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robgraham

ED Closed Beta Testers Team
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Everything posted by robgraham

  1. I can see one big thing from the digital side people are forgetting. It is not just a change to the external modelling. As certain people here know the ASPI is mandatory now because the reasons for installing it worked a reduction in the engine ir plume. So on top of just removing the covers you also have to... 1. Adjust all the exhust effectors in play for both the visible heat effect and the ir effect. 2. Adjust the ir signatures both for how detectable the aircraft is but also the angles at which said detection can occur. Etc. I'm not saying don't do it down the line maybe like the warthog etc in time ED can model different blocks and years and configurations that occured within models even of the same block depending on where/what/how/why things were installed. I mean legacy looks better Just my two cents on the matter
  2. Already given my endorcement but I can't give it enough, The changes here would open up soo much to us server admins just in the ability to control and adjust our missions some of which we've been asking for now for years.. and RJ has done a great document here that not only explains why we need it but also.. how it could be structured. Please Kate and every one else at ED look at it.. and consider it, the investment alone will pay dividends in the long run not only for us but for ED when things like your own Dynamic Campaign stuff comes out I would think.
  3. That's not how things should work though. The functionality in game currently is incorrect and the manual is correct not the other way around, if everything people get used to in early access gets left in because they are used to it then a lot of errors will never get fixed at all. If its gonna be left in then if should be made a special option like other work arounds/ cheats
  4. Right Alt Home - Engine 1 to Idle, Right Shift Home - Engine 2 to idle from cut off. Right Alt End - Engine 1 from idle to cut off, Right Shift End - Engine 2 to cut off. If that is what your refering to not being able to do to get the engine to start. Same as all ED's modules. edit: saw you found the answer sorry (it's late)
  5. There is no 'recenter' you have to move the controls back to center (use right control + enter) and trim. The FMC Release will dis-engage all of your Stability controls.
  6. Please include track files showing the issue so it can be looked into. The skewing is likely that your axis is bumping as mentioned but with out a track file is hard to see what is going on. As I can not reproduce this one and i have tried. Also if you have mods installed ie the A4 or the older macchi files etc try removing and reproducing with out those please. As some times word bugs are from mods even when they aren't in mission they still are sometimes the cause. Thanks
  7. your web server port is conflicting that is what this line is: 2022-01-01 18:34:04.708 ERROR NET: AddPortMapping(8089, 8089, 192.168.1.66, TCP) failed with code 718 (ConflictInMappingEntry) as HC said your autoexec.cfg if you've made one would help but basically it should look like this (goes in the savegames\config folder) the first line will automatically send crash dumps if you have one with out needing you to enter data. the second is the webgui port that your server gui is running on and you need a seperate port for this just like you need seperate ports for the main server. but you also have another issue which is weird and that is when the server tries to read part of your mission it's erroring have you got virus protection running or something if so maybe make certain dcs is in excluded stuff.. because WORLDGENERAL: loading mission from: "C:\Users\kelly\Saved Games\Missions\Sandman's Server - PG - V1.2 no stennis.miz" 2022-01-01 18:34:04.937 ERROR VFS: VFS_open_write: CreateFile(C:\Users\kelly\AppData\Local\Temp\instance2\/~mis00004E64): The system cannot find the path specified. Because taht is basically saying it can't find a file in your Temp folder .. but i'd start with fixing your webgui issue and see if that rectifies issues and also antivirus incase it's deleting the mission temp files.
  8. As tholozor has said the master arm never should have been part of the counter measure systems activation. The ALE series of counter measure dispensors systems all have their own switches in the case of the hornet the main power and mode switch next to the jammer mode and the sub mode options on the ew page.
  9. For a coalition you'd do it a diffrent way around you'd look at the zone or do a set and then trigger off that. so something like. mz = ZONE:New("Test") -- Test would be the zone in ME. SCHEDULER:New(nil,function() if mz:IsSomeInZoneOfCoalition(coalition.side.BLUE) then -- code for spawning here end end,{},60,60) -- run this starting 1 minute in and every 1 minute after.
  10. BMG if you have the Cursor up you can just click. the ALT+C is if you don't already have a cursor, Be aware your not gonna get them to work if you don't have a bird in bound, in 2d or vr or at least that's what I've found over the past few days mucking around with it.
  11. Can confirm also, steps to reproduce: - Create a marker for him on F10. - Tell him to enter it. - Watch DCS Crash to Desktop. What is expected: - Create marker for him on F10 - Tell him to enter it. - He enter's it and DCS doesn't crash.
  12. updated to account for the issue that 2.7 can't / won't report correctly to windows debug tools that it's UI's nonresponsive (always reports it) https://github.com/robgrahamau/DCSServerControl/releases/tag/2.7
  13. Ok the buttons are on the top of the actual LSO panel (Alt+F9 if you own the super carrier ) you can click them after activating mouse cursor (left Alt+C) SO when you look at the LSO console you see ARBS reset blank, CUT Wave off The cut/wave off buttons will click.
  14. Here's some more more info @BIGNEWY I had it happen to me just now in Stable. What is happening: After a while in sim On Scene/Camera Change Steam VR enters a fault state and stops talking with VR. Normallly either happens when - Go from Cockpit to F10 map. - Die and get teleported to an external view of a unit. - F# to a unit that isn't right near you. DCS logs show NOTHING with this error as DCS is still running, it even still gets head tracking data from SteamVR etc just you have no link and can't just re-enter the sim as to fix the issue you require a full SteamVR restart which in turn causes DCS to close. Relevant info: VR System: Reverb G1, SteamVR Version: 1.16.10 (1615513459) WMR for steamvr: 1.2.536 Graphics Card: RTX 3070, Nvidia Driver: 461.72 logs that show what is happening, rest seem standard and contain no information. steam\logs\vrcompositor.txt Sat Mar 27 2021 21:49:12.852 - Creating solid play area quad for compositor construct: 1.00 x 1.10 Sat Mar 27 2021 23:20:57.051 - Error: Aborting WaitForPresent after 1.000000 seconds! TimeSinceLastVSync: 1108.133545(34) Sat Mar 27 2021 23:20:58.052 - Aborting GetDeltas(Compositor) disjoint! (n=3) Sat Mar 27 2021 23:20:59.052 - Aborting GetDeltas(CompositorPresent) disjoint! (n=1) Sat Mar 27 2021 23:21:00.267 - Error: Aborting WaitForPresent after 1.000000 seconds! TimeSinceLastVSync: 4322.553711(34) Sat Mar 27 2021 23:21:08.394 - Failed Watchdog timeout in thread Render in CGraphicsDevice::AcquireSync after 5.571448 seconds. Aborting. steam\logs\vrclient_DCS.txt at Mar 27 2021 21:49:12.761 - DCS.exe 1.16.10 startup with PID=4876, config=C:\Program Files (x86)\Steam\config, runtime=C:\Program Files (x86)\Steam\steamapps\common\SteamVR Sat Mar 27 2021 21:49:12.761 - vrclient type=VRApplication_Scene Sat Mar 27 2021 21:49:12.765 - [Settings] Load Default Json Settings from C:\Program Files (x86)\Steam\steamapps\common\SteamVR\drivers\htc\resources\settings\default.vrsettings Sat Mar 27 2021 21:49:12.765 - [Settings] Load Default Json Settings from C:\Program Files (x86)\Steam\steamapps\common\SteamVR\drivers\lighthouse\resources\settings\default.vrsettings Sat Mar 27 2021 21:49:12.765 - [Settings] Load Default Json Settings from C:\Program Files (x86)\Steam\steamapps\common\SteamVR\drivers\null\resources\settings\default.vrsettings Sat Mar 27 2021 21:49:12.766 - [Settings] Load Default Json Settings from C:\Program Files (x86)\Steam\steamapps\common\MixedRealityVRDriver\resources\settings\default.vrsettings Sat Mar 27 2021 21:49:12.766 - [Settings] Load Default Json Settings from C:\Program Files (x86)\Steam\steamapps\common\SteamVR\resources\settings\default.vrsettings Sat Mar 27 2021 21:49:12.766 - [Settings] Load Json Settings from C:\Program Files (x86)\Steam\config\steamvr.vrsettings Sat Mar 27 2021 21:49:12.772 - Client (SteamVR_Namespace) app container state: 1 Sat Mar 27 2021 21:49:12.777 - CSharedResourceNamespaceClient::Init(): received namespace data 29580 Sat Mar 27 2021 21:49:12.777 - Client (VR_ServerPipe_29580) app container state: 1 Sat Mar 27 2021 21:49:12.797 - Received success response from vrserver connect Sat Mar 27 2021 21:49:12.803 - Not looking for a good app key because Steam didn't start this app Sat Mar 27 2021 21:49:12.803 - App key after connect message:system.generated.dcs.exe Sat Mar 27 2021 21:49:12.808 - Client (VR_CompositorPipe_29580) app container state: 1 Sat Mar 27 2021 21:49:12.812 - Received success response from vrcompositor connect Sat Mar 27 2021 21:49:12.812 - Initializing the limited version of CVRCompositorClient Sat Mar 27 2021 21:49:12.812 - Attempting to load initial input config Sat Mar 27 2021 21:49:12.814 - No controllers detected. Not waiting for config. Sat Mar 27 2021 21:49:12.814 - /user/hand/left is FFFFFFFF Sat Mar 27 2021 21:49:12.814 - /user/hand/right is FFFFFFFF Sat Mar 27 2021 21:49:12.815 - TrackedControllerRole_LeftHand (FFFFFFFF)-> Sat Mar 27 2021 21:49:12.815 - Skipping role TrackedControllerRole_LeftHand because the device is invalid Sat Mar 27 2021 21:49:12.815 - TrackedControllerRole_RightHand (FFFFFFFF)-> Sat Mar 27 2021 21:49:12.815 - Skipping role TrackedControllerRole_RightHand because the device is invalid Sat Mar 27 2021 21:49:12.815 - TrackedControllerRole_Invalid (0)-> Sat Mar 27 2021 21:49:17.110 - Capturing Scene Focus Sat Mar 27 2021 21:49:17.143 - Found Windows 10 or newer, so enable advanced image processing of scene textures. Sat Mar 27 2021 21:49:17.210 - Setting max texture dimensions to 3542x3467 before requiring downsampling Sat Mar 27 2021 23:20:58.581 - Aborting GetDeltas(Compositor Client) disjoint! (n=1) steam\logs\vrserver.txt Sat Mar 27 2021 21:49:12.797 - Processing message VRMsg_Connect from DCS (4876) took 0.00896 seconds Sat Mar 27 2021 21:49:12.845 - Processing message VRMsg_UpdateZeroPose from vrcompositor (15656) took 0.00501 seconds Sat Mar 27 2021 21:49:17.219 - Processing message VRMsg_CreateSwapTextureSet from DCS (4876) took 0.0073 seconds Sat Mar 27 2021 21:49:17.229 - Processing message VRMsg_CreateSwapTextureSet from DCS (4876) took 0.00982 seconds Sat Mar 27 2021 23:21:12.278 - Closing pipe vrcompositor (15656) because it was broken from the other end Sat Mar 27 2021 23:21:12.278 - Process vrcompositor (15656) disconnected (Thread(0x0000026B4E2C7700/0x000) Sat Mar 27 2021 23:21:12.278 - AppInfoManager.ProcessQuit processid=15656 eLaunchingApp=LaunchingApp_None Sat Mar 27 2021 23:21:12.278 - AppInfoManager.ProcessQuit: Clearing application openvr.component.vrcompositor PID was 15656 Sat Mar 27 2021 23:21:12.278 - AppInfoManager.ProcessQuit: Clearing application openvr.component.vrcompositor PID because 15656 has exited Sat Mar 27 2021 23:21:31.246 - Process vrmonitor (22708) has initiated a quit all in preparation for a restart
  15. I haven't had this one happen, but this looks like 2 issues based on the logs I've just looked at Hushpuppy's appears to be a Nvidia driver crash with a shader command as can be seen here 2021-01-30 01:02:04.525 INFO EDCORE: try to write dump information 2021-01-30 01:02:04.530 INFO EDCORE: # -------------- 20210130-010204 -------------- 2021-01-30 01:02:04.533 INFO EDCORE: DCS/2.5.6.60720 (x86_64; Windows NT 10.0.19042) 2021-01-30 01:02:04.536 INFO EDCORE: C:\WINDOWS\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_e44a509137af5639\nvwgf2umx.dll 2021-01-30 01:02:04.539 INFO EDCORE: # C0000005 ACCESS_VIOLATION at CAA87790 00:00000000 2021-01-30 01:02:04.549 INFO EDCORE: SymInit: Symbol-SearchPath: '.;F:\Program Files\Eagle Dynamics\DCS World OpenBeta;F:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin;C:\WINDOWS;C:\WINDOWS\system32;SRV*C:\websymbols*http://msdl.microsoft.com/download/symbols;', symOptions: 530, UserName: 'traye' 2021-01-30 01:02:04.551 INFO EDCORE: OS-Version: 10.0.19042 () 0x100-0x1 2021-01-30 01:02:05.259 INFO EDCORE: 0x0000000000437790 (nvwgf2umx): NVDEV_Thunk + 0xBC850 2021-01-30 01:02:05.259 INFO EDCORE: 0x000000000106912F (nvwgf2umx): cask::ShaderList<cask::SoftmaxShader,cask::SoftmaxOperation>::availableShaders + 0x2E2CF 2021-01-30 01:02:05.259 INFO EDCORE: 0x00000000010B3FCF (nvwgf2umx): cask::ShaderList<cask::SoftmaxShader,cask::SoftmaxOperation>::availableShaders + 0x7916F 2021-01-30 01:02:05.259 INFO EDCORE: 0x00000000010B3F4A (nvwgf2umx): cask::ShaderList<cask::SoftmaxShader,cask::SoftmaxOperation>::availableShaders + 0x790EA 2021-01-30 01:02:05.260 INFO EDCORE: 0x00000000010A916D (nvwgf2umx): cask::ShaderList<cask::SoftmaxShader,cask::SoftmaxOperation>::availableShaders + 0x6E30D 2021-01-30 01:02:05.260 INFO EDCORE: 0x000000000067F25A (nvwgf2umx): cask::SafeEnum<cask::GemmChip_ENUMCLASS_SCOPEWRAPPER>::SafeEnum<cask::GemmChip_ENUMCLASS_SCOPEWRAPPER> + 0x165CA 2021-01-30 01:02:05.260 INFO EDCORE: 0x000000000163552C (nvwgf2umx): OpenAdapter12 + 0x3A84AC 2021-01-30 01:02:05.261 INFO EDCORE: 0x0000000000017034 (KERNEL32): BaseThreadInitThunk + 0x14 2021-01-30 01:02:05.261 INFO EDCORE: 0x000000000004D0D1 (ntdll): RtlUserThreadStart + 0x21 2021-01-30 01:02:08.451 INFO EDCORE: Minidump created. 2021-01-30 01:02:08.464 INFO DCS: enumerating loaded modules while the last one by eLgargantuan appears to be a DX 11 crash caused possibly when a shader was called. 2021-03-14 04:19:12.688 INFO EDCORE: # -------------- 20210314-041913 -------------- 2021-03-14 04:19:12.689 INFO EDCORE: DCS/2.5.6.61527 (x86_64; Windows NT 10.0.19041) 2021-03-14 04:19:12.690 INFO EDCORE: C:\WINDOWS\SYSTEM32\d3d11.dll 2021-03-14 04:19:12.690 INFO EDCORE: # C0000005 ACCESS_VIOLATION at 05F889C1 00:00000000 2021-03-14 04:19:12.702 INFO EDCORE: SymInit: Symbol-SearchPath: '.;F:\Program Files\DCS World OpenBeta;F:\Program Files\DCS World OpenBeta\bin;C:\WINDOWS;C:\WINDOWS\system32;SRV*C:\websymbols*http://msdl.microsoft.com/download/symbols;', symOptions: 530, UserName: 'Tom' 2021-03-14 04:19:12.702 INFO EDCORE: OS-Version: 10.0.19041 () 0x300-0x1 2021-03-14 04:19:14.709 INFO EDCORE: 0x00000000001289C1 (d3d11): CreateDirect3D11SurfaceFromDXGISurface + 0xF431 2021-03-14 04:19:14.710 INFO EDCORE: 0x00000000000176BD (dx11backend): RenderAPI::DX11Renderer::setShaderResources + 0xCD 2021-03-14 04:19:14.710 INFO EDCORE: 0x0000000000062ADD (dx11backend): createRenderer + 0x4AB8D 2021-03-14 04:19:14.710 INFO EDCORE: 0x000000000006237D (dx11backend): createRenderer + 0x4A42D 2021-03-14 04:19:14.710 INFO EDCORE: 0x000000000005FB59 (dx11backend): createRenderer + 0x47C09 2021-03-14 04:19:14.711 INFO EDCORE: 0x0000000000011E84 (dx11backend): RenderAPI::DX11Renderer::draw + 0x364 2021-03-14 04:19:14.711 INFO EDCORE: 0x0000000000026F1F (NGModel): model::load_json_mat + 0x56FF 2021-03-14 04:19:14.711 INFO EDCORE: 0x000000000002A09E (NGModel): model::DeckMaterial::draw + 0x314E 2021-03-14 04:19:14.711 INFO EDCORE: 0x000000000002A397 (NGModel): model::ModelMaterial::draw + 0x2D7 2021-03-14 04:19:14.712 INFO EDCORE: 0x0000000000043FDB (NGModel): model::NGModelLods::reload + 0x21B 2021-03-14 04:19:14.712 INFO EDCORE: 0x00000000001214C7 (Visualizer): RenderParserImpl::DrawZWrited + 0xA7 2021-03-14 04:19:14.712 INFO EDCORE: 0x000000000012616E (Visualizer): RenderParserImpl::isEmpty + 0x420E 2021-03-14 04:19:14.712 INFO EDCORE: 0x0000000000125A6D (Visualizer): RenderParserImpl::isEmpty + 0x3B0D 2021-03-14 04:19:14.712 INFO EDCORE: 0x00000000001697E2 (Visualizer): smSceneManager::regLua + 0x25C2 2021-03-14 04:19:14.712 INFO EDCORE: 0x000000000015A7EE (Visualizer): smSceneManager::CreateSceneManager + 0x614E Now to ask the normal set of questions have you all done the following: 1. Deleted Metashaders and FXO in your savedgames folder and allowed DCS to rebuild those files? 2. Done a repair of DCS to make certain nothing has become corrupted? (and if it does repair .. do step 1 again) 3. Updated from the late Dec/Jan/early Feb Nvidia Drivers? as there was a fault in these drivers impacting multiple games? 4. Tried reducing Shadows or other graphic items to see if that has an impact on the crash itself. That lets you start to see if any of those items are the causes of the issues, the fact that page file seemed to fix it for a short period of time could indicate a memory issue especailly given it's at the SC which with shadows on high tends to be really GPU intensive.. but you've 2 different cards there a 6gb 1060 and an 8gb 1080. But I'd try those things and see if any of them have an impact..
  16. This bug appears to still be happening, we wasted an hour just now trying to launch Mav's doing everye thing under the sun.. Mav's can be Tracking a laser and refuse to come off. It's annoying.
  17. Not talking JESTER we are talking the KNEEBOARD Datalink page you know the one you use when your a RIO, that is extremely limited and not done by proximity etc. It shows carriers, then Burkes etc etc etc hit shift K and go look on that mission and see the mess that it is. Not every one flys with Jester, some of us fly with humans and right now you can't if there are enoguh ships etc around find the AWACS, there needs to be a way to cycle through if there is more then one page of Datalink contacts especailly given LOS seems to impact the Datalink. And just to show what i mean here's proof. Magic 11 is a E-2D AWACS should show up doesn't. So if your a HUMAN doing the work you can't enter it because you can't find the frequency. Previously it was Carrier, Then AWACS, then Other Datalink providers, Now it's Carrier and it's group, next carrier and it's group etc.
  18. With the latest set of patches etc the Datalink page on the kneeboard now shows every boat in a fleet as a datalink source, this is great except that you can't scroll beyond the page shown.. So if you've a full fleet of ships etc you can't find the AWACS Datalink freq's as they aren't visible.
  19. 99.99% of what you've asked is in the SPAWN command but to make this easy... awacsgroup = nil -- this holds our awacsgroup if we need it at anypoint. -- create our spawner. myawacsspawner = SPAWN:NewWithAlias("myawacsgroup","Overlord"):InitLimit(1,99):InitRepeatOnEngingeShutDown():InitCleanUp(600):InitRadioFrequency(252.00):OnSpawnGroup(function(spawngroup) awacsgroup = spawngroup -- store our spawnedgroup into awacsgroup so we can interact with it if ew need to. end,{}):SpawnScheduled(300,1) You'd need to do a task push to adjust altitude and speed.. and well the moose documentation has more then enough to help you help yourself.. but to explain the above.. your creating a variable called awacsgroup to store the spawned group later in. then your making a spawner in that spawner your telling it to spawn your template group with an alias in this case Overlord, Then your saying I want 1 group active at anytime and a maximum of 99 groups allowed to spawn during the mission run on destruction etc. Then telling the script to automatically repeat the spawn when the aircraft lands and shuts down its engines. Also clean up the spawn if it's idle/unable to do anything for 10 minutes. Set the Radio Freqency to 252.00 Mhz. When the group spawns, capture that and run the function, where spawngroup is assigned to awacsgroup. This is also where i'd do the task push if i was doing it.. but i'm not writing all the code, because helping ones self = best way to learn.. or asking on the discord ;) Finally schedule a spawn attempt every 5 minutes (300 seconds) with no randomization. What you should see is at 5 minutes a awacs load in, fly the planned route, land shut down, despawn and another start back at the start point.. IF the AWACS is shot down, 5 minutes later it should respawn in up to 99 times.
  20. would also love to see these api items added as one of the servers that uses Overlordbot a LOT.
  21. My issue with this being 'as intended' other then it not being well correct. is that there is an Incockpit Handbrake specifically for the reason that the airframe does roll when at idle.... and the extra thrust required to overcome the friction that shouldn't be there = extra fuel load that shouldn't be being burnt during taxi.
  22. Ah To be fair my other thread didn't just pop up Stal2k I pointed Newy to it and I posted it over a year ago, it has a lot of extra info in it that I thought might help given that this post now exists. Thing is people need to take a step back for a moment, there is a very real chance that part of this is being driven by a time out caused when the vram gets dumped etc which means that peoples graphics settings, actual systems etc could play a very big part in all of it. What I've had it happen on some one with a 2080ti might not have it happen on, what your reporting etc I might run and never have an issue on, steps are all well and good but if just doing the steps isn't allowing some one to reproduce then you need to start breaking things out a bit more and again look at: 1. What are peoples System Spec's? Specifically - Video Cards (and VRAM amounts), Driver Versions, Windows Versions, SteamVR Builds etc. 2. What are peoples DCS Graphic settings when the issue occures, does REDUCING the settings IMPACT how quickly it happens, does INCREASING the settings. Getting graumpy at each other when all ppl are wanting to do is help and or get help isn't helpful.. I get that it's frustrating, I know that for me I have had it personally happen after a hour or so in the F14, F18 or another high detail ac and then hitting F10 and boom i'm out .. But then I adjusted some settings etc recently and its occurence rate has.. Dropped on me, I can't say fully what I've changed because tbh I've played with a few settings. The steps as I understand it that ppl believe will reproduce from those of us experiencing it are: A. whatever rigs we are running (mine is in my sig with a NVME needed to be added). B. whatever our dcs settings are. C. whatever our VR settings are. then 1. Running DCS in a mission with a large amount of units and or memory use. 2. Switching through views that cause items to need to load/scene changes to happen. 3. Eventually at some point Steam VR will encounter an error leaving the user with the following symptoms: A. SteamVR window states "SteamVr has encountered an issue/error". B. If your in WMR you get a breif flicker and or blue shifting zone.. then you go to a black screen with nothing. C. The Window on the Desktop of DCS will still have DCS RUNNING, Were you asked it to be in VR mode, your likely to still have headtracking etc.. but no vid on your HMD. D. Due to Steam not allowing you to simply 'reinitalise' your forced to close steamvr and thus DCS, restart and symptoms go away until you do step 1. The issue here is and please take a breath, there are Multiple areas where this can be happening... It could be DCS itself (which is possible... based on the logs that I supplied a year ago and back earlier this year) that it's going into a state where it doesn't communicate with steamvr's server just long enough for it to time out. It could be SteamVR/OpenVR having issues when large amounts of memory are in use. And for WMR users it could be the steam - wmr plugin as well. So while it's frustrating etc.. and i get it's frustrating the more info ppl can give and having paitnece while Newy etc pass that info on.. the more chance there is that the exact things needed to get a Dev to reproduce can happen.. That is what Pikes is trying to explain when he's asking for steps he can't reproduce it currently on his system. So maybe give him some more info on your settings etc.. I've handed over mine elsewhere.
  23. Can I offer a suggestion as well, those whom are having this happen: Post not only your steps to reproduce, but also go and get your STEAMVR logs and post those as well, when this happens, as these give the steam vr client side of what is happening and might help.. also post your DCS settings and PC settings, SteamVR settings etc. I've hazarded an opinion privately that it's due to a time out likely happening when the scene changes, but with out it being able to be reliably reproduced its very hard for any programmer to ever look at it.. and I mean I've had the issue myself.. The Steam logs you can find here normally: C:\Program Files (x86)\Steam\logs you'll see a bunch of vrclient_xxx.txt and vr_vrcompositor.txt, vrserver.txt files.. these are the logs for steamvr. but again as pikes, newy etc are all pointing out and there not being condecending etc they really want to get to the bottom of this, with out repeatable steps that testers and programmers can get to happen and system info etc.. driver versions, (Dxdiag report easiest way here) it's kinda hard for it to be solved if the issue can't be caught on a dev machine.. and Trust me I've had this happen for 2 years and I can't even reproduce it all the time. so I get their frustration.
  24. There is pro's and con's to both sides of this and arguments that can be made on both sides and seemingly confusion on what/why/how lmits are set and people going 'no its not' to information that is correct. The Limits set in the flight manuals are typically anywhere from 1.25 - 2x's lower the the maximum amount of G forces the Aircraft itself can pull case in point the Viper can and has been recorded even by it's General Dynamics creators as being able to go above 9g's but 9g's sustained was set for a few reasons the same reasons that go through for each and every aircraft namedly: 1. It's extremly hard on the biological component of the system ie the pilot, a lot of the G limits especailly in modern aircraft are actually based on this, the G load changes greatly depending on the size of the aircraft due to the moment of movement around the center of gravity, (this also has an impact on 2 below), some AC have hard limiters in them specifically for this reason the Viper is a great example of this, the Jet can and will go above 9g's. 2. Life expectancy of the Aircraft based on the Materials used, the size of the Aircraft etc. Every time in real life you pull G's your putting stress on the materials of the Aircraft and because no production manufacturing is ever 100% perfect and materials all have stress limits etc this puts a lot of stress and strain on said components greatly increasing the fatigue loads and limits of the AC itself, until such a time that the material fails. This is compounded by the size of an Aircraft vs it's Center of Gravity in moments of movement something a lot of people don't actually realise at all is happening.. Your Aircraft is not seeing a 9g turn at 9g's across the entire airframe, various parts of it actually experence different amounts of G's dependent on the size and angular velocity of the entire aircraft, the G meter simply records it normally at the point that they expect it to be the highest but you also have to remember that with G wing loadings also become extremely high which is why 'ripping the wings off' is normally the biggest issue with pulling excessive high G values. What that adds up to though is over time fatigue cracks forming typically in the main spar and keel of the airframe but also in many other systems, which in real life causes 2 major issues. 1. Maintence time goes up significantly as aircraft require more checks per hour flown to make certain nothing has broken. 2. Eventually the Fatigue amounts vs the safety margin set by the aircraft manufacturer reachs a point where the 2 meet, accidents start to happen and an aircraft is retired, great example if you want some real world ones: The F111's, their wing spars, keel and root boxes had over their Australian life time taken that much punishment that even after replacement of many of the actual wings it was deemed safer and less costly to retire the fleets then to try and repair them. So how does this essay impact the G limits? Manufacturers set a Bold Face Limit based on how long they expect the aircraft to be in service and how good/bad they expect their materials to hold up against the punishment, beyond those limits they don't 'promise' anything.. There have been cases where Hornets have pulled well of there 7.5G limit and then had to be written off, and any one thinking that the G pulls don't have an impact on aircraft afterwards has never ever been up in an Airforce trainer! there is a reason they don't ever seem to 'fly straight' because unless their fresh out of the factory chances are that some students bent them up really good. In game it would be nice to see not a 'hard' limit modelled but actual simulation of G force issues on the aircraft, Heatblur actually did a really nice job of this in the F14 and it would be nice to see it continued in other aircraft where: 1. Minor short over-g's have no effect as again there is margin in the #'s specifically for this reason. 2. Longer low over-g's can leave systems like Gyro's etc messed up and not functioning correctly, stores might start to hang as they've been over-g'd on their rails (another reason for G limits), MFD's might fail, you might get a FCS fault as somethings come loose etc.. 3. Continous excess high G's start running the risk of Wing root failure and or keel failure (The root is likely to fail first btw as it's got the highest load on it at any given time) In the end though DCS is... as much as people don't like this word a 'game' even if it's a simulation.. it's still an 'entertainment' product, there are and will always be fudging of some things simply because you can't always do what is needed on the scales needed and have an entire region simulated etc. ANOTHER option though which can be done is that Mission/Server owners simply run a script that checks every CLIENTS G loads every second or so and if it exceeds a value they either destroy the unit or kick the player to spectator etc.. it can be done, of course it'd be adding more checks on scripts that at times are already extremely complex. In the end though if it's a SERVER option like wake turbulance etc I don't get what the 'argument' is other then the 'how' of it being implimented which is what I think the back and forth is over here, as some people seem to want just a hard arbitory if you go over this your dead (which sorry isn't how Material sciences work..... well unless your pulling like 14+ G's etc constant) and others are saying 'Yes, but make it REALISTIC'.
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