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philstyle

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Everything posted by philstyle

  1. No idea, sorry. I'm 100% focussed on Normandy - where this mission is built A couple of TRK files... building test-20210421-121158.trkbuilding test-20210421-115612.trk
  2. @Grimes do you know if there are plans to update MIST to account for the current crashes that seem to be related to eject events? MOOSE has had similar issues and they've put out a short fix as per here: https://github.com/FlightControl-Master/MOOSE/pull/1490/files We are having crashed on Storm of War. Our log lines seem to be responding to the same problem as per here: 2021-04-23 09:31:13.121 INFO Scripting: event:type=end shooting,initiatorPilotName=VF17-StuFly,t=17579.2,weapon=Browning .50 M2,initiatorMissionID=247, 2021-04-23 09:31:19.669 WARNING LOG: 3 duplicate message(s) skipped. 2021-04-23 09:31:19.669 WARNING EDOBJECTS: RegMapStorage::ForceID() - id is busy 2021-04-23 09:31:19.669 ERROR EDOBJECTS: Failed assert `success` at Projects\edObjects\Source\Registry\RegMapStorage.cpp:178 2021-04-23 09:31:19.669 INFO Scripting: event:type=eject,initiatorPilotName=VF17-StuFly,target=,t=17585.744,initiatorMissionID=247,targetMissionID=0, 2021-04-23 09:31:19.669 ERROR Lua::Config: Call error world.onEvent:[string "-- world events hook..."]:452: Unit doesn't exist stack traceback: [C]: ? [C]: in function 'getName' [string "-- world events hook..."]:452: in function <[string "-- world events hook..."]:428>.
  3. another crash, similar text in server log: 2021-04-23 09:31:19.669 ERROR Lua::Config: Call error world.onEvent:[string "-- world events hook..."]:452: Unit doesn't exist stack traceback: [C]: ? [C]: in function 'getName' [string "-- world events hook..."]:452: in function <[string "-- world events hook..."]:428>. Full log here: https://drive.google.com/file/d/1YKZ_jh8U0B3zRyTLvoRQymEq1mFFR6kc/view?usp=sharing
  4. Here are some log lines showing player "xvii-Dietrich" in an FW190 bombing a map building. The building is destroyed. The bomb blast also damages the FW 190. Please note that the Target ID number is missing for the statics and buildings. This is evident in the lines where you see "target=" 2021-04-21 08:52:43.086 INFO Scripting: event:targetPilotName=xvii-Dietrich,type=hit,initiatorPilotName=xvii-Dietrich,weapon=SC 500 J,target=FW-190A8,t=777.59,initiatorMissionID=19699,targetMissionID=19699, 2021-04-21 08:52:43.211 INFO Scripting: event:type=hit,initiatorPilotName=xvii-Dietrich,weapon=SC 500 J,target=,t=777.715,initiatorMissionID=19699,targetMissionID=, 2021-04-21 08:52:43.211 INFO Scripting: event:t=777.715,type=dead,initiatorMissionID=, 2021-04-21 08:52:43.212 INFO Scripting: event:type=kill,initiatorPilotName=xvii-Dietrich,weapon=SC 500 J,target=,t=777.715,initiatorMissionID=19699,targetMissionID=, I will break this down a little more: 1. In the following line you can see the the bomb blast hits the FW190. The Target ID is correct (see green text) 2021-04-21 08:52:43.086 INFO Scripting: event:targetPilotName=xvii-Dietrich,type=hit,initiatorPilotName=xvii-Dietrich,weapon=SC 500 J,target=FW-190A8,t=777.59,initiatorMissionID=19699,targetMissionID=19699, 2. In the following line, you can see where the building hit is logged, however the objects ID / type is not known (text is red): 2021-04-21 08:52:43.211 INFO Scripting: event:type=hit,initiatorPilotName=xvii-Dietrich,weapon=SC 500 J,target=,t=777.715,initiatorMissionID=19699,targetMissionID=, 3. In this line you can see where the building is destroyed (killed). once again the objects ID / type is not known (text is red): 2021-04-21 08:52:43.212 INFO Scripting: event:type=kill,initiatorPilotName=xvii-Dietrich,weapon=SC 500 J,target=,t=777.715,initiatorMissionID=19699,targetMissionID=, Having these details properly recorded in the logs is critical for many servers which collect and display statistical information for their players.
  5. SoW server crashed again. Similar lines appearing in the log to what we have seen before. Log accessible here: https://drive.google.com/file/d/1UiuM2iPadUJ7kEydU5FUZf4Ozt91UpfP/view?usp=sharing
  6. Not really a bug - but certainly a game-play limiter: When ground objects/ buildings get destroyed, the fires and smoke that are generated seem to have maximum density, and this cannot be townded down. This can cause significant FPS losses for players - asides from looking pretty ugly. A B17 raid on an airfield or industrial area, for example, can results in tens of these fires. Can these base effects be reworked to be a LOT less dense with much smaller fires?
  7. Might not be related, but I have noticed these truck icons show on the player map. We have all in-mission units set to "hidden on map" so these are not units placed by the mission maker. There is no consistency or thoroughness to their locations on the map- and they don't seem to line up with mission maker placed units.
  8. crash dumps April 15- https://drive.google.com/file/d/1IKZrN08QF8LGCbDFhexzXTnz4w02iWIt/view?usp=sharing April 15th again- https://drive.google.com/file/d/191gk7G-EVg7fRC9Dh1yFXG_SwLYdVA7S/view?usp=sharing
  9. More detail to follow. For the moment, server crashes after around 1 to 2 hours of running a mission. Normandy Map. With and WITHOUT any scripts or external utils like SL-MOD or LotATC running - still crashes. Running in non-render mode - with and without the Web-GUI running - still crashes. Various server log files linked below. We have also submitted a number of direct crash-reports via the DCS post-crash interface. 18 April- ALL MODS and EXTERNAL scripts removed during this crash https://drive.google.com/file/d/1OjTva8aDJVi1C2YBf5ounN-9DPzV3S3C/view?usp=sharing 16 April- https://drive.google.com/file/d/1Wecl1-9vTRpulcRUwnqRGrah7PlGBc7r/view?usp=sharing 15 April- https://drive.google.com/file/d/1xYLaaFzbvT3wfaNdfG48iht-PuOnjdNf/view?usp=sharing 14 April- https://drive.google.com/file/d/1xWYKNlzgnNk8vx1Q45K0Ip4InqGS44Du/view?usp=sharing A couple of log lines from other crashes from which I no longer have the full logs (or they might be from the above logs... not sure) A full crash dump I was able to salvage: 18th April https://drive.google.com/file/d/10QY1QgRNsw89qcL8K67aAYilUqySqOe5/view?usp=sharing
  10. JU88 can now drop bombs. loads of various ones.
  11. Here is an image of the DCS IX aileron with 100% roll controller-input at 100mph IAS on the top, and 250 mph IAS on the bottom. You can see that the deflection achieved under each airspeed is quiet different, and is roughly in accordance with NACA findings.
  12. FYI, your cockpit screenshot bottom left shows full controller input, not full deflection. The red cross down the bottom left just shows that your joystick is pushed fully over. It does NOT mean that the joystick in the aircraft is pushed full over, or that the ailerons have reached full deflection.
  13. SoW is trialing a new spawn configuration for the Anton. the FW190 A8 at forward bases will now start with engines HOT, but no fuel. The engine will cut soon after spawn - so players need to refuel before takeoff. This should solve the 5 to 10 minute warm up waits that ED recently introduced for this aircraft.
  14. Catseye is the person to ask, Nineline. He has commented in the thread above a couple of times.
  15. If you are trying to follow a friendly aircraft, don't point your gunsight at it. If you do, you will have a higher AoA than they do and won't be as fast. Position the other aircraft near the top of your canopy, just below the slide-grip for the canopy open/ close.
  16. Any chance that this script could be updated to work with MIST 4.4?
  17. Would it be possible to have Dinan-Trélivan added to the normandy map i the south west. It would be in Grid WU76. Below is a screenshot from a description of this afield, including lat/ long. Next image is the approx location on the Normandy map:
  18. This thread inspired me to put a little vid together:
  19. set a stop condition on the attack, and make it 5 or so minutes long. Then, after 5 minutes of attacking they will set the next WP
  20. A few of the FPS games I play employ a system like this. works well with an updater/ workshop manager like steam has.
  21. I don't want a circus where some players who have download the skins pack can see then and those who didn't download get other skins. I also don't want to have to curate and maintain a set of skins which may or may not, at any point become broken or unsupported due to changes / patches or designer whim. I want a set of ED approved skins that we can rely on with confidence and with 100% adoption by all players. thousands of players aren't all going to download custom skin packs, sorry. this sort of piecemeal pick and mix approach is an un-necessary barrier to participation.
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