

skypickle
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Help needed! DCS World 2.7 frequently crashes
skypickle replied to Ghostrider36's topic in Game Crash
apparently this is a problem in many games. It has plagued DCS for several versions now. Has to do with Windows becoming impatient with lengthy calculations. Fix has worked for some -
A4E-C version 2.0 RC3.
skypickle replied to Calabrone's topic in Flyable/Drivable Mods for DCS World
looks like this is a gpu error unique to rtx cards overclocked. it was last reported with dcs 2.5.6 -
A4E-C version 2.0 RC3.
skypickle replied to Calabrone's topic in Flyable/Drivable Mods for DCS World
still on win 10. thanks for trying to help. -
I am getting crashes to desktop with the latest A4e. My log files are posted here How can I figure out what's going on?
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A4E-C version 2.0 RC3.
skypickle replied to Calabrone's topic in Flyable/Drivable Mods for DCS World
Well I deleted all my controlbindings and reset them. It worked for one carrier landing but then crashedd to desktop on the next. Got a lot of these errors 2021-12-15 02:11:11.966 ERROR DX11BACKEND: failed to create structed buffer. Reason: DXGI_ERROR_DEVICE_REMOVED 2021-12-15 02:11:11.966 ERROR DX11BACKEND: CreateShaderResourceView FAILED. Reason: E_INVALIDARG 2021-12-15 02:11:11.969 ERROR DX11BACKEND: DX device removed. Reason: 0x887A0006 20 -
A4E-C version 2.0 RC3.
skypickle replied to Calabrone's topic in Flyable/Drivable Mods for DCS World
ok, reinstalled DCS open beta latest. Ran the mission again. Again it crashes but the log file is no help - no error in it at the end. dcs.log-20211215-014229.zip -
A4E-C version 2.0 RC3.
skypickle replied to Calabrone's topic in Flyable/Drivable Mods for DCS World
so i disabled simshaker and TheWay in my Export.lua file. I cleared out my fxo and metashader folder. Still getting crash and the end of the log file looks like this: 021-12-15 01:26:38.143 INFO COCKPITBASE: lua state still active EFM_DATA_BUS, 36 (status undefined) 2021-12-15 01:26:38.244 INFO .openbeta\Mods/aircraft/A-4E-C/Cockpit/Scripts/Nav/ara63_mcl.lua: Temp mission file loaded 2021-12-15 01:26:38.244 INFO COCKPITBASE: lua state still active MCL, 37 2021-12-15 01:26:38.244 INFO COCKPITBASE: lua state still active ADI_AJB3A, 38 2021-12-15 01:26:38.250 INFO WORLDGENERAL: loaded from mission Scripts/World/birds.lua 2021-12-15 01:26:38.250 INFO APP: dbox not found , skip 2021-12-15 01:26:38.282 INFO Lua: Lua CPU usage: metric: average mission execution: 19.6034 % 2021-12-15 01:26:40.627 INFO TACVIEW.DLL: Recording flight data in [C:\Users\Stefan\Documents\Tacview\Tacview-20211214-202641-DCS-Carrier Taxi and Takeoff.zip.acmi] 2021-12-15 01:26:40.636 INFO TACVIEW.DLL: Export rights granted by the host: PlayerPlane=[1] PlayerSensors=[1] OtherObjects=[1] 2021-12-15 01:29:16.836 ERROR DX11BACKEND: DX device removed. Reason: 0x887A0006 2021-12-15 01:29:24.582 WARNING LOG: 772 duplicate message(s) skipped. 2021-12-15 01:29:24.582 ERROR DX11BACKEND: failed to create structed buffer. Reason: DXGI_ERROR_DEVICE_REMOVED 2021-12-15 01:29:24.582 ERROR DX11BACKEND: CreateShaderResourceView FAILED. Reason: E_INVALIDARG 2021-12-15 01:29:24.585 ERROR DX11BACKEND: Failed to create shader resource view for /textures/mapmodepalette.tif.dds. Reason: The GPU device instance has been suspended. Use GetDeviceRemovedReason to determine the appropriate action. 2021-12-15 01:29:24.585 ERROR DX11BACKEND: Failed assert `SRV` at Projects\render\dx11backend_win8\Source\DX11SlotBinder.cpp:93 2021-12-15 01:29:24.586 ERROR DX11BACKEND: failed to create index buffer. Reason: DXGI_ERROR_DEVICE_REMOVED 2021-12-15 01:29:24.587 ERROR DX11BACKEND: failed to create structed buffer. Reason: DXGI_ERROR_DEVICE_REMOVED 2021-12-15 01:29:24.587 ERROR DX11BACKEND: CreateShaderResourceView FAILED. Reason: E_INVALIDARG 2021-12-15 01:29:24.588 ERROR DX11BACKEND: failed to create vertex buffer. Reason: DXGI_ERROR_DEVICE_REMOVED 2021-12-15 01:29:24.588 ERROR DX11BACKEND: Failed assert `false && "failed to create vertex buffer"` at Projects\render\dx11backend_win8\Source\DX11BufferManager.cpp:183 2021-12-15 01:29:24.589 ERROR DX11BACKEND: Can't load blob 'metashaders/terrain/5.1/hardsplatarray5.1.fx|metashaders/transformmodifiers/transform_simple.meta.hlsl|ASSET_INDEX=;CAUCASUS_NOISE=;CLAMP_MAINTEXTURES=;COLOR_VTI=;DIRECTX11=true;GENERATE_NORMALS=;HACK_ASSETS_NORMALS=;NOISE_OP=PhotoshopOverlay;PBR_TEXTURES=;SURFACE5=;USE_CAUCASUS_BLEND=;USE_DCS_DEFERRED=1;USE_TERRAIN_PALETTE=;USE_UVW_MANIFOLD=|'. Reason: DXGI_ERROR_DEVICE_REMOVED 2021-12-15 01:29:24.590 ERROR DX11BACKEND: Failed assert `SRV` at Projects\render\dx11backend_win8\Source\DX11SlotBinder.cpp:93 2021-12-15 01:29:24.590 ERROR DX11BACKEND: failed to create vertex buffer. Reason: DXGI_ERROR_DEVICE_REMOVED 2021-12-15 01:29:24.590 ERROR DX11BACKEND: Failed assert `false && "failed to create vertex buffer"` at Projects\render\dx11backend_win8\Source\DX11BufferManager.cpp:183 2021-12-15 01:29:24.591 ERROR DX11BACKEND: failed to create index buffer. Reason: DXGI_ERROR_DEVICE_REMOVED 2021-12-15 01:29:24.593 WARNING LOG: 1 duplicate message(s) skipped. 2021-12-15 01:29:24.593 ERROR DX11BACKEND: Can't load blob 'metashaders/terrain/5.1/hardsplatarray5.1.fx|metashaders/transformmodifiers/transform_simple.meta.hlsl|ASSET_INDEX=;CAUCASUS_NOISE=;CLAMP_MAINTEXTURES=;COLOR_VTI=;DIRECTX11=true;GENERATE_NORMALS=;HACK_ASSETS_NORMALS=;NOISE_OP=PhotoshopOverlay;PBR_TEXTURES=;SURFACE5=;USE_CAUCASUS_BLEND=;USE_DCS_DEFERRED=1;USE_TERRAIN_PALETTE=;USE_UVW_MANIFOLD=|'. Reason: DXGI_ERROR_DEVICE_REMOVED 2021-12-15 01:29:24.594 ERROR DX11BACKEND: failed to create vertex buffer. Reason: DXGI_ERROR_DEVICE_REMOVED 2021-12-15 01:29:24.594 ERROR DX11BACKEND: Failed assert `false && "failed to create vertex buffer"` at Projects\render\dx11backend_win8\Source\DX11BufferManager.cpp:183 2021-12-15 01:29:24.595 ERROR DX11BACKEND: failed to create vertex buffer. Reason: DXGI_ERROR_DEVICE_REMOVED 2021-12-15 01:29:24.595 ERROR DX11BACKEND: Failed assert `false && "failed to create vertex buffer"` at Projects\render\dx11backend_win8\Source\DX11BufferManager.cpp:183 2021-12-15 01:29:24.596 ERROR DX11BACKEND: failed to create index buffer. Reason: DXGI_ERROR_DEVICE_REMOVED 2021-12-15 01:29:24.599 WARNING LOG: 1 duplicate message(s) skipped. 2021-12-15 01:29:24.599 ERROR DX11BACKEND: failed to create vertex buffer. Reason: DXGI_ERROR_DEVICE_REMOVED 2021-12-15 01:29:24.599 ERROR DX11BACKEND: Failed assert `false && "failed to create vertex buffer"` at Projects\render\dx11backend_win8\Source\DX11BufferManager.cpp:183 2021-12-15 01:29:24.600 ERROR DX11BACKEND: failed to create vertex buffer. Reason: DXGI_ERROR_DEVICE_REMOVED 2021-12-15 01:29:24.600 ERROR DX11BACKEND: Failed assert `false && "failed to create vertex buffer"` at Projects\render\dx11backend_win8\Source\DX11BufferManager.cpp:183 2021-12-15 01:29:24.601 ERROR DX11BACKEND: failed to create index buffer. Reason: DXGI_ERROR_DEVICE_REMOVED 2021-12-15 01:29:24.603 WARNING LOG: 1 duplicate message(s) skipped. 2021-12-15 01:29:24.603 ERROR DX11BACKEND: failed to create vertex buffer. Reason: DXGI_ERROR_DEVICE_REMOVED 2021-12-15 01:29:24.603 ERROR DX11BACKEND: Failed assert `false && "failed to create vertex buffer"` at Projects\render\dx11backend_win8\Source\DX11BufferManager.cpp:183 2021-12-15 01:29:24.604 ERROR DX11BACKEND: failed to create vertex buffer. Reason: DXGI_ERROR_DEVICE_REMOVED 2021-12-15 01:29:24.604 ERROR DX11BACKEND: Failed assert `false && "failed to create vertex buffer"` at Projects\render\dx11backend_win8\Source\DX11BufferManager.cpp:183 2021-12-15 01:29:24.605 ERROR DX11BACKEND: failed to create index buffer. Reason: DXGI_ERROR_DEVICE_REMOVED 2021-12-15 01:29:24.607 WARNING LOG: 1 duplicate message(s) skipped. 2021-12-15 01:29:24.607 ERROR DX11BACKEND: failed to create vertex buffer. Reason: DXGI_ERROR_DEVICE_REMOVED 2021-12-15 01:29:24.607 ERROR DX11BACKEND: Failed assert `false && "failed to create vertex buffer"` at Projects\render\dx11backend_win8\Source\DX11BufferManager.cpp:183 2021-12-15 01:29:24.608 ERROR DX11BACKEND: failed to create vertex buffer. Reason: DXGI_ERROR_DEVICE_REMOVED 2021-12-15 01:29:24.608 ERROR DX11BACKEND: Failed assert `false && "failed to create vertex buffer"` at Projects\render\dx11backend_win8\Source\DX11BufferManager.cpp:183 2021-12-15 01:29:24.609 ERROR DX11BACKEND: failed to create index buffer. Reason: DXGI_ERROR_DEVICE_REMOVED 2021-12-15 01:29:25.111 WARNING LOG: 1 duplicate message(s) skipped. 2021-12-15 01:29:25.111 ERROR DX11BACKEND: Failed assert `SRV` at Projects\render\dx11backend_win8\Source\DX11SlotBinder.cpp:93 2021-12-15 01:29:25.111 INFO RENDERER: Compile shader metashaders/terrain/5.1/hardsplatarray5.1.fx|metashaders/transformmodifiers/transform_simple.meta.hlsl|ASSET_INDEX=;CAUCASUS_NOISE=;CLAMP_MAINTEXTURES=;COLOR_VTI=;DIRECTX11=true;GENERATE_NORMALS=;HACK_ASSETS_NORMALS=;NOISE_OP=PhotoshopOverlay;PBR_TEXTURES=;SURFACE5=;USE_CAUCASUS_BLEND=;USE_DCS_DEFERRED=1;USE_TERRAIN_PALETTE=;USE_UVW_MANIFOLD=| 2021-12-15 01:29:25.920 ERROR DX11BACKEND: Can't load blob 'metashaders/terrain/5.1/hardsplatarray5.1.fx|metashaders/transformmodifiers/transform_simple.meta.hlsl|ASSET_INDEX=;CAUCASUS_NOISE=;CLAMP_MAINTEXTURES=;COLOR_VTI=;DIRECTX11=true;GENERATE_NORMALS=;HACK_ASSETS_NORMALS=;NOISE_OP=PhotoshopOverlay;PBR_TEXTURES=;SURFACE5=;USE_CAUCASUS_BLEND=;USE_DCS_DEFERRED=1;USE_TERRAIN_PALETTE=;USE_UVW_MANIFOLD=|'. Reason: DXGI_ERROR_DEVICE_REMOVED 2021-12-15 01:29:25.921 ERROR METASHADER: Help? -
A4E-C version 2.0 RC3.
skypickle replied to Calabrone's topic in Flyable/Drivable Mods for DCS World
I made a simple mission so I can practice takeoffs from the carrier. Unfortunately it crashes randomly 10 to 20 minutes in. Also attachd is the crash report. How do I troubleshoot crashes to desktop? It seems I am getting a lot of these in the error log: 2021-12-15 01:00:23.611 ERROR THEWAY: Error at accepting connection: timeout 2021-12-15 01:00:23.709 WARNING LOG: 5 duplicate message(s) skipped. 2021-12-15 01:00:23.709 ERROR THEWAY: Error in upstream LuaExportAfterNextFrame function[string "C:\Users\Stefan\Saved Games\DCS.openbeta\Scripts/SimShaker.lua"]:433: attempt to index field 'wing' (a nil value) 2021-12-15 01:00:23.709 ERROR THEWAY: Error at accepting connection: timeout 2021-12-15 01:00:23.770 WARNING LOG: 6 duplicate message(s) skipped. 2021-12-15 01:00:23.770 ERROR THEWAY: Error in upstream LuaExportAfterNextFrame function[string "C:\Users\Stefan\Saved Games\DCS.openbeta\Scripts/SimShaker.lua"]:433: attempt to index field 'wing' (a nil value) 2021-12-15 01:00:23.771 ERROR THEWAY: Error at accepting connection: timeout 2021-12-15 01:00:23.841 WARNING LOG: 7 duplicate message(s) skipped. So I guess it's a simshaker issue? Crash happens even when I am not running simshaker. Carrier Taxi and Takeoff.miz dcs.log-20211215-011040.zip -
F4 is a look back view (not chase view but looking backward through the rudder.) This view works for other aircraft but in the F18, the view is forward from the right stab. Any way to fix?
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How do I configure streamdeck plugin for custom modules like A-4E-C? Hercules? Only the official modules appear in the list?
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thank you all, especially Bunny.
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@Tholozor this comment suggests RWS gives a warning to the target but TWS does not. It is not a launch warning but I think it refers to the the fact that the target is aware it is being illuminated by the radar. My understanding is that RWS goes directly to the display but TWS goes to a computer that collates data and assigns little HAFU symbols. Chuck's guide says " a TWS launch with an AMRAAM will not provide the enemy aircraft with a radar lock and launch indication. As such, the first warning the enemy pilot will likely get is when the active radar seeker of the AIM-120 missile goes active near the target." I infer that an AMRAAM launch in RWS does warn the target. Since radar requires the emission of EM energy, how can a RWR receiver not detect TWS?
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thank you for your words but that does not explain why RWS gives an RWR warning and TWS does not.
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Thank you. mine said ' 1d'. Never thought to look there. Changed it and now works.
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Since The radar "power" (effective emitted energy) is both the same for TWS and RWS, why does the target get different warnings in their RWR? I read this thread but it confused more than explained. It stated 'For TWS you can lock on and fire on a target with a "soft lock" and the target will be none the wiser '. I am not talking about STT where the radar focusses on the target with a hard lock. But why would RWS alert the enemy (especially using LTWS mode) and TWS not?
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I have weird problem with stream deck and the plugin. It is installed properly and works well. I have profiles for A10 and F18. But I cannot create a button for the left DDT brightness control (the dial that turns on the left DDI and has off, night, and day settings). The left DDI brightness selector knob does not respond when an Incremental Input (text above) button is created with these settings: DCS command Button ID: 3001 Device ID: 35 DCS ID: 51 Increment by value: 0.1 Increment Range: 0.0 1.0 Allow cycling Image State Change and Title text change both use the button ID 51 The right DDI brightness selector knob works fine with corresponding settings: DCS command Button ID: 3001 Device ID: 36 DCS ID: 76 Increment by value: 0.1 Increment Range: 0.0 1.0 Allow cycling Image State Change and Title text change both use the button ID 76 All the other knobs (brightness control, contrast control) work fine for all three DDIs
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I cannot seem to get ILS working in Cyprus even though Paphos and Akrotiri are listed as having ILS beacons. The ILS markers are perfectly centered all the time. Yes, ILS is turned on, tuned to the correct frequency. And setting it to 'test' lights up a blue light on the panel.
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so I restarted VA and it downloaded a NEW AIRIO. Now it works . Weird on the timing.
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Updated to the latest VA and VAICOM PRO. I am licensed for the modules. But Airio is not laoding Help?
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has anyone seen the virpil AND the winwing? Ive heard the winning has different friction in one direction from the other.
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I've this great stick for a year now. But about 4 months ago changed to the #40 springs and the cams with the discrete center detent. I've noticed occasional loss of random buttons- sometimes the analog stick, sometimes a 4 way hat. Never the the pitch, roll, or twist of the stick. I solve the problem by taking the stick off and simply reseating it. I do not push the stick down onto the base , but simply let gravity hold it there while I tighten the Allen bolt. But after a few days I notice the flakiness again. Recently on one of the 'reseating' I noticed the three spots (where the pins of the grip make contact with the base). Although the contact points have always been visible as smooth abrasions, one of them now has a little trough-like depression, almost as if the pin is sliding across the contact. I am thinking that I push a little too hard on the joystick with the #40 springs and the increased force is making the pin gouge its way across the contact. So I changed back to the #20 springs. I know the pins are spring loaded and should act like little shock absorbers, but when lateral torque is applied to them I think they slide a bit. Over time, one of the pins has made a little trough. This deformity I think will increase the friction and binding of the pin to the contact plate and also accelerate the wear the pin will cause. Since a number of people have solved their 'problems' with reseating the joystick, I wonder if there is a more effective solution. I wish instead of contact pins, VKB had used a little U shaped flat piece of metal- like a leaf spring. The larger contact area would have prevented this problem and also provided better contact. Of course, a 'Virpil' solution of a cable would eliminate this issue as well. Has any thought been given to a mod kit where the pins can be replaced with something which has a greater surface area contact point? Maybe three little gold slippers to slide over the pins but which have a bulbous end? The larger surface area of the contact point and the shallow curvature would prevent excoriation of the contacts in the base.
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What is the cue for the tanker to let out the drogue? Mine never does.
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I made a mission with various tankers but I cannot get them to deploy the drogue. I am on the same freq. When I contact them , I say intent to refuel. They respond with a velocity and altitude. I am a couple hundred feet away flying straight and level. I 'ready precontact' they say proceed but at no time does the drogue come out. Is there something I need to do in the mission editor to make them deploy the drogue?
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jaggies and weird font scaling with certain monitor sizes
skypickle replied to skypickle's topic in Multi-Display Bugs
You are correct, checking the fullscreen checkbox just squashes the whole screen buffer (whatever pixels are set in the settings) onto the main monitor-terrible distortion. Using 4340x2680 is just like the issue I described above-jagged in game graphics as well as jagged fonts in the GUI. I also tried 4288x2680 (an exact 16:10) aspect and still get the irregularities. I noticed that all these resolutions are for a screen size for which a monitor is lacking (there is no monitor for the bottom right part of the screen buffer) So, I also tried 5200x1600 (aspect exactly 3.25, using entire main monitor and part of the monitor to the right), I still get the irregularities. I was beginning to think that DCS gets confused when you ask it to use a screen resolution whose pixel count neglects part of a monitor. So I tried 3840 x 2200 (basically only using part of the bottom two monitors) The image was perfect though. No font irregularity in the GUI, no jaggies in the game. So I then tried 7680x1600, still have the irregularities. Then I tried 7680x1600 but set DCS to one screen. Still have the irregularities , but DCS used two screens anyway.This is the lua file for 1 screen - as simple as it gets = function(p) return p; end; name = _('1 Screen'); Description = 'One monitor configuration' Viewports = { Center = { x = 0; y = 0; width = screen.width; height = screen.height; viewDx = 0; viewDy = 0; aspect = screen.aspect; } } GU_MAIN_VIEWPORT = Viewports.Center That's why dcs used both screens- because screen width uses ALL available pixels (which is two screens). but it does not explain why the rendering is poor.