those conditions are met, the missile always seems to hit. With the 60M I'm so close I worry about ramming if I miss! My last encounter was with an Apache. I thought I was sneaking up behind him, but as soon as I hit the fire button I noticed he was looking right at me. About one second later I was shredded by his machine gun. Three seconds after that, he exploded from my 60M. Hunting other aircraft with the SU-25T is like hunting poisonous snakes with a rubber band gun in bare feet! D
  17. Thank you for your suggestion. I re-installed the version 11 C++ redistributables. The problem persists. But it seems to be better, or I am on a lucky roll. Previously, of 10 generated missions only 2 or 3 would work. After the re-install, of the last 10, only 3 didn't work. But all three crash with the same issue. I also installed the version 12 redist. No change from the previous behavior with 11. 6 of 10 worked, 4 didn't. D
  18. Greetings, I'm new to DCS world and still evaluating, flying the free airplanes, and enjoying it so far - when it works. Pretty likely to upgrade to a paid module when I can afford it. But I have one serious issue. The game crashes with an access violation (see below, they are all the same) quite often when I generate a Fast Mission. About half to two thirds of the missions I generate crash consistently, but sometimes I get one that will work with no problems. On a 'failed generate' nothing I have done so far will get it to work. But if I keep cycling I'll eventually get one that will won't crash - and it *never* crashes. I can play it again and again with zero problems. It's consistent in that it relates to something the mission generates. One that is "good" always works, one that is "bad" always crashes, even if I tinker with it in the mission editor and save it. In terms of timing, it crashes in the late stages of the load process, I never even see the cockpit before "DCS has stopped working" and the game restarts. I'm still selectively deleting stuff with the editor to try and isolate exactly what it is in those bad generated missions that causes the crashes. But that's a pain, is taking lots of time, and I'm not getting much progress. Anyone with more experience have any advice or ideas? Thanks! D The crash logs all look like this: # -------------- 20140827-060217 -------------- C:\Windows\system32\MSVCR110.dll # C0000005 ACCESS_VIOLATION at 6994E33D 01:0000D33D # # EAX = 8AF3F18E # EBX = 00000066 # ECX = 00000019 # EDX = 00000002 # ESI = 8AF3F128 # EDI = 00000000 # CS:EIP = 001B:6994E33D # SS:ESP = 0023:0020DB1C EBP = 00000000 # DS = 0023 ES = 0023 FS = 003B GS = 0000 # Flags = 00010206
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