

mono6020
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Everything posted by mono6020
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i tried that already. unfortunatly it didn't work for me. first i thought it works but it came back after a few minutes on the carrier deck. only solution for me is to disable MSAA entirly which is not a solution. btw. i have exactly the same hardware as you :)
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same here. i also get strange artifacts in one eye when on NVGs where parts of the cockpit are displaced in one eye and overlay the picture making it impossible to fly with NVGs
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F-14 AI Wingmen not launching in MP Supercarrier Missions
mono6020 replied to overalien's topic in Bugs and Problems
+1 with the hornet. AI wingman does not hook and takeoff in multiplayer -
same problem. static objects on supercarrier are still desynced. running on dedicated server. i've set objects exactly like in wags youtube video to avoid conflicts. the static E-2D, S-3B Tanker and some carrier vehicles are invisible on the client. no problem in single player.
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thx for the info. will have a look at the scripts. at the date of post, moose was the latest dev version as far as i know (the one that works with 2.5.5 and 2.5.6). i can imagine it's not supported to have servers running that long. i'll try to reduce the amount of spawns maybe it helps, just wonder because the mission did indeed run for several days (way more then 3) a few months back with different dcs and moose version. will have a look where the mass spawns come from. makes no sense it spawns 4000+ units in 3 days
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Dedicated server freezes after running without any issues for days, when a user connects. First it disappears from the server browser and after that, if you try to connect via IP, client just hangs at loading screen. Taskmanager on the server then reports DCS.exe inactive, 27% CPU and 25GB RAM usage still counting up (32GB RAM available) 1MB per second. looks like there is still a serious memory leak. lots of MOOSE scripting features and hundreds of dynamic spawns over a few days, but we always make sure every spawned unit gets despawned and cleaned up after landing or crash. there is always only an amount of max. 50 AI units (air and ground combined) alive at any one time spread out over the whole PG Map. There are never more then 4 human players online at any time. Very small amount of ground units (~4) with dynamic pathfinding. The freeze happens every time, with every mission somwhere around day 3 and it always starts with the following lines in dcs log: 2020-04-13 04:23:23.000 WARNING EDOBJECTS: RegMapStorage has no more IDs 2020-04-13 04:23:23.000 ERROR EDOBJECTS: Failed assert `false` at Projects\edObjects\Source\Registry\RegMapStorage.cpp:42 and later it spams this lines in log: 2020-04-13 05:25:52.039 INFO SCRIPTING: stack traceback: [string "C:\Users\ds-admin\AppData\Local\Temp\2\DCS.openbeta_server\/~mis0000693C.lua"]:22603: in function <[string "C:\Users\ds-admin\AppData\Local\Temp\2\DCS.openbeta_server\/~mis0000693C.lua"]:22599> [string "C:\Users\ds-admin\AppData\Local\Temp\2\DCS.openbeta_server\/~mis0000693C.lua"]:105738: in function <[string "C:\Users\ds-admin\AppData\Local\Temp\2\DCS.openbeta_server\/~mis0000693C.lua"]:105725> (tail call): ? [C]: in function 'xpcall' [string "C:\Users\ds-admin\AppData\Local\Temp\2\DCS.openbeta_server\/~mis0000693C.lua"]:22621: in function '_call_handler' [string "C:\Users\ds-admin\AppData\Local\Temp\2\DCS.openbeta_server\/~mis0000693C.lua"]:22717: in function <[string "C:\Users\ds-admin\AppData\Local\Temp\2\DCS.openbeta_server\/~mis0000693C.lua"]:22627> (tail call): ? [C]: in function 'xpcall' [string "C:\Users\ds-admin\AppData\Local\Temp\2\DCS.openbeta_server\/~mis0000693C.lua"]:5826: in function <[string "C:\Users\ds-admin\AppData\Local\Temp\2\DCS.openbeta_server\/~mis0000693C.lua"]:5770> no ACCESS VIOLATION and no hard crash, the server just freezes and refuses to accept connections. i really just want to know where the problem is to try and workaround. is it a DCS thing or a MOOSE thing? Do we hit any hardcoded limits? can i do anything to help fixing this bug? as you can surely imagine it's extremly frustrating to loose a 3 day mission progress and start all over again. Yes we use some harmless custom static object mods but as said on top of the post, the mission runs perfectly fine for the first 2 days. i dont think it's a scripting issue as well. Full Log: https://www.dropbox.com/s/p1n5wqdjc2l7cr4/dcs%20%281%29.log?dl=0
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fantastic news!
- 187 replies
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- eurofighter
- heatblur simulations
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do you guys have any recommendations to simulate airport runway damage and disable AI_A2A_Dispatcher Squadrons assigned to that airport. i've searched around but could only find some vague ideas. do i need to catch an event or do runways have a health value that i can check against in a script? how do i stop a squadron on an airbase? is it an option to disable the squadron by assigning an amount of 0 planes after runway bombing? would appreciate any tips, thanks!
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make a few late activated SAM batteries of different types in their respective general layout, use a common name Prefix for all SAMs and set the skill of all units to random. declare an area on your map and use a late activated unit to draw a polygon zone with waypoints within that area. use MOOSE to spawn whatever amount and type of your template SAMs in that zone. Use the common name prefix of your SAMs and feed that to the SEAD class of the MOOSE framework. if you're unlucky and they spawn with excellent skill it's INCREDIBLE hard and frustrating to fight them. even the older SAMs (SA-2 etc.) are very dangerous now. throw in a dynamic spawned EWR with the same common name prefix and it gets even more dangerous with SAMs enabling their tracking radars late, SAM Traps etc. an easy single-ship mission target could become a target that requires a big strike package with SEAD cover etc. have fun spamming multiple HARMs and still get shot down or use hard work tactical supression to have a slight chance :D
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thx man. appreciate your input. here is another logfile from an even longer session. server stopped responding today after 3 days. we could fly and shoot weapons but all AI freezed and weapons did no damage. dcs-server process was using only half of available memory and low cpu when it freezed. before the minidump section on the bottom log it complains about a nil value in a moose funaction. and before that it seems dcs ran out of RegMapStorage ID's. never seen that before dcs1.zip
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hey there, so we tried a few things. unfortunatly the carrier always stops moving after >1 day, no matter if single unit or multiple units in a group. we tried the following: - carrier in automatic mode all the time: stops after approx. 30 hours - carrier in automatic mode only for launch and recovery (stopped in between): after the last stop command (approx. 48 hours after start) it never resumed movement neither in auto nor override - carrier always in override: worked for 8 hours straight then we had to go back to auto to bring the carrier away from coast. after that same as nr. 1 i suspect something related to dynamic weather. we have noticed the wind changes direction and speed several times over a few days and so changes the BRC of the carrier. also sometimes the carrier reports "-1" if asked for current BRC which looks odd. what do you think? server logs attached although we couldnt find any clue in there but maybe it helps. greets dcs.log.txt.zip
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hi, for me this problem came back now after latest update. is it just me? after cold start on carrier ramp, i trim the hornet exactly according to weight as stated in the manual, always did in the past and always had a smooth consistent takeoff from the carrier the last few hundred times. after the latest update the hornet bounces wildly on the cat, completly blacks me out and puts me in a 15-20 degree wild pitch up after blackout. why is this? has something changed again without notice with the hornet weight, trim, carrier anything? btw, the carrier drives into the wind resulting in 30 kt headwind over deck. it's on multiplayer dedicated server.
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yes we tried to work with airboss class too, and while it is a great and fancy class and has lots of cool features, we prefer the more simple and flexible approach of your script with the ability to start and stop the carrier at any time as well as the override and automatic feature. we like that a lot! that's also the reason we use 1.2.1 version, as it seems you have removed the manual controls with the later versions. unfortunatly i dont have the server logs from that specific session. what we did now is to put the Stennis in a single unit group and remove the support ships as a test. it runs since yesterday and we will continue to monitor the carrier movement. if the sudden stop happens again i will of course provide you the server logs. thanks for your time and the great script!
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hi, i use this carrier script on a dedicated server for a carrier group with stennis, 2 ticonderogas and 2 perry class to be able to stop and start the group on command. after 1-2 days in automatic mode (or even if commanded to stop for a day or two) the carrier group stops moving. it doesn't move in automatic and even in override mode. does anyone know why? do the 4 support ships run out of fuel? is there anything else that could cause them to stop and never move again? would be happy for any tip/suggestion.
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[RESOLVED]2.5.5+ Mission editor static naming stuck on "Ammo"
mono6020 replied to Pikey's topic in Mission Editor Bugs
yep. same problem. a total mess -
[RESOLVED]Someone logged into your account on a different machine
mono6020 replied to speedbird5's topic in General Bugs
only 1 login (the server) has been active. no client was connected and i was asleep and my client was turned off (the server runs with my login) -
[RESOLVED]Someone logged into your account on a different machine
mono6020 replied to speedbird5's topic in General Bugs
Hello, we also got this message last night on our dedicated server. now the server went offline and all progress is gone. the server was running fine for days before this problem started. -
works perfectly fine. awsome work man! thx a million
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same here
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thats interesting. i tried with a clean save game\dcs.openbeta folder and even deleted main DCS folder and let it reinstall. i even have this when i create a blank mission on PG without any units. i don't have it in Mission Editor but as soon as i start the mission and go to F10 map and zoom to the area it's there
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Hi, i have this big grey block on the PG Map in the Gulf of Oman (see Screenshots) after the 2.5.6 update. it can be seen on the F10 Map but also In-Game when near ground level (or on the carrier ramp). i tried a repair already, that didn't help. greetings
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SCUD-B not going into firing position in MP
mono6020 replied to mono6020's topic in Multiplayer Bugs
thanks BN. i understand the missile cannot fire atm, all good. i just wonder why in single player the missile go into firing position (launcher errects missile) and in multiplayer it does not. it would make for a way better target with the missile erected also in multiplayer.