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robgraham

ED Beta Testers
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Everything posted by robgraham

  1. Native support for OpenXR is in ST and MT, MT however only supports OpenXR not openVR. ST default to SteamVR but you can use --force_OpenXR or just refer to Newy's post from 26th Jan here: https://forum.dcs.world/topic/318004-dcs-now-supports-openxr-natively/
  2. What headset are you using? because you no longer need to use openComposite with most OpenXR headsets with DCS anymore. OpenXR is supported natively by DCS. See notice at the top of the Forums. DCS is currently undergoing maint. You can connect using the 'Cancel' option if you've logged in recently for a 2 day 'grace' period in offline mode.
  3. As the others have suggested, I'd run a memory test, the logs not showing any thing just that the DCS process suddenly closes. Just to confirm you've ran a repair on your DCS?
  4. Ok first try running the Multithreaded version of DCS, by the looks of it your running standard non multithreaded DCS 2023-06-26 10:37:11.880 INFO APP (Main): Command line: "E:\DCS World OpenBeta\bin/DCS.exe" you can find the MT preview in bin-mt\DCS.exe Second your Pagefile at start is 4gb, ideally you want it at least the size of your ram or double, though if it's windows managed it should automatically resize as needed. but I would also do a clean out of your shaders in the fxo and metashader2 folders in saved games. Failing that do a full repair on your dcs by running updater see: https://www.digitalcombatsimulator.com/en/support/faq/repair/
  5. OpenXR, it's natively supported by WMR and SteamVR allowing for the use of either API, it runs a lot smoother for the reverb through the WMR native interface. Like mbucchia I think there needs to be slightly better wording on the question and or maybe an explanation as some people honestly do not understand how their VR works they just know they use SteamVR or the mixed reality portal etc. Fairly certain though that almost all headsets now support OpenXR either natively in their own runtimes or using SteamVR.
  6. To explain it a little more in depth for those interested with out still going too deep into the math and why the comments about 'height' etc are correct yes height matters for both the Designator and the Detector, lets use your common 'laser pointer' that most people can buy as an example, you may believe that the 'point' on it remains the same size and strength etc but it does not, shining the laser dot at 2 ft and then at 200ft will give you very different 'dot' sizes and the energy registered if you had a meter under each dot would be different. The reason for this is multifold, you have imperfections in the optics of the laser, you have dust in the atmosphere, you have water etc etc the later part is what is termed atmospheric diffusion/absorption and it causes 'scattering' of the beam. Now you have your laser and it fires out, hits the target.. At this point lets say we have a 1,000 Watt laser (this is all hypothetical.. we are just plucking values from thin air here ok) now that's 1,000w at the emitter, our target is 1km away (i'm keeping the math easy) or 1,000 meters. We are at Sea Level, now depending on the atmospheric conditions at sea level our laser might loose 1 watt of energy for every 100 meters it travels in that atmosphere... so when it hits the target it's now at 900 watts of energy. At the same time that energy will no longer be the exact small 'point' either.. 95% of it will fall within a specific 'range' typically at a km that might be say 50cm or so but it's not 'pin point' if you follow. So we have 900 watts of energy and it's hitting the target and 95% of that is well of any real use to us so 855 Watts of energy. Now at the same time the Object itself is going to absorb some of that energy as well about 40% of it if you use the basic math for most objects, now it varies depending on the material, the colour etc etc but we are going to go with the standard 40% ratio that is in most of the math, so of that 855 watts of useable energy well 40% just got absorbed and made unusable so we lost 342watts of energy just there.. we now have 513 Watts of useable energy, but that energy isn't going to reflect evenly 'back' either.. The angle of the object it's hitting, the surface of the object, the material type that all impacts the way the energy now scatters from the object itself.. the amount of scatter can be anything it really depends on the object this is called diffusion. Now at the same time as this we have the Detector.. for the first part here we will say the detector is 1km further away from the emitter and only 1 or 2 degree's off that out of the diffused scatter 50% of that 513 watts is 'bounced' at an angle back towards the deflector... now we have 256watts of energy returning towards the emitter.. but it has to go through all of that atmosphere AGAIN. So we lost 100 WATTS of energy just going 1km we are going 2km now.. the amount of energy we loose doesn't suddenly change.. (well ok it can but we are simplifying here a LOT ) so in our theory we have 100 watts lost for 1,000meters.. so 2,000meters we loose 200watts of energy.. we now have 56 watts of energy hitting the detector. Now that same designator from a Hornet at 30,000ft might not loose that 100 Watts of energy on the way to the target, it might only loose 40 Watts of energy due to differences in atmosphere.. or maybe it looses 250 Watts because the laser catchs the edge of a cloud and gets diffused etc etc. You can start to see why it matters in the real world.. In DCS not so much, DCS has magic lasers and sensors that don't get impacted by atmosphere (currently) and Raptor and other's have done an amazing job of describing the reasons and the explanation for game terms as well as real life in the posts after me. But DCS as much as this will 'upset' certain people is a Simulator GAME, it's an abstraction of reality, and limitations get put in place not only because of lack of information being public, but also because some times 'simplification' gives you the same results with FASTER CODE. It might take me 200ms to simulate how much beam energy hits a target and gets to my pod using a full physics model.. Or it might take me 2ms simply by firing a set of raytracing rays and having it calculate if within x distance any of them intersect the target.... Code time matters some times.. and before some one goes 'MT will fix all that'... No, some times MT won't fix these types of calculations, that's just computer life.
  7. So I've tried to write this out about 5 times now in a way that doesn't end up that technical that we have about 5 pages of math and this is attempt number six, so I figured for the sixth attempt I'd try and just dumb it down a lot. It seems to come up a lot that there has to be a 'bug' or a 'fault when a laser tracker only detects energy at a certain range that is far less then the designator can target. Lets use our beloved Apache as an example it can start to detect functional laser energy with it's TADS at 9999m, despite the fact that laser designators might be able to go 15km or even 25km etc this however seems to get people upset with the arguments being made that the laser is able to fire 15km or 25km and therefore should be detectable at the same. The simple answer is, No it should not. The reason for this is Physics, and that's why this is the sixth attempt to well write this, but it's why the topic name says people need to understand the difference between 'Designator' and 'Detector' they are not the same thing. Lets take this rather simple plot that I have here (its an example it's not meant to be 100% scientific accurate), for the purpose of this discussion this is the amount of Laser energy hitting a target from 5 (red), 10 (green), 15 (blue) km on a 'perfect' day with no changes in any atmospheric issues between the point of each laser designator What you will notice is that over distance the amount of energy at the 'spot' falls and it's not a linear fall in reality either, once this energy hits the target it gets bounced and scattered and when it gets bounced only a fraction of it does so, this energy then plays the same 'game' of loosing well Energy as it travels, and it's this energy that the 'Detector' has to look for, which should tell you something as well here.. The further the designator from the target, the less energy that reaches the detector! That is why that detector has to be sensitive as hell to be able to detect the small amounts of energy that can reach it, and because of that it has to a lot like a radar does filter out returns, it does this in a lot of ways, some are by cryogenically cooling the sensor so that it's getting the least amount of 'noise' from itself, but others by using software to calculate a noise "floor" and cutting off any returns that fall below that floor. Because of this the Laser DETECTOR is generally (ok I'd say 'always' but always is a bad term) going to be less capable then the designator in terms of range when it comes to detecting the laser SPOT (the valid amount of laser energy to guide onto) How much so? Well lets put it this way, in all the public documentation I've found on the subject including but not limited to an awesome paper by the Army Research Lab specifically on SAL (Semi Active Laser) Guidance, none of them bother publishing any tables that go beyond 10,000 meters for both eye and non eye safe mil spec lasers, why? Because anything beyond that range tends to start falling below the signal to noise ratio limits for the detectors. This information is further backed up by the public information for various SAL munitions, almost all of them have a 6nm/30,000ft range limit on their seekers. Why? because if you do the math that's 10km. And the thing is that 10km range or 9999Meter limit in the Apache or any of those guided munitions? that is literally for a 'perfect average' day, days aren't perfectly average, most days have haze and dust and all that and on those days typically your lucky if the detector gets enough energy to get a lock at Sea Level before it hits 5km. But remember, Designator SHOOTS the energy. Detector 'Spots' it. And their ranges of 'function' can be very different. ---- Edit: If you want a paper that goes into this in a LOT of depth, including how the guidance etc works that is public do a search for ARL-TR-5654 - A terminal Guidance Model for Smart Projectiles Employing a SEmi-Active Laser Seeker. It covers both the physics of the Designator, the Detector and even the impact of the Atmosphere etc all while also showing you how to do a computerised model on it.
  8. Can you guys experiancing this try and reproduce with as clean a mission as you can and supply track files and your logs? It will help us hunt down issues especially if you can give us both server and player logs and tracks if possible. Also make certain if it is happening to you have no non offical aircraft mods installed incase one of them is causing the issue. I know that it sounds weird but some times even when not in use they can cause issues.
  9. Just something to remember, even a stationary helicopter isn't stationary to a radar.. Those blades while small do have a massive doplar return, they are never not moving, modern filters since the 70's actually look in part for the doplar effect of rotors for that reason. Same goes for things like turbine blades, Props etc.. they all are actually very distinct radar return items.. despite being what you might think of as 'small' you can get the math fairly easy it's all public.
  10. 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
  11. 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.
  12. 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
  13. 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)
  14. 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.
  15. 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
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. 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
  22. 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.
  23. 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
  24. 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..
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