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Posts posted by PhoenixBvo
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The crash happened as I ended the mission running version 2.5.2.18521.
Flying F/A-18C, Persian Gulf map, ACM 2v2 AIM-9 Sidewinder quickstart.
I've had crashes before, but DCS doesn't always manage to write a zipped crash report about it.
Happy bug hunting :thumbup:
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:thumbup: thanks!
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Hmm, interesting suggestion. I think my C drive has enough free space (115 GB). But the SSD on which DCS World is installed has only 128 GB drive space in total and DCS uses almost 100 GB. Do you think I need to get a bigger one?
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DCS World 2.5.0.15184
I get the same type of crashes to desktop in the same mission as the OP (third mission, Epsom campaign), except with this version the sim hasn't managed to write an error log at all.
So all I have is two regular log files which were written during such crashes.
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The latest two crashes to desktop occurred while loading the third mission in the Spitfire Epsom campaign.
DCS World version 2.5.0.14044
According to the log it was due to an access violation in edterrainGraphics41.dll possibly caused by an out of memory error:
2018-02-10 09:33:21.041 ERROR DX11BACKEND: failed to create vertex buffer. Reason: E_OUTOFMEMORY
2018-02-10 09:33:21.043 ERROR DX11BACKEND: failed to create structed buffer. Reason: E_OUTOFMEMORY
2018-02-10 09:33:21.043 ERROR DX11BACKEND: CreateShaderResourceView FAILED. Reason: E_INVALIDARG
2018-02-10 09:33:21.049 INFO EDCORE: try to write dump information
2018-02-10 09:33:21.072 INFO EDCORE: # -------------- 20180210-093320 --------------
2018-02-10 09:33:21.097 INFO EDCORE: H:\DCS World OpenBeta\bin\edterrainGraphics41.dll
2018-02-10 09:33:21.126 INFO EDCORE: # C0000005 ACCESS_VIOLATION at 1147B119 00:00000000
2018-02-10 09:33:21.155 INFO EDCORE: 00000000 00000000 0000:00000000
2018-02-10 09:33:21.185 INFO EDCORE: 1147B119 082DF5C8 0000:00000000 H:\DCS World OpenBeta\bin\edterrainGraphics41.dll
2018-02-10 09:33:21.208 INFO EDCORE: 07DE38D0 082DF5D0 0000:00000000
2018-02-10 09:33:21.235 INFO EDCORE: 11497113 082DF5D8 0000:00000000 H:\DCS World OpenBeta\bin\edterrainGraphics41.dll
2018-02-10 09:33:21.258 INFO EDCORE: A80222E0 082DF5E0 0000:00000000
2018-02-10 09:33:21.284 INFO EDCORE: 114E0E74 082DF5E8 0000:00000000 H:\DCS World OpenBeta\bin\edterrainGraphics41.dll
2018-02-10 09:33:21.308 INFO EDCORE: FFFFFFFE 082DF5F0 0000:00000000
2018-02-10 09:33:21.332 INFO EDCORE: F6C2AB7B 082DF5F8 0000:00000000 H:\DCS World OpenBeta\bin\edterrain4.dll
No zipped report was created automatically. For reference, I include the zip containing the logs from the last two such crashes.
I also experienced a crash to desktop earlier (4 feb) while flying the same mission (so loading was successful then). This was with the version before the current hotfix.
I'm including the automatically generated zipped report from this crash as well.
To the ED team: I wish you the best of luck fixing these bugs, we totally depend on you for a stable release!! Your hard work is appreciated, please take your time to make sure it will be really stable as currently I cannot enjoy 2.5 as I wish I could.
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I get crashes 100% of all attempts (~10x now) during mission 3 of the Epsom Campaign. The crash instantly drops me to the desktop without leaving any crash log. It happens about 25 min. into the mission.
Running DCS World 2.2.0.12448.
Refer to the attachment to my previous post in this thread for the dxdiag etc.
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DCS crashed to desktop while starting up my Spitfire in multiplayer (ACG WWII server with 9 players online, including myself and the host).
The crash happened as I pressed the booster while holding the starter switch.
I have attached the log .zip file.
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Thank you for taking the time to look at the issue again, Bunyap. The recommendations are appreciated!
I think I'll just have to practice "moving the aircraft around to be unpredictable to the gunners (it actually doesn't take much), and straightening out to give myself three or four seconds of tracking time on the target."
I'll have a look at your Flak38test scenario as well. I don't know how ED models the sensors for AAA units, but I have a suspicion they use basically the same model for a ZSU-23-4 as the Flak38 Vierling. Without regard for the fact that one has radar to measure direction, distance and velocity (Doppler) of the target, whereas the Flak38 has a reflector sight giving only direction and an angular estimate for the distance based on operator experience. This should place some quite fundamental restrictions on the accuracy of an eyesight aimed weapon.
I realize this is not for you to fix or even answer, but I just wanted to explain my concern as DCS World's origins lie in the realm of modern warfare. Their damage model being another area that needed an upgrade as they moved into the realm of WW2 warfare.
Just some thoughts, it may be a good idea to put them in a wishlist post as you suggested :thumbup:.
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I would have to double check but ground fire accuracy was toned way down for BMPs and Armor about a year ago. There was only a very short line in the change log but there was a definite change at the time. It is very possible it changed back so I'll double check when I get a few minutes.
As far as the WWII flak, you definitely want to avoid it and skip the well defended targets you encounter. A lot of time was spent tuning placement and behavior to ensure you and your wingmen survive 99% of the time if the right tactics are used. If it is a pre-planned target like on mission 2 and 12, you will want to make one attack, two at most.
Hope this helps...
Hi Bunyap and Wags,
thanks for building this great campaign, I'm having a lot of fun flying and reading all the detailed documentation around it. Together with the voice-overs and many other flights and shipping etc., the whole experience is very immersive and gives the impression of participating in a huge operation.
On the issue of enemy flak, I also found them to be unrealistically accurate. Especially with mission 2 this was very problematic for me.
On one occasion a 38 Vierling firing its first burst at me, cut off my tail and the second ubrst clipped my wings. This happened while I was descending thru 3000 ft at the north target along the recommended attack vector.
Next try, they got me again from 1700 meters range while I came off the target.
I have tried from different attack directions and flying the profile as described with a turn and staying at low level. But 0% survival rate so far.
Then I opened the mission in the editor and noticed that the gunner's skill levels are almost all set to random.
I tried out some test scenarios with flak guns set at different skill levels and found that only the lowest setting, called "average", gives a somewhat realistic performance for a hand-operated, vision-only gun.
At higher settings the AI consistently hits at near max range and high target crossing rates. The only way to avoid getting shot is turning erratically all the time you're in their range. And that makes it pretty much impossible to take aim at a ground target.
So my request is an update to the missions with assigned ground targets, where you set the gunner's skills to average for at least those flak gun defending the target area.
Thanks for your consideration.
Cheers!
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Try out my A-10C script in my sig if you like...
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Can't get it to work; when I follow your instructions I get a compilation error and DCS won't start....
Hoi GurbY,
Have you gotten it to work yet? The error you describe is exactly what happens with the old version of the nvd.fx file and version 1.5.5.
Make sure you have the new one in the right place.
Veel succes!
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EXCEPT....
It's not passing MP IC again. :(
Well of course it doesn't, that's a feature... of the IC system;).
The mod or Frenchy is not at fault as ANY change to the NVG would cause an IC error. (Google: hash+based+integrity+check)
Thanks for fixing the mod Frenchy:thumbup:
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Hi Chip,
what the integrity check does, is checking hashes for certain files that are considered cheat-relevant. I believe the server can customize which files are checked.
What this means is that any changes to those files will trigger an error. I don't see how this mod could avoid that since the files you mention must be changed in order for the NVG appearance to be affected.
IF it's correct that the server can customize which files are checked then you should ask your server admin if he's willing to allow modding the NVG.
Regards
Mark
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bump, still the same today...
I really hope there's a fix on the horizon. I was just getting back into Red Flag :(
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Turbulence is still not modelled in DCS. Well, that or it has been broken forever. I'd really like to see proper turbulence, gusts and wind shear. It must be done right though. These effects should not be applied equally throughout the atmosphere.
Turbulence can be expected mostly near terrain and in clouds. It will have a huge impact on air to ground and landing as well as dogfighting near clouds.
I hope ED is working on this as part of their dynamic weather engine improvement effort.
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:) OK, thanks for the confirmation. :thumbup:
It actually shows that ED did a pretty good job as well, as the sustained turn performance curve is based on real-world engine performance. :geek: ;)
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You may choose γ yourself based on e.g. reality or your personal preference.
As to the second question: for 1.2.x it used to be the first yes. I'm not sure if that's changed in 1.5/2.0. For example, the A-10C looks like this:
SnapViews["A-10C"] = { [[color=darkorange]1[/color]] = {[color=green]-- player slot 1[/color] [[color=darkorange]1[/color]] = {[color=seagreen]--LWin + Num0 : Snap View 0 [/color] viewAngle = [color=darkorange]60.000000[/color],[color=seagreen]--FOV [/color] hAngle = [color=darkorange]0.000000[/color], vAngle = [color=darkorange]0.000000[/color], x_trans = [color=darkorange]0.000000[/color], y_trans = [color=darkorange]0.000000[/color], z_trans = [color=darkorange]0.000000[/color], rollAngle = [color=darkorange]0.000000[/color], },
You would take the viewAngle value (60.0 in this case).
Also, bear in mind that this calculation example applies to the old mod by Nrgized... It might work for Frenchy's, but you'll have to try it out.
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Hey Bad Crc
Just send me your monitors and all fixed:megalol:
It sounds familiar to an issue in the old thread, I will need to go back and have a look but I think it has to do with the configuration of the IR laser shader. The shader makes the laser appear in the NVG and I think it uses different screen config sizes/code when multimonitors (which i dont have)
Will have a look
Hi tacca,
have a look at the attachment in this post: http://forums.eagle.ru/showpost.php?p=1686624&postcount=87
It was my solution to the multi-monitor problem for the old mod. Basically, needed were separate variables for the mask (MASK_SIZE and MASK_CENTER) as it applied its size to the main viewport as opposed to the full multi-monitor resolution.
It might be different with your version, but at least worth a look/try.
P.S. my explanation for multi-monitor setup at that time:
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OK, now I see it. I ignored the CFT columns as we don't have conformal fuel tanks in the sim.
Seems weird though, as "other stations" implies everything except "centerline"... But I have to admit the value looks plausible as the missile is much more exposed hanging on the wing launcher rack.
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Small addition, AIM-120 has DI of 2.3 when loaded on the wing station and 1.3 when loaded on conformal fuselage station.
Thanks, table modified.
Where did you find that, if I may ask? It wasn't in the TO 1F-15E -1 versions mentioned earlier in this thread.
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OK, the drag index has been implemented as input now. You will still have to sum up the drag index for your loadout from the operating manual, so I might add a dialog with per station loading later (spare time permitting :music_whistling:)
DOWNLOAD HERE (same link as in first post)
It turns out that mostly max velocity is affected, but optimal turn rate remains close to the value for a clean config.
EDIT:
BTW, the default drag index of 12.1 accounts for all the pylons without stores. That is: 2x SUU-59/A + LAU-128/A on the wings, 1x SUU-60/A on the centerline and 4x LAU-106A on the inlet ducts.
I think DCS does not let us jettison pylons, so this is the effective minimum DI in the sim. Just add the table values for stores.
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Great find Bushmanni. Now it's a matter of adding the drag indices for the common configs and then I can add the drag slider control to the application.
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Oh, and as you might have noticed, there is no data for the AIM-120B/C... Can anyone point me to a source for that?
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I think a drag index slider will be the first thing I'll add. I found a table with drag index values for the F-15A/B/C/D here. For the F-15C, the range will run from zero to the loadout with max drag number (I'll have to sort that out). The user will need to apply the table to find the appropriate drag number then.
I won't have time to implement this till next week though, so check back then.
CTD after mission, logs attached
in Game Crash
Posted
Hi BIGNEWY,
my pagefile size was "optimized" by Samsung Magician to 2GB. But I do have 16GB ram, isn't that enough?
Anyway, I set my pagefile to 18GB as per your advice. Let's see if this type of crash stops happening.
Thanks!:thumbup: