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Everything posted by deadlyfishes
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Getting this crash a few times a day, both on 1.5.8 and 2.2: # -------------- 20171214-131101 -------------- C:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin\WeaponBlocks.dll # C0000005 ACCESS_VIOLATION at FC75FB19 00:00000000 00000000 00000000 0000:00000000 FC75FB19 008FE370 0000:00000000 C:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin\WeaponBlocks.dll ?checkCurrentVel@wLaunchAutopilotHelper@@IEAA_NXZ()+1E69 FD084996 008FE3A0 0000:00000000 C:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin\blocksim.dll ?getConnections@wSimulationSystemScheme@@QEBAAEBV?$vector@UConnection@wSimulationSystemScheme@@V?$allocator@UConnection@wSimulationSystemScheme@@@ed@@@ed@@XZ()+5F6 FD0C02EE 008FE3D0 0000:00000000 C:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin\blocksim.dll ?setParameters@wBlockLuaDescriptor@@QEAAXAEBV?$vector@VwBlockParameterContainer@@V?$allocator@VwBlockParameterContainer@@@ed@@@ed@@@Z()+1DDE 0D127294 008FE410 0000:00000000 C:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin\lua.dll luaD_growstack()+7A4 0D13727B 008FE620 0000:00000000 C:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin\lua.dll luaS_newlstr()+4E5B 0D127581 008FE650 0000:00000000 C:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin\lua.dll luaD_growstack()+A91 0D12688F 008FE7D0 0000:00000000 C:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin\lua.dll lua_getinfo()+11CF 0D12789E 008FE810 0000:00000000 C:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin\lua.dll lua_yield()+9E 0D122450 008FE860 0000:00000000 C:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin\lua.dll lua_pcall()+60 FD0C0B6E 008FEA40 0000:00000000 C:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin\blocksim.dll ?setParameters@wBlockLuaDescriptor@@QEAAXAEBV?$vector@VwBlockParameterContainer@@V?$allocator@VwBlockParameterContainer@@@ed@@@ed@@@Z()+265E FD0BC775 008FEC10 0000:00000000 C:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin\blocksim.dll ?clone@wBlockLuaDescriptor@@UEBAPEAVwSimulationBlockDescriptor@@XZ()+F15 FD08EA9D 008FEC80 0000:00000000 C:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin\blocksim.dll ?simulate@wSimulationSystem@@QEAANN@Z()+14D 0BB51125 008FEED0 0000:00000000 C:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin\WeaponsBase.dll ?simulate@wAmmunition@@UEAANXZ()+105 0BB500A6 008FEF00 0000:00000000 C:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin\WeaponsBase.dll ?create_@wAmmunitionDescriptor@@MEBAPEAVwAmmunition@@XZ()+23E6 1917C373 008FEF80 0000:00000000 C:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin\World.dll 1917C921 008FEFE0 0000:00000000 C:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin\World.dll D0010446 008FF050 0000:00000000 C:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin\DCS.exe D00203EE 008FF0B0 0000:00000000 C:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin\DCS.exe CFC908CB 008FF0E0 0000:00000000 C:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin\DCS.exe CFC9221A 008FF790 0000:00000000 C:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin\DCS.exe D019A7B3 008FF7D0 0000:00000000 C:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin\DCS.exe 24CB1FE4 008FF800 0000:00000000 C:\Windows\System32\KERNEL32.DLL BaseThreadInitThunk()+14 251BEF91 008FF850 0000:00000000 C:\Windows\SYSTEM32\ntdll.dll RtlUserThreadStart()+21 The trk file is about 100MB because it's from long MP sessions but I'll attach the ziplog without it, and link some download links to previous crashes with the full trk and all files: https://www.dropbox.com/s/m9xv07kx23sznjs/dcs.log-20171213-105340.zip?dl=0 dcs.log-20171214-131101.zip
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1.5.8 AV-8B N/A - External MFD Export Issue
deadlyfishes replied to deadlyfishes's topic in Multi-Display Bugs
I watched this video tutorial: Works great with the harrier after a few times re-sizing the windows in the monitor position editor. Because it's not a third party app, once you set some values and get the window sizes and positions you want, you have to save it and relaunch DCS everytime, but it's not too bad, maybe 2 or 3 tries to get it to fit well with all MFD exports. -
Is it possible to disable the crashlog zip creator?
deadlyfishes replied to deadlyfishes's topic in Game Crash
Still looking for any insight on this. Windows doesn't consider DCS crashed or hung when the crashlog zip generation pop-up appears, which can leave our dedicated server hanging for hours unless someone manually closes the window. -
Through The Inferno (Dynamic DCS) - Public US Server
deadlyfishes replied to deadlyfishes's topic in Multiplayer
Hi there. Sorry, we're aware of this. For now the slot is locked out to our 107th JAS Squadron members only since all weapons including the RN-24 and RN-28 are not blocked. Once we limit the usage for this weapon on our servers, we'll restore the slots to the public again. We've had issues in the past with people abusing this weapon. -
My background and experience with DCS MP is hosting highly dynamic PvE experiences in DCS MP. This event is an ESSENTIAL part for any sort of dynamic scripting. We've been working to bring not only our community of players together, but others from other servers. There are many people who soley play DCS online for these missions/servers with extremely high replay value. I hope that this issue is addressed so that the DCS community can continue to prosper :)
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Any workarounds for DCS not recognizing spawned assets?
deadlyfishes replied to tn_prvteye's topic in Mission Editor
I've struggled with this for dynamically created air units, I still haven't found a simple way for detecting them being dead. However, an easy way to detect ground units, especially if they don't move far or at all, is to just use a ME trigger with the condition all of red out of zone. -
I'm wondering if there's a way to disable the crashlog zip that comes with all the handy information to send off to ED if needed, however this is a problem for those of us who run dedicated servers with automated restart scripts. So before, the game would crash/hang and a simple app like Restart On Crash for example, will automatically force close and re-open DCS. This is nice so that we don't have to constantly monitor the dedicated server to see if things are up and running and manually re-open DCS if needed. Although the crashlog zip creator is nice and all, it actually makes my Restart On Crash app think that DCS is in fact "running" so if this happens while no one can attend to the server machine to restart DCS manually, then the server will be down until then. Not really ideal if your server is meant to be up 24/7 to have everyone enjoy it at any time. Is there a way to disable this feature?
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1.5.8 AV-8B N/A - External MFD Export Issue
deadlyfishes replied to deadlyfishes's topic in Multi-Display Bugs
Thanks, I didn't know about this, worked great! -
The zip for the crashes are way too big to upload so here are some direct links; http://www.throughtheinferno.com/wp-content/logs/dcs.log-20171203-220617.zip http://www.throughtheinferno.com/wp-content/logs/dcs.log-20171203-085705.zip http://www.throughtheinferno.com/wp-content/logs/dcs.log-20171202-231433.zip http://www.throughtheinferno.com/wp-content/logs/dcs.log-20171202-082741.zip However, I'll also attach the crash logs only to my post with a dxdiag. Note that there is a Transport.dll crash in one of them. This was a crash I kept getting in 1.5.7 as well, if anything the Transport.dll was a big issue that kept occurring before 1.5.8, even after the weapons.dll fix for 1.5.7 Crashlogs.zip dxdiag.txt
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I use another external monitor to show my plane's MFDs. The MFDs only show up properly in the harrier ONLY when you are in F2 EXTERNAL view. When I'm in interior cockpit view, the screen is completely black. I know it's a bug, but it's kind of useless to have them working only when in external view
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Through The Inferno (Dynamic DCS) - Public US Server
deadlyfishes replied to deadlyfishes's topic in Multiplayer
Were you on it during the time we were trying to get it working? Since the server was up and very stable in our full Through The Inferno mission, that auto-kick for violations have been completely disabled as of yesterday. -
Windows 10 Pro, there was also another machine a friend loaned me to use remotely, it was Windows Server 2012 R2, had the same issue but the audio was disabled like before. I need to do more testing, and try render 3d off, because I've got it running well with render 3d on. You don't need a soundcard, but you might need to make sure the audio icon doesn't have that RED X on it at the very least, and to ensure the DXDIAG report doesn't say there is a problem with your audio, I think the latest patch requires it to be running this time around. I need to do more testing, and try render 3d off, because I've got it running well with render 3d on.
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Through The Inferno (Dynamic DCS) - Public US Server
deadlyfishes replied to deadlyfishes's topic in Multiplayer
Hey everyone. 1.5.8 OpenBeta is out. We got the harrier! Come in and check it out! If you have 1.5.7 on stable release, you can convert your install to 1.5.8 OpenBeta without a hitch. You can revert if you want. Owning the harrier is NOT required to play with 1.5.8, but you'll need 1.5.8 to play on Through The Inferno now. Info about converting your 1.5.7 Stable Release to 1.5.8 OpenBeta: https://forums.eagle.ru/showthread.php?t=114030 -
I use another external monitor to show my plane's MFDs. The MFDs only show up properly in the harrier ONLY when you are in F2 EXTERNAL view. When I'm in interior cockpit view, the screen is completely black. I know it's a bug, but it's kind of useless to have them working only when in external view ;)
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It is confirmed by many of our players that the kill messages ( x killed x with x ) that show in the multiplayer chat do not show 100% of the time. They show probably about 20% of the time on clients, only host can see the proper kills 100% of the time.
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Hello! Thanks to ED for pushing out some nice updates and features. I noticed the crashlog feature could be quite useful if your game actually crashes, however this is a completely different issue altogether; Host Machine: Intel Core i5 6500, 16GB RAM DDR4, nVidia 1060 - Windows 10 Pro Wired internet 500mbps up and down Personal Machine: Intel Core i7 7700, 64GB RAM DDR4, nVidia Titan xP (Pascal) - Windows 10 Pro Wired internet 500mbps up and down I've attached a dxdiag for both of my machines. I can host on my host machine a 25-30 player PvE server on 2.1 and 1.5.7, no issues. Hosting on 1.5.8, just freeflight with 4 Harrier slots, all set to 'client' in their own group, after about 5-10 minutes the server just hangs forever. There is NO CRASH, and it will still stay active. Sometimes every few seconds things come back for about 0.5 seconds and then go back to it's hung state. Things start going back to normal when all but the host is left. This makes things unplayable. HOWEVER, I can host on my PERSONAL MACHINE, a pretty involved dynamic mission, for hours, no problem. On my host machine, I have some special settings to run as a "dedicated" better; - sound card disabled - Render3d off - maxfps 15 - all graphics settings turned to lowest or OFF I also tried running with maxfps to 180 and render3d to on and still had the same issues. --- AFTER FURTHER TESTING WHILE WRITING THIS --- The server did not hang and lock-up when I had the sound card or sound deviced ENABLED. Previously, I did NOT need the sound card to work to host 1.5.7 or 2.1, it seems it is absolutely neccesary. My guess is that possibly the DRM is related to this? This is VERY important to let the online community know of this, because we want very minimal hardware and software resources when hosting, and if ED is working towards a dedicated server, then this may be a step back. So just note: Anyone who wants to host a 1.5.8 OpenBeta dedicated server on a very low resource and lightweight setup, you absolutely need the sound card running with a device selected. I personally use Windows RDP, and you MUST have "AUDIO PLAY ON REMOTE COMPUTER" from the machine that is remoting into the server. ATTACHED: Personal Machine DXDiag - WORKS! But using this as a dedicated is not ideal. Host Machine DXDiag - Without soundcard - HANGS AND LOCKS UP, NO CRASHLOG Host Machine DXDiag - Wth soundcard - WORKS! Hope you server hosters find this useful! --UPDATE AFTER POSTING THIS My "Through The Inferno" server for 1.5.8 has been up all night, had successful auto-restarts when they were supposed to and we saw about 30-40 clients last night. No issues, good performance reported. graphics.lua settings in root dcs install config folder fps 15 3d render false The mission is EXTREMELY heavy with dynamic spawning missions for A2A, A2G and Anti-ship, PvE only. There are even large 100+ ground unit missions that unlock as players work through smaller objectives. --forum admins/mods please move this into multiplayer section instead of game performance, if you feel it's necessary. Sorry again! DxDiag-HOST MACHINE-no monitor and no sound card.txt DxDiag-with monitor and sound card enabled.txt DxDiag-Personal.txt
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DCS 1.5.8 OpenBeta will not load scripts within this folder: C:\Users\user\Saved Games\DCS.openbeta\Scripts Within this folder, for multiplayer at least, there were some very essential online multiplayer management tools like SLMOD and SimpleSlotBlock. It seems that these files are not loading since the update: 1.5.7, when it was working and loading the files in the SCRIPTS folder 00015.081 INFO EDCORE: (dDispatcher)enterToState_:1 00015.257 ERROR VFS: add_location {"My Missions", "C:\Users\cerea\Saved Games\DCS\Missions\"}: path already added as "My Missions" 00015.423 INFO Gui: OBSOLETE mount_vfs_sound_path() used in ./CoreMods/aircraft/AJS37/entry.lua 00015.437 INFO Gui: OBSOLETE mount_vfs_sound_path() used in ./CoreMods/aircraft/C-101/entry.lua 00015.453 INFO Gui: OBSOLETE mount_vfs_sound_path() used in ./Mods/aircraft/AJS37/entry.lua 00015.462 INFO Gui: PLUGINS START------------------------------------------------- 00015.471 INFO Gui: plugin: A-10A by Eagle Dynamics disabled by Flaming Cliffs by Eagle Dynamics 00015.471 INFO Gui: plugin: F-15C disabled by Flaming Cliffs by Eagle Dynamics 00015.471 INFO Gui: plugin: Su-25A by Eagle Dynamics disabled by Flaming Cliffs by Eagle Dynamics 00015.471 INFO Gui: plugin: Su-27 Flanker by Eagle Dynamics disabled by Flaming Cliffs by Eagle Dynamics 00015.471 INFO Gui: plugin: Su-33 Flanker by Eagle Dynamics disabled by Flaming Cliffs by Eagle Dynamics 00015.473 INFO Gui: PLUGINS DONE-------------------------------------------------- 00016.916 INFO UIBASERENDERER: Cannot load font [C:\Users\cerea\Desktop\Eagle Dynamics\DCS World\dxgui\skins\fonts\]! 00017.533 ERROR_ONCE DX11BACKEND: texture 'dxgui/skins/skinme/images/m1/me/bottompanel/rightarrow.png' not found 00017.537 ERROR_ONCE DX11BACKEND: texture 'dxgui/skins/skinme/images/m1/buttons/btnmini/btnmean2.png' not found 00017.540 ERROR_ONCE DX11BACKEND: texture 'dxgui/skins/skinme/images/m1/me/bottompanel/leftarrow.png' not found 00017.543 ERROR_ONCE DX11BACKEND: texture 'dxgui/skins/skinme/images/m1/me/bottompanel/downarrow.png' not found 00017.547 ERROR_ONCE DX11BACKEND: texture 'dxgui/skins/skinme/images/m1/me/bottompanel/uparrow.png' not found 00017.550 ERROR_ONCE DX11BACKEND: texture 'dxgui/skins/skinme/images/m1/icons/icondeleterl.png' not found 00017.554 ERROR_ONCE DX11BACKEND: texture 'dxgui/skins/skinme/images/buttons/buttons(new)/icondown.png' not found 00017.557 ERROR_ONCE DX11BACKEND: texture 'dxgui/skins/skinme/images/buttons/buttons(new)/iconup.png' not found 00017.949 INFO EDTERRAINGRAPHICS3: edtg::CreateSurfaceRenderItem() 00020.258 INFO LuaNET: Loaded - DCS-SRS-AutoConnect 00020.259 INFO LuaNET: Loaded - DCS-SRS Overlay GameGUI - Ciribob 00020.260 INFO LuaNET: Loaded - DCS-SRS GameGUI 00020.260 INFO LuaNET: [LOTATC] GameGUI loading... 00020.260 INFO LuaNET: [LOTATC] LotAtc User Mod 00020.260 INFO LuaNET: [LOTATC] [1/5] LotAtc core loading... 00020.301 INFO LuaNET: [LOTATC] [2/5] LotAtc config loading... 00020.304 INFO LuaNET: [LOTATC] [3/5] LotAtc glue loading... 00020.305 INFO LuaNET: [LOTATC] [4/5] LotAtc User Db loading... 00020.305 INFO LuaNET: [LOTATC] [5/5] LotAtc instance loading... 00020.307 INFO LuaNET: [LOTATC] ---- LotAtc is ready and correctly LOADED ---- 00020.307 INFO LuaNET: [LOTATC] Load callbacks 00020.307 INFO LuaNET: [LOTATC] Use chat 00020.307 INFO LuaNET: Register callbacks 00020.308 INFO LuaNET: Loaded - SIMPLE SLOT BLOCK v1.0 by Ciribob 00020.309 INFO LuaNET: SLMOD INIT: Loading Slmodv7_5_076... 00020.309 INFO LuaNET: SLMOD INFO: using settings defined in C:\Users\cerea\Saved Games\DCS\Slmod\config.lua 00020.313 INFO LuaNET: SLMOD INFO: ./Scripts/MissionScripting.lua is up to date, no installation required. 00020.314 INFO LuaNET: SLMOD INFO: SlmodUtils.lua loaded. 00020.315 INFO LuaNET: SLMOD INFO: SlmodEvents.lua loaded. 00020.316 INFO LuaNET: SLMOD INFO: SlmodUnits.lua loaded. 00020.317 INFO LuaNET: SLMOD INFO: SlmodMenu.lua loaded. 00020.317 INFO LuaNET: SLMOD INFO: SlmodConvMenu.lua loaded. 00020.317 INFO LuaNET: SLMOD INFO: SlmodPTSMenu.lua loaded. 00020.317 INFO LuaNET: SLMOD INFO: SlmodPOSMenu.lua loaded. 00020.318 INFO LuaNET: SLMOD INFO: SlmodAdminMenu.lua loaded 00020.321 INFO LuaNET: SLMOD INFO: no stats, loading stats from file. 00020.918 INFO LuaNET: SLMOD INFO: using SlmodStats as defined in C:\Users\cerea\Saved Games\DCS\Slmod\SlmodStats.lua 00023.111 INFO LuaNET: SLMOD INFO: SlmodStats.lua loaded. 00023.111 INFO LuaNET: SLMOD INFO: SlmodAutoAdmin.lua loaded. 00023.112 INFO LuaNET: SLMOD INFO: SlmodPingCheck.lua loaded. 00023.114 INFO LuaNET: SLMOD INFO: SlmodLibs.lua loaded. 00023.114 INFO LuaNET: SLMOD INFO: SlmodDebugger.lua loaded. 00023.114 INFO LuaNET: SLMOD INFO: SlmodMOTD.lua loaded. 00023.114 INFO LuaNET: SLMOD INFO: SlmodHelp.lua loaded. 00023.115 INFO LuaNET: SLMOD INFO: SlmodCallbacks.lua loaded 00023.115 INFO LuaNET: SLMOD INFO: SlmodTests.lua loaded. 00023.115 INFO TACVIEW.GUI: Loading C++ flight data recorder from [C:\Users\cerea\Saved Games\DCS\Mods\tech\Tacview\bin\] 00023.117 INFO TACVIEW.GUI: Tacview 1.6.0 C++ flight data recorder successfully loaded 00023.243 INFO EDCORE: (dDispatcher)enterToState_:2 00023.312 INFO EDCORE: (dDispatcher)enterToState_:3 00023.600 INFO NET: Login success. 00024.401 INFO NET: server has started 00028.405 INFO NET: No UPNP devices found. 00028.405 INFO NET: Successfully set up Dual-Stack socket, using both IPv4 and IPv6 00028.405 INFO NET: Listen to IPv6 on port 10308 00028.407 INFO NET: Registering server as 73.158.130.51:10308 (port is assumed to be open). 00028.407 INFO WORLDGENERAL: loading mission from: "C:\Users\cerea\Dropbox\custom missions\DCS RPG TTI\DCS 1.5 (Southern Region)\Through_The_Inferno_South_v180dt.miz" 00029.937 WARNING NET: mizInfo too big, cutting out the player list... 00029.937 INFO NET: Loading mission: "C:\Users\cerea\Dropbox\custom missions\DCS RPG TTI\DCS 1.5 (Southern Region)\Through_The_Inferno_South_v180dt.miz" 00029.937 INFO LuaNET: Starting Dedicated Server... 00029.941 INFO EDCORE: (dDispatcher)enterToState_:4 1.5.8, Does not seem to even to initiate loading anything in the SCRIPTS folder 00007.326 INFO EDCORE: (dDispatcher)enterToState_:1 00007.519 ERROR VFS: add_location {"My Missions", "C:\Users\cerea\Saved Games\DCS.openbeta\Missions\"}: path already added as "My Missions" 00007.704 INFO Gui: OBSOLETE mount_vfs_sound_path() used in ./CoreMods/aircraft/AJS37/entry.lua 00007.726 INFO Gui: OBSOLETE mount_vfs_sound_path() used in ./CoreMods/aircraft/C-101/entry.lua 00007.758 INFO Gui: PLUGINS START------------------------------------------------- 00007.772 INFO Gui: PLUGINS DONE-------------------------------------------------- 00009.209 INFO UIBASERENDERER: Cannot load font [C:\Users\cerea\Desktop\Eagle Dynamics\DCS World OpenBeta\dxgui\skins\fonts\]! 00010.070 INFO EDTERRAINGRAPHICS3: edtg::CreateSurfaceRenderItem() 00011.938 INFO EDCORE: (dDispatcher)enterToState_:2 00012.008 INFO EDCORE: (dDispatcher)enterToState_:3 00019.074 INFO NET: client has started 00020.814 INFO NET: client has stopped 00026.032 INFO NET: server has started 00027.089 INFO NET: UPNP IGD detected. 00027.089 INFO NET: Internal LAN IP address: xxxxxxxxxxxxxxxxxxxx 00027.089 INFO NET: External WAN IP address: xxxxxxxxxxxxxxxxxxxx 00027.091 ERROR NET: AddPortMapping(10308, 10308, xxxxxxxxxxxxxxxxxxxx, TCP) failed with code 718 (ConflictInMappingEntry) 00027.092 ERROR NET: GetSpecificPortMappingEntry(10308, TCP) failed with code 714 (NoSuchEntryInArray) 00027.098 ERROR NET: AddPortMapping(10308, 10308, xxxxxxxxxxxxxxxxxxxx, TCP) failed with code 718 (ConflictInMappingEntry) 00027.100 ERROR NET: GetSpecificPortMappingEntry(10308, TCP) failed with code 714 (NoSuchEntryInArray) 00027.100 INFO NET: Successfully set up Dual-Stack socket, using both IPv4 and IPv6 00027.100 INFO NET: Listen to IPv6 on port 10308 00027.101 INFO NET: Registering server as xxxxxxxxxxxxxxxxxxxx:10308 (port is assumed to be open). 00027.101 INFO WORLDGENERAL: loading mission from: "C:\Users\cerea\Dropbox\custom missions\DCS RPG TTI\DCS 1.5 (Southern Region)\Through_The_Inferno_South_v180et.miz" 00028.511 WARNING NET: mizInfo too big, cutting out the player list... 00028.511 INFO NET: Loading mission: "C:\Users\cerea\Dropbox\custom missions\DCS RPG TTI\DCS 1.5 (Southern Region)\Through_The_Inferno_South_v180et.miz" 00028.512 INFO EDCORE: (dDispatcher)enterToState_:4 EDIT: To forum moderators/admins, sorry I mistakenly posted this in the wrong place, please move it if you need to.
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Hopefully this can be of help, but I have been going back to this version 1.5.7.9459.362 since Oct 14, but I zipped and collected all of my tac view, some might not be useful but maybe there is some useful data in there, including all my crashlogs: http://www.throughtheinferno.com/wp-content/crash%20log%20and%20tacview%20through%20the%20inferno%201.5%20sept%2029%20to%20oct%2014.zip
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Through The Inferno (Dynamic DCS) - Public US Server
deadlyfishes replied to deadlyfishes's topic in Multiplayer
A2A Missions Massive Overhaul All thanks to MOOSE Framework A2A Mission and A2A Enemy Ambient AI spawns have been completely overhauled. So what is kept the same? Whether you're spawning a mission using the radio menu or if you're using -flag text chat commands, missions are still initiated the same way. Also, flying into one of the four enemy zones may potentially trigger a random enemy bandit to spawn and hunt you down. So what's new? Litterally everything else. I don't really know where to start so let's talk about their spawning; When an enemy A2A mission is spawned, they will spawn in a RANDOM LOCATION in the general TTI area, with a RANDOM flight path and a RANDOM final destination where they will orbit. Okay, so what about what type of airframe they are or their payloads? Now there is a 'list' of several airframes with proper loadouts (to match A2A mission difficulty) which will be chosen at random. There are four difficulty levels easy, normal, hard, and aggressive. Each difficulty has a list of AT LEAST 5 airframe types with loadouts to match their difficulty. Their squadron and aircraft quantity are designed to match the difficulty as well; -- Easy - x2 bandits, 2 single ship flights Normal - x2 bandits, 1 single ship flight Hard - x4 bandits, 2 2-ship flights -- Aggressive - x4 bandits, 1 4-ship flight. (These are Elite Squadrons, they have their own very skilled flight lead. Voice and SFX clips are added for more of a narrative approach to these dogfights.) -- Okay, so what else, how do you prevent air missions being requested and called up from spawning too many aircraft? This is a big change for the better; Before, when an air mission was initiated, there was always a chance of that same spawn to be initiated again, which will RESET the current alive plane back to it's original position, which sucks for the person dogfighting it. NOW, when a mission is spawned, 4 planes max for each mission type, new planes CANNOT SPAWN again until those 4 planes are destroyed. List of potential aircraft spawns for each A2A mission type: http://throughtheinferno.com/a2amissions/ -
Through The Inferno (Dynamic DCS) - Public US Server
deadlyfishes replied to deadlyfishes's topic in Multiplayer
Hey everyone! I just wanted to let everyone know about our PvP Top Gun (Guns Only) Arena in our DCS 1.5.7 Caucasus server! Please read the original post on the first page for more details. Carrier ops have been added since the release of the Su-33 PFM. Special missions have been added and are now available for carrier based aircraft only. Additionally, Korean War era and World War II era missions have been greatly improved, along with more fun random events and new spawning logic thanks to MOOSE Framework for a more dynamic experience for all pilots. We still invite the online community to our discord server for more server info, our 107th SQN recruitment info and planned public server events! -
Seems like all servers that often have the majority of the online playerbase are reporting in with the exact same crashlogs. Reverting back to previous builds isn't really going to help since a lot of us are hard at working developing missions that help the online DCS community thrive. I haven't seen my log folder full of crash log files like this before. Anywhere from 3-8 crashes per day, all with the same crashlog report. Chiming in again in hopes that this issue is acknowledged by the developers. Additionally, those following the thread; Do any of you have an idea what causes these? \Weapons.dll ?findTargets@wWeaponSystemManager@@QEAAXXZ()+2AE \Weapons.dll ?findTargets@wGroupTargetManager@@MEAAXAEAN@Z()+60 Transport.dll ?setOption@wcColumn@@UEAAXIAEBVParameter@@@Z()+1F85 The first two sound like a JTAC thing and maybe the last one is probably some sort of thing that has to do with ground unit formation when underfire or when they re-position. I do recall a crash issue from a build of 1.5.6 where ground vehicle movement waypoints or something caused a crash, and was actually addressed. We were able to workaround that by removing movement for some of our ground missions. Don't think it's an issue again, but 'Option Column' looks like it has something to do with ground unit organization again.
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(MP) Kicked to Spectator or Random Explosion
deadlyfishes replied to Oscar Juliet's topic in Multiplayer
Hi all, I found the cause of this issue. When you use a lua framework to handle your vehicle re-spawning it allows the game logic to do things that are not possible through vanilla mission editor triggers. If you use GROUP ACTIVATE on a late activated unit, you cannot re-spawn them again until you restart the mission. However, if you use a lua script to spawn in late activated units, you can spawn them in again even after they are eliminated. Now the issue here is when a group is spawned, and then triggered again while the group was still alive. They will either disappear or re-position themselves back to their starting point. If they re-position themselves, this is fine, and causes no issue other than they reset themselves, which can be unfortunate for those who have been working on destroying that group or was in the middle of a furball with them. The problematic event is when they seemingly disappear. They are not on the map, you cannot see them and for some reason AWACS and other AWACS scripts like EWRS will still think they are alive. They have the capability to employ weapons as normal to kill you, and they will. When they do, it will just seem like you died out of nowhere. The lesson here is to use framework scripts that create new groups and units each spawn or to ensure that a group using whatever logic you can implement so that they will not be spawned unless they are eliminated.