

Ignition
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where's the updated manual? I still have the 1.6 from 19/10
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In multiplayer multicrew the WSO and Pilot have a desync with the TGP. WSO sees something that the pilot don't. When WSO designates, pilot TGP display sync with WSO. If the TGP it's desynchronized, guided bombs by own TGP go where the pilot is seeing and not where the WSO is pointing. It's temporarily synchronized when WSO designates.
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Speaking of GBU-28, The guidance its like a Paveway III ? It needs to be lased from drop to impact like the GBU-24 ?
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Yes I use MOOSE. Most of my functions are SCHEDULERS (just a few), F-10 Radio menu and Marker texts Events. I don't have any recursive function or while loops. I will check the last addition to the script I made.just in case. Thanks.
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Thanks, we will make some tests to see where's the problem. With 2.8 we had no memory issues.
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Is the dedicated server using more memory in the 2.9 update? We had 2 crashes yesterday with about 40 clients and a big mission in Persian Gulf. The server ran out of memory. It was using around 11GB with some memory spikes. We suspect it has something to do with ships being destroyed. -------------- 20231021-023635 -------------- DCS/2.9.0.46801 (x86_64; Windows NT 10.0.19045) C:\Program Files\Eagle Dynamics\DCS World OpenBeta Server\bin\edCore.dll 80000003 BREAKPOINT at 00007ffd9deb79bb 00:00000000 SymInit: Symbol-SearchPath: 'C:\Program Files\Eagle Dynamics\DCS World OpenBeta Server\bin;', symOptions: 532, UserName: 'HTPC' OS-Version: 10.0.19045 () 0x100-0x1 0x00000000000279bb (edCore): ed::fatal_out_of_memory + 0x3B 0x000000000001bee4 (edCore): ed::BlockPool::alloc + 0x94 0x000000000007914b (edCore): Mail::ByteWriter::end + 0x30B 0x0000000000078e2f (edCore): Mail::ByteWriter::ByteWriter + 0x1F 0x0000000000b3e606 (DCS_server): SW + 0x67DA16 0x0000000000b43eb8 (DCS_server): SW + 0x6832C8 0x0000000000b3e437 (DCS_server): SW + 0x67D847 0x0000000000b4be4f (DCS_server): SW + 0x68B25F 0x0000000000b4c740 (DCS_server): SW + 0x68BB50 0x0000000000b43d71 (DCS_server): SW + 0x683181 0x0000000000b4541e (DCS_server): SW + 0x68482E 0x0000000000b42ea5 (DCS_server): SW + 0x6822B5 0x0000000000b56660 (DCS_server): SW + 0x695A70 0x0000000000b3d2a6 (DCS_server): SW + 0x67C6B6 0x0000000000033631 (edCore): ed::_get_current_thread_id + 0x71 0x0000000000021bb2 (ucrtbase): (function-name not available) + 0x0 0x0000000000017344 (KERNEL32): (function-name not available) + 0x0 The server has 16GB of RAM and a total of 22GB
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We are running a dedicated server on a dedicated PC. We will do a server repair just in case.
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Hi, we had about 10 client crashes randomly during a mission at different times. All with the same crash. # -------------- 20231007-014821 -------------- DCS/2.8.8.43704 (x86_64; MT; Windows NT 10.0.22621) C:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin-mt\Scene.dll # C0000005 ACCESS_VIOLATION at 00007ffa18fb6e60 00:00000000 SymInit: Symbol-SearchPath: 'C:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin-mt;', symOptions: 532, UserName: 'gm_ez' OS-Version: 10.0.22621 () 0x300-0x1 0x0000000000016e60 (Scene): DCSScene::`default constructor closure' + 0x8A0 0x00000000000189a7 (Scene): DCSScene::`default constructor closure' + 0x23E7 0x0000000000008979 (Scene): (function-name not available) + 0x0 0x000000000001daed (Scene): Graphics::SceneBase<DCSSceneCollections::ObjectCollections,DCSSceneCollections::LightCollections>::collectSceneObjectsRenderables + 0x66D 0x000000000009c0ce (GraphicsCore): render::WaterModule::renderSeaRadar + 0x14AE 0x00000000000483fb (edCore): ed::this_thread::yield + 0x1531B 0x00000000000476d2 (edCore): ed::this_thread::yield + 0x145F2 0x0000000000048f73 (edCore): ed::this_thread::yield + 0x15E93 0x00000000000326b1 (edCore): ed::thread::_get_current_thread_id + 0x71 0x0000000000029363 (ucrtbase): _recalloc + 0xA3 0x000000000001257d (KERNEL32): BaseThreadInitThunk + 0x1D We were in Persian Gulf at night with about 700 units/structures (I believe). It's the first time we have something like this. Almost 1/3 of the players had this crash yesterday once at random times. Some players were in flight, others on ground. What can possibly cause it?
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Force gamma for Multiplayer Servers
Ignition replied to Ignition's topic in Multiplayer Server Administration
To prevent cheating during PVP missions (night time). Even SATAL night fights were done changing the gamma to see almost like daytime. I know you can change the gamma on the monitor, yet I still think there should be an option in game for this. -
Force gamma for Multiplayer Servers
Ignition replied to Ignition's topic in Multiplayer Server Administration
I think it still needs to be there. If you want to cheat, cheat using the monitor and burn your eyes when leaving the server then. -
You may be exceeding the maximum allowable speed.
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Force gamma for Multiplayer Servers
Ignition replied to Ignition's topic in Multiplayer Server Administration
That's not posible. -
Disabling all external views to spectators
Ignition replied to FLANKERATOR's topic in Multiplayer Server Administration
We use: ["f11_free_camera"] = false, ["f5_nearest_ac"] = false, ["optionsView"] = "optview_onlymap", ["userSnapView"] = false, ["externalViews"] = false, We did use this: ["spectatorExternalViews"] = true, ---> this option prevents the multicrew in multiplayer so we had to false it. It does block the spectator view. DCS needs a LOT of work for multiplayer servers. Player pool option and password coalition was a very nice adition but it needs a lot more options. -
We need an option to force the gamma for multiplayer clients. This will prevent clients from cheating.
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Can I change the name of a group after it is spawned?
Ignition replied to Death Merchant's topic in Mission Editor
A bit late, but I use a table for SPAWN. For example: np = #TableSpawn + 1 TableSpawn[np] = SPAWN:NewWithAlias("group", "newName" .. np) I also want to change the name of a spawned group without :Destroy and SPAWN -
-Doors, continuously open and close. -If you load airtroops and then another player enters the helicopter, the troops disappear from the disembark menu. -When embarking troops, the copilot sees the soldiers standing on the ground.
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Thanks ED for adding this, we were waiting for this tools for years.
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spectatorExternalViews = false prevent multicrew in multiplayer
Ignition replied to Ignition's topic in Multiplayer Bugs
We restrict all the cameras for our dynamic campaign. Doing some testings we found out this option was the cause of not letting us to crew the second seat in multicrew. We hope this gets fixed. -
You can see targets clear at 60nm with the LITENING lol
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Also, greater range.
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The problem is the LITENING of DCS. It has a lot of resolution, you can see which target is which from more than 20nm. Also the WMD-7 from the JF17 is a SUPER TGP with ultra high resolution.
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It's easier to destroy the search radars and it prevents them to know where's the enemy. I usually go for the SR but sometimes for the TR (when using HARM). In the end every SAM unit is important even the rearm units.
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When it will be possible to change the level and gain? It's imposible to see things sometimes.