-
Posts
566 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by Coug4r
-
The v1.2 server was always visible to myself when using default ports, now with the update to v1.5 it no longer is. There's traffic to and from the server, yet i don't see it listed. Perhaps it's an idea to create a web-page with all visible/online servers so admins can check their online status? The data ought to be available directly from the master server i guess. E: 2 servers up, neither is visble yet there's enough traffic to and fro
-
just did 1.5 update... now no missions will load in MP
Coug4r replied to jeffyd123's topic in Multiplayer Bugs
There's these + and - buttons at the bottom, add your miz with the + button. -
Unique ID for Player over the course of the mission?
Coug4r replied to Mirknir's topic in Mission Editor
Could you provide us with a method that works on v1.2? Could still take some time before v1.5 is stable/non beta. -
There's still something fishy with DCS going on if you ask me. Was able to host for a while, did so for a day every time a new update was released and the server was visible usually. Now, again, i'm unable to get it visible in the serverlist. Ports are open, firewall isn't blocking it, it's public.. not visible.
-
As a workaround you can install the module: dcs_updater.exe install RAZBAM_M-2000C You'll get the window asking for the serial on startup, just press exit, at least the Mirage is in the editor now.
-
I've checked multiple countries, USA, Russia, France.. it aint there.
-
Both are up to date but it aint there.
-
Like the title said, i don't have the Mirage (yet) but i'd like to put some in my mission. With other modules this is possible, this Mirage doesn't show up in the editor. Will it be available? TY
-
teamkilling ----- a problem online - proposing possible solution
Coug4r replied to SDsc0rch's topic in DCS Core Wish List
I've tried putting a R.P.D.S. (Retarted Pilot Detection System) on the missiles which would make them explode in mid-air when fired upon a friendly. It worked but in some cases it would make the server crash so i had to stop using it. Yes it's a sim but if you can reduce the frustration of the more serious players getting shot down again by a 'Hey i got a lock - lets fire!' noob i think you could use systems like this. It doesn't work at all on the open beta or alpha version (yet). E: Made a small modification to the script so the function causing issues is no longer needed, testing atm on the 1.2 server and it's pretty funny... TK-ers kill themselves now. -
Not sure if this was asked before or if i missed something but how about having the option to make the game/server check for TKs? There are game servers that have this option build in already. If there would be some TK-check option i would probably stop hosting 1.2 and switch to 1.5. It runs stable and no more memory leak (:thumbsup:). Thanks
-
I've seen this one crash the (MP) game a couple of times, happens with dynamic weather (6 cyclones) and standard weather. 00000.003 INFO DCS: DCS/1.5.2.48162 (x86_64; Windows/6.1.7601) | 00524.250 INFO DCS: try to write dump information 00524.253 INFO EDCORE: # -------------- 20151212-085255 -------------- 00524.253 INFO EDCORE: 00524.254 INFO EDCORE: # C0000005 ACCESS_VIOLATION at 3F66BC5C 00:00000000 00524.261 INFO EDCORE: 00000000 00000000 0000:00000000 00524.266 INFO EDCORE: 3F66BC5C 0019E180 0000:00000000 00524.268 INFO EDCORE: 3F65197F 0019E1E0 0000:00000000 00524.269 INFO EDCORE: 3F669CA6 0019E490 0000:00000000 00524.271 INFO EDCORE: 3F669854 0019E500 0000:00000000 00524.272 INFO EDCORE: 3F8E1ABD 0019E560 0000:00000000 00524.273 INFO EDCORE: 3F8E1C46 0019E5E0 0000:00000000 00524.275 INFO EDCORE: 3F8C31AD 0019E670 0000:00000000 00524.276 INFO EDCORE: 3F8BF1CE 0019E750 0000:00000000 00524.277 INFO EDCORE: 3F8BD4B2 0019E910 0000:00000000 00524.279 INFO EDCORE: 3F8BEDBE 0019EA00 0000:00000000 00524.279 INFO EDCORE: 3F8B79B0 0019EA80 0000:00000000 00524.281 INFO EDCORE: 3F8B8032 0019EAE0 0000:00000000 00524.282 INFO EDCORE: F38F699E 0019EC40 0000:00000000 ?regLuaAtmosphere@Scripting@@YAXPEAUlua_State@@@Z()+18DE 00524.283 INFO EDCORE: F7EB7254 0019EC80 0000:00000000 luaD_growstack()+7A4 00524.284 INFO EDCORE: F7EC6FB5 0019EE00 0000:00000000 luaS_newlstr()+49C5 00524.285 INFO EDCORE: F7EB7541 0019EE30 0000:00000000 luaD_growstack()+A91 00524.285 INFO EDCORE: F7EB684F 0019EFB0 0000:00000000 lua_getinfo()+11AF 00524.286 INFO EDCORE: F7EB785E 0019EFF0 0000:00000000 lua_yield()+9E 00524.287 INFO EDCORE: F7ECC8F3 0019F040 0000:00000000 luaL_newstate()+20C3 00524.288 INFO EDCORE: F7EB7254 0019F080 0000:00000000 luaD_growstack()+7A4 00524.289 INFO EDCORE: F7EC6FB5 0019F200 0000:00000000 luaS_newlstr()+49C5 00524.289 INFO EDCORE: F7EB7541 0019F230 0000:00000000 luaD_growstack()+A91 00524.290 INFO EDCORE: F7EB684F 0019F3B0 0000:00000000 lua_getinfo()+11AF 00524.291 INFO EDCORE: F7EB785E 0019F3F0 0000:00000000 lua_yield()+9E 00524.292 INFO EDCORE: F7EB2440 0019F440 0000:00000000 lua_pcall()+60 00524.293 INFO EDCORE: F3908EAD 0019F470 0000:00000000 ?regLuaStaticObject@Scripting@@YAXPEAUlua_State@@@Z()+3AD 00524.294 INFO EDCORE: F66572DF 0019F4F0 0000:00000000 00524.294 INFO EDCORE: F6657825 0019F540 0000:00000000 00524.295 INFO EDCORE: 3F910E88 0019F5B0 0000:00000000 00524.296 INFO EDCORE: 3F914E72 0019F5E0 0000:00000000 00524.296 INFO EDCORE: 3F92B0F4 0019F610 0000:00000000 00524.297 INFO EDCORE: 3F92B044 0019F640 0000:00000000 00524.297 INFO EDCORE: 3F9DA94C 0019FCF0 0000:00000000 00524.300 INFO EDCORE: 3F9DDB15 0019FD30 0000:00000000 00524.303 INFO EDCORE: 772E652D 0019FD60 0000:00000000 BaseThreadInitThunk()+D 00524.304 INFO EDCORE: 7751C521 0019FDB0 0000:00000000 RtlUserThreadStart()+21 00525.825 INFO EDCORE: Minidump created. 00525.825 INFO DCS: try to write track file Although this may have been a script issue.
-
What he said... Although i don't care if it takes 15 or 55 minutes, the 'old' way of updating was faster. (E: Make that 255 minutes)
-
Render3D to false wasn't meant as a solution to the memory problem. Hope it gets a fix soon :music_whistling:
-
You could try with the render3d setting set to false in autoexec.cfg.
-
So removing all sams/radar will work as well, worth a try..
-
Looking better and better, awsome!! But, there's still a memory leak. I assume it's the AI-aircraft, when having ~40 of them flying around the memory is eaten like candy but when there's just 5 or 6 around it kinda melts away slowly. Would be great if this would be fixed, the main problem (for me now) to host my regular mission.
-
Does anybody have a clue what might be happening here, at first these crashes seemed random but i've been trapping events and checking logs and came to the following conclusion. The server crashes when a player enters an aircraft with the following errors: Two crash logs: # -------------- 20151106-192919 -------------- # C0000005 ACCESS_VIOLATION at F5461D8C 00:00000000 00000000 00000000 0000:00000000 F5461D8C 002BD970 0000:00000000 ?perform@SwitchEPLRS@@UEBAXPEAVMovingObject@@@Z()+FC F5462CB1 002BD9B0 0000:00000000 ?onMemberBirth@wNetGroup@@QEAAXAEBV?$cPointerTemplate@VMovingObject@@@@H@Z()+31 3F4008FC 002BDA10 0000:00000000 3F4005F1 002BDA80 0000:00000000 3F468DB9 002BDAE0 0000:00000000 3F4691B9 002BDB90 0000:00000000 3F46B1F0 002BF130 0000:00000000 F453F5BD 002BF170 0000:00000000 ?stream@Reader@Mail@@MEAAXPEAXH@Z()+148D E6A97F90 002BF1E0 0000:00000000 E6A98BB1 002BF230 0000:00000000 E6A9B558 002BF3D0 0000:00000000 E6AB0A27 002BF430 0000:00000000 E6AC033E 002BF460 0000:00000000 3F500215 002BF4C0 0000:00000000 3F515854 002BF4F0 0000:00000000 3F515A7B 002BF520 0000:00000000 3F5BFAAB 002BF590 0000:00000000 3F5C0306 002BFBB0 0000:00000000 3F5C33D0 002BFBF0 0000:00000000 772E652D 002BFC20 0001:0001552D C:\Windows\system32\kernel32.dll BaseThreadInitThunk()+D 7741C521 002BFC70 0001:0002B521 C:\Windows\SYSTEM32\ntdll.dll RtlUserThreadStart()+21 # -------------- 20151107-174645 -------------- # C0000005 ACCESS_VIOLATION at F53CB93C 00:00000000 00000000 00000000 0000:00000000 F53CB93C 0017D8A0 0000:00000000 ?stopReading@TrackController@@QEAAXXZ()+38C F53E25DE 0017D950 0000:00000000 ?Coalition@wNetGroup@@UEBA?AW4wcCoalitionName@@XZ()+1DE F53E2CCC 0017D990 0000:00000000 ?onMemberBirth@wNetGroup@@QEAAXAEBV?$cPointerTemplate@VMovingObject@@@@H@Z()+4C 401E08FC 0017D9F0 0000:00000000 401E05F1 0017DA60 0000:00000000 40248DB9 0017DAC0 0000:00000000 402491B9 0017DB70 0000:00000000 4024B1F0 0017F110 0000:00000000 F453F5BD 0017F150 0000:00000000 ?stream@Reader@Mail@@MEAAXPEAXH@Z()+148D F2AF7F90 0017F1C0 0000:00000000 F2AF8BB1 0017F210 0000:00000000 F2AFB558 0017F3B0 0000:00000000 F2B10A27 0017F410 0000:00000000 F2B2033E 0017F440 0000:00000000 402E0215 0017F4A0 0000:00000000 402F5854 0017F4D0 0000:00000000 402F5A7B 0017F500 0000:00000000 4039FAAB 0017F570 0000:00000000 403A0306 0017FB90 0000:00000000 403A33D0 0017FBD0 0000:00000000 772E652D 0017FC00 0001:0001552D C:\Windows\system32\kernel32.dll BaseThreadInitThunk()+D 7741C521 0017FC50 0001:0002B521 C:\Windows\SYSTEM32\ntdll.dll RtlUserThreadStart()+21 DCS log: 08721.195 INFO NET: append: client 2 08721.261 INFO NET: Lua: Connected client: id = [2], addr = SomeIP:23868, name = "SomePlayer", ucid = "Blablah" 08722.503 INFO NET: [2] UDP port changed from 23868 to 52261 08730.729 INFO NET: client[2] is ready to start 08730.729 INFO NET: spawning client[2] 08730.765 INFO NET: client[2] started 08785.868 INFO NET: Lua: Client [2] "SomePlayer" joined Blue in "F-15C"(48) 08789.091 INFO DCS: try to write dump information 08789.613 INFO EDCORE: Minidump created. 08789.614 INFO DCS: try to write track file Crash dump: I'm not getting any script errors and they all run fine, or so it seems. If anyone has a clue?
-
[REPORTED] Cannot host old missions - not showing on server list
Coug4r replied to xcom's topic in Multiplayer Bugs
10 hours plus? That's amazing, i fired up a server today to see if my 1.2 mission would run on it and suddenly i noticed there were actually people flying around but i had to kill the server after ~2 hours because of the (known) memory leak eating up all resources. So yes the 1.2 mission runs, after opening and saving it in 1.5, but the memory leak is an issue. -
Would it be possible to make these adjustable via script? I guess temperature shouldn't be a problem because it isn't anything graphical, for the fog i don't know if DX needs a reinitialisation or not (thought it didn't). Would make the DCS-World come more to life i think, more fog during the night/morning in fall/winter without mission restarts or anything.
-
Not sure what fixed it but now it works, i'll try recreating it.
-
Is there a way to determine a ships position? It seems the Unit.GetByName or Group.GetByName fail when trying to get a ships unit/group so getposition isn't very useful without unit/group.
-
Yet, i've setup an Awacs triggered to appear later in the mission but it does not show up in the comm menu once it is triggered. The advanced waypoint action is set, as it is by default. Bug?
-
Shouldn't a late activated Awacs or tanker show up in the radio comm menu or should the mission builder call a function/script to make it show up? Thanks
-
So... this event is giving me a headache, how come you check the target here when the documentation states the initiator is the unit that is dead?