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Everything posted by robgraham
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2.5 openbeta old 1.5 and 2.2 missions not allowing picking
robgraham replied to robgraham's topic in Mission Editor Bugs
yay fixed thanks :D no more having to remember to switch to breifing or to kill dynamics -
Thats one ouch of a log file man.. you've a bunch of failed to create shader errors.. that lead to what looks like an access violation .. it's almost like something write protecting your savegame folder or something.. you've got massive amounts of this 2018-02-02 11:58:11.642 ERROR DX11BACKEND: Failed to create shader resource view for /textures/litdust.png. 2018-02-02 11:58:11.652 ERROR DX11BACKEND: Failed to create shader resource view for /textures/font_tiny.tga. 2018-02-02 11:58:11.662 ERROR DX11BACKEND: Failed to create shader resource view for /textures/tr_test.tga. 2018-02-02 11:58:11.666 ERROR DX11BACKEND: Failed to create shader resource view for /textures/colorlut_tealorange.png. 2018-02-02 11:58:11.669 ERROR DX11BACKEND: Failed to create shader resource view for /textures/colorlut_tealorange2.png. 2018-02-02 11:58:11.673 ERROR DX11BACKEND: Failed to create shader resource view for /textures/colorlut_tealorange3.png. 2018-02-02 11:58:11.676 ERROR DX11BACKEND: Failed to create shader resource view for /textures/colorlut_tealorange5.png. 2018-02-02 11:58:11.680 ERROR DX11BACKEND: Failed to create shader resource view for /textures/colorlut_tealorange6.png. 2018-02-02 11:58:11.683 ERROR DX11BACKEND: Failed to create shader resource view for /textures/colorlut_redtint.png. 2018-02-02 11:58:11.687 ERROR DX11BACKEND: Failed to create shader resource view for /textures/colorlut_sepia.png. that suddenly just hits the initscene for the me and bang you crash which would likely be (again not a dev here so shot in the dark ) that your dcs can't FIND/create the shaders it needs to build the scene and it triggers an access violation in the memory space.. that ones weird as hell.
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EVC56_Polten, have you tried a repair? your getting an error in the core me_mission.lua when it tries to create a new mission as seen here 2018-02-14 22:17:14.147 ALERT LUACOMMON: Error: GUI Error: [string "./MissionEditor/modules/me_mission.lua"]:2339: attempt to call field 'resetModifiedTime' (a nil value) GUI debug.traceback: stack traceback: [C]: in function 'resetModifiedTime' [string "./MissionEditor/modules/me_mission.lua"]:2339: in function 'create_new_mission' [string "./MissionEditor/modules/MainMenu.lua"]:127: in function 'func' [string "./MissionEditor/modules/me_wait_screen.lua"]:72: in function 'updater' [string "./Scripts/UpdateManager.lua"]:64: in function <[string "./Scripts/UpdateManager.lua"]:40> 2018-02-14 23:30:16.391 INFO EDCORE: (dDispatcher)enterToState_:5 I just double checked mine was still working given the latest update and it is so i'd suggest trying a repair on your install and seeing if that fixes that error
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When you thought it was all ready for upgrade..
robgraham replied to LC34's topic in DCS: A-10C Warthog
Engine start in the Charlie, battery on, inverter on, fuel pumps on, apu start on, wait for apu to spool up, apu gen on. Check eng ign switch’s in norm poss move left throttle from idle stop to idle, engine will automatically begin start and you will see eng start process green warning until engine start done. Once started lien on apu gen off, right engine start, once start right gen on, apu off. So keep them middle. if You suffer a failure to start After fuel has been introduced then move the switches to motor and motor the engine for at least 30 seconds to clear any vapour. You can ‘manual’ start them, but that requires fuel override toggle and it’s not exactly easy to motor, ign and then override easier to let the engine start system do it for you. With the warthog hotas throttle I find some times I need to come out of. Idle stop and back in then out for it to pick up I moved out but then I do a throttle check as part of pre apu now and that solves that issue -
Wags is there any plans to maybe even do some form of damage stenciling? At the moment f10 or it smoking is the only visual indicator that a ground units taken damage, a damage lod or well stenciling to show impacts etc would really help with visually distinguishing hot targets vs non hit targets etc when they are not dead
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Nope my normandy is 10 as well, I think because the maps not designed to do 4 seasons rather it's meant to simply depict the time and season of the d-day invasion period which from memory was 6 June and the Normandy Campaign (Overlord) itself ended August 25th which would mean that there isn't any need for well below 10c.
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Hotfix update / Repair file size: 31GB?
robgraham replied to Nealius's topic in Installation Problems
basically because you told it to install NV it want to the autopatcher goes out and looks for it, there is a work around for it but your editing a file that ED actually say not to edit If you open Autoupdate.cfg in Notepad ++ (don't use standard note pad) you'll see a line looks something like "modules": [ "WORLD", "NEVADA_terrain" ], to eg all the modules it wants (that's my servers cfg area my main comp has a lot more there so if you didn't want nevada to install during an update "modules": [ "WORLD" ], should do it as it's those lines that tell the autoupdater what modules to check and go grab, but you edit at your own risk because as said the file has "WARNING": "DO NOT EDIT this file. You may break your install!", at the top. -
[REPORTED]2.5.0.13818.311: Spawned Units Invisible To Clients
robgraham replied to Drexx's topic in Multiplayer Bugs
was hoping the hot fix might have fixed this but no joy. Still no ground units beyond the first 5 on the non-moving / static list. -
Between 0.9 -1.4 mb/s from 1030AUEDT - 1230AUEDT on Telstra ADSL2+
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I can set it to -12.4 on Dec1st ,January 1st Feb 1st, -3,1 March, April May 1st 8.4 june, july, aug -6.6 sep, oct, nov in the latest build DCS/2.5.0.14044 (x86_64; Windows NT 10.0.16299) both on Static and Dynamic..
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2.5 openbeta old 1.5 and 2.2 missions not allowing picking
robgraham replied to robgraham's topic in Mission Editor Bugs
Just incase it was meant to have been fixed in the last patch.. this is still happening as of build : DCS/2.5.0.14044 (x86_64; Windows NT 10.0.16299) -
yeah well you can extend it to smoke trails on missiles, all the furniture objects, etc etc etc etc.. What confuses me is what was changed with the network transport layer between 2.2 and 2.5? Because what ever it was.. needs to be looked at, as something in it has busted server - client relationships.
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AI landing into player
robgraham replied to discwalker's topic in Aircraft AI Bugs (Non-Combined Arms)
Can confirm this seems like AI doesn’t care even if your on the runway ahead of it for a take off either if you’ve not gotten permission from tower, they see blind to any other non ai unit on the ground.. sadly, the ATC and just General Airfield pattern etc routines really need to get some love. I aborted a take off earlier and had a kc130 roll over the top of me because it wanted to take off. Can be really frustrating especially on maps were they could have easily used the second runway etc. -
The drive location is it users or is it pointing to program files ? If it’s trying to save to program files at all windows ac might be preventing, else yeah weird, the only time I have had issues saving was when the dynamic weather overlay bug messed things up, you could try looking in the log for more info as well. Otherwise try a custom location eg make a new folder in c called my dcs missions and then try saving to it. With out more info on where it’s trying to save the mission file yeah.. also double check you antivirus etc isn’t blocking dcs at all And I suppose the other one vr interface or normal?
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Believe this may be an extension of the static bug reported already but any UNIT that doesn't have an ability to move on multiplayer is invisible. They work fine on Single Player but on Multiplayer they are simply invisible though they are more then happy to fire etc. No they are not marked Invisible in the mission editor and they show up fine again on single player. So far can confirm. SA3 - all units SA10 - all units Fixed ZU-23 emplacement EWR - both Hawk Patriot. The units are spawning because you can hear them, see them on a map if you have all units viewable etc. But there being flagged as invisible and certainly aren't able to be seen with the eye on any sensor OR with f7 etc.. you just stare at where they should be. edit: In addition have tried to test if force set flag invisible both true/false would change what is happening but it doesn't change the result for those units. edit2: Also applies to things like the NTTR range objects.
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2.5 openbeta old 1.5 and 2.2 missions not allowing picking
robgraham replied to robgraham's topic in Mission Editor Bugs
Grimes: yeah appears to be so long as you do anything that kills the 'Grey' overlay the picking works again correctly (Briefing, Kill Dynamic etc etc) but if you don't.. then it errors out and snows balls seemingly into other GUI errors (File Menu not updating correctly after saving a mission with a new name (it doesn't show up at all)) etc. -
2.5 openbeta old 1.5 and 2.2 missions not allowing picking
robgraham replied to robgraham's topic in Mission Editor Bugs
Rik this shows the bug and reproducing it and well.. the work around for fixing it... everything else seems to be working fine etc. addition: however even after a save reopening will cause the same issue.. and the Mission Editor file menu doens't appear to refresh properly either. -
2.5 openbeta old 1.5 and 2.2 missions not allowing picking
robgraham replied to robgraham's topic in Mission Editor Bugs
I'll try and get a video of what is happening as well Rik if that helps? -
2.5 openbeta old 1.5 and 2.2 missions not allowing picking
robgraham replied to robgraham's topic in Mission Editor Bugs
Rik here you go, I was doing some testing it seems very hit and miss some of my missions are loading in fine others are having that error.. and i can not find a 'common' between them except perhaps it being maybe a user unit that is causing the issue. and weirdly.. however IF I go into the Mission Briefing, type something into the window there.. then go click something everything pick's fine.... CASCAP_Infinity_Georgia_West_1.65-modified.zip -
So updated to 2.5 and opened a 1.5.8 mission and a 2.2 mission in the ME and when to move a zone only to find nothing happened at all. So I checked the log 2018-02-01 06:29:28.193 ALERT LUACOMMON: Error: GUI Error: [string "./MissionEditor/modules/me_map_window.lua"]:793: attempt to index field 'userObject' (a nil value) GUI debug.traceback: stack traceback: [C]: ? [string "./MissionEditor/modules/me_map_window.lua"]:793: in function 'pickUserObject' [string "./MissionEditor/modules/me_map_window.lua"]:1584: in function 'handleLeftMouseDown' [string "./MissionEditor/modules/me_map_window.lua"]:1696: in function 'onMouseDown' [string "./dxgui/bind/NewMapView.lua"]:373: in function 'callback' [string "./dxgui/bind/Widget.lua"]:261: in function <[string "./dxgui/bind/Widget.lua"]:260> 2018-02-01 06:29:28.268 ALERT LUACOMMON: Error: GUI Error: [string "./MissionEditor/modules/me_map_window.lua"]:793: attempt to index field 'userObject' (a nil value) GUI debug.traceback: stack traceback: [C]: ? [string "./MissionEditor/modules/me_map_window.lua"]:793: in function 'pickUserObject' [string "./MissionEditor/modules/me_map_window.lua"]:1584: in function 'handleLeftMouseDown' [string "./MissionEditor/modules/me_map_window.lua"]:1251: in function 'onMouseUp' [string "./dxgui/bind/NewMapView.lua"]:398: in function 'callback' [string "./dxgui/bind/Widget.lua"]:261: in function <[string "./dxgui/bind/Widget.lua"]:260> This is only happening on OLD missions though if I create a mission from scratch no issue. Great example is Georgia Cap Cas infinity you open it and try and move the zone and i get that happening (was trying to reposition it given the changes on the map now).
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Can confirm this is bug is back and happening in Nevada yet doesn't seem to be so much in 1.5.8 (so 2.2 only from what i've noticed), SADL is not sending Elevation data with the mark point burst but SPI broadcast is, this results in the camera locking below the ground. You can reproduce rather simple send a SPI to your wingman and then just lock the TGP to it.. it'll do the terrain can't lock job.. or just follow the actual point and you'll find it's trying to take you into the ground several thousand feet below most of the targets.
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We’re they empty when you begun?
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Yes the drop tanks should, just go read the actual natops flight manual, when externals are on the fuel light system changes to only light once they are filled or to flash if one st is filled when you have both on. The tanks use the SAME fuel line system as the ground and ALL modern Aircraft can fill their drop tanks it’s not uncommon for both AV8’s, FA18’s, F15’s and F16’s to tank once their externals are empty on long missions to refill the tanks. Not to mention if the AV8 couldn’t then when the USMC does on station swaps there would be AV8’s basically constantly attached to a tanker the entire way. As for the other comment on fuel flow, no.. no engine short of afterburning uses more fuel then the Air to Air refueling manifold can supply even on a P&D. The system is specifically designed to pump about 2000 - 6000 pound per minute into the aircraf, most jet turbines are burning that per hour. On average with the fuel being burnt by the Pegasus engine, four tanks and hooking on at about half internals left it should take 10-15 minutes to fill the AV8B back to full load. It is dependent on speeds of the aircraft at the time of tanking. At the moment there is a bug in the Harrier either in that it’s not showing we are filling the externals or it’s not filling them and it’s also doing weird things to the FLight Dynamics when you try and refuel with that happening as mentioned. If you want the natops pages I can hand them to you or in the early access manual just click Air to Air refueling which summarises the natops version.
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Had this happen today on 2.2 internals fill up, your told it's still transfering (no transfer complete) but the inner externals never do (haven't tried with outer externals) if they are empty when you plug. It's like the Fuel system forgets to open the valves. Also seemed to get really weird after I tried a few times to plug and fill them as well Zeus, like the Aircraft was massively over weight or something even after dropping the externals at full throttle with the nozzels 0 at FL 180 i was struggling to get speed (And the Airbrake was in). Don't know if the two are related or not. I had a look through the log up until I crashed because the engine couldn't/wouldn't hold a hover while I was trying to land even with wet (and 1/2 a tank of gas) there is no errors / damage listed either just the Tanker States 4,5,3 and 6 matching either plug, taking, disconnect, filled.
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+1 from me, for women’s voices and a sad shake of the head on some of the so callled reasons we shouldn’t including the last one.. best not tell “Guns” she can’t pull g, she’s only now a Canadian fighter instructor with combat tours under her belt. In our western world you have 1 big requirement when it comes to g forces, 13 seconds unassisted at 7.5g in the fuge if you can survive that then your going to survive the rest do that and your training then your good. And biologically hate to inform people but it’s scientifically and medically proven that women have a higher G force tolerance then us guys. Even ignoring the growing fast jet community of veteran modern female combat pilots, there are and have been plenary of women who have flown the c130, c7, b51, kc30, kc135, etc that not having the option for them in dcs seems rather silly. I would also like to see them as awacs and more so if they add a proper GCI voice set for Normandy as it is well documented that many of the WAFs were the voices who guided intercepts. Plus in the end, it’s simply voices, those who don’t want it once it’s in could always request a option "no female voices" but that’s hardly realistic. I also know plenary of women who fly real world including those in the military and plenty of female simmers as well, the option for a female voice lets them do what we all do easier, immerse themselves in the pretend world we all go into, were it doesn’t matter if we can survive pulling g for real, or if our bodies have given us a raw deal in life that means we will never get to do what we pretend to do owithin DCS World. And in the end Eagle Dynamics claim is that DCS World aims to replicate the WORLD and ERAs of combat within a digital environment, that world includes female combat pilots, female transport pilots, female grunts, female marines, female sailors and female civies.