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IdefixRC

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Everything posted by IdefixRC

  1. Scripted it to spawn on the ramp.....good point as in not having the right parking spots in game but is that the case in reality?
  2. Hi there, Larger AI airplanes taking off from Ramat David RW33 collide with the last set of shelters before the runway and get stuck. (Yes, I could remove the shelters in the ME....). Could the development team take a look and shift the shelters or centerline slight in the next update? Thanks
  3. hi there, would anyone know if DCS_updater.exe allow to just check if there is an update available and then return a exit code? This would allow automation -> check if update is available, if yes, kill DCS instances, update and restart. -> if no update, keep DCS instances running.
  4. I second the request from bolek. a exit code would be great. It would allow me to run the updater periodically in a script, check if an update is available and only if there is kill the running instances, update DCS and restart the instances.
  5. Can confirm the bug in multiplayer. units either move for a bit then stop or go off-road suddenly even though path was set on road earlier. In essence any AI controlled movement of more than 1 city block is currently not possible (unlike in 2.6 where it worked fine before). In addition I had a hard time adding green path markers on very wide roads (turned red all the time). Maybe the issue is related. Thanks for investigating this as this is a key element of our server (Ai airbases are resupplied through AI convoys which are now all stuck at the origin warehouse)
  6. I have an issue in this mission with the wingman not responding at all. He will call out targets once on a while, notifies me when he is bingo and immediately RTB's or informs me when he ejects but when I ask him to join the party = silence. Wingman/flight coms menu us grayed out as if the frequency is wrong. Any ideas? Thanks !
  7. While I also have issues with my server crashing, your log files look like there might be a different issue as you have tons of scripting erros in Moose_Mission_MX_V30.lua Check if you have a crash log zip file which would include the crash dump as well. It might give me hints (in my case the flight.dll crashes out).
  8. Hi Everyone, I'm running a dedicated server with a rather heavy Syria campaign for our community. Pre 2.7 the server ran for weeks without any issue. Post 2.7 update I get the dreaded flight.dll crash consistently every 3-4 hours (looks like it happens only when clients are connected to the server). To rule out any additional modules, I ran a clean install of DCS after removing the old version and reconfigured everything from scratch. Only SRS Server is running with this installation. Note: the mission uses Moose as well as Mist scripting - no scripting errors are thrown (aside from CinC lua - part of OverlordBot - not found during mission start as I removed that as part of the fresh install. Windows 10, latest patch level, runs in a HyperV VM with max 25GB ram enabled - only 16GB used based on log. 2021-04-19 04:03:56.490 INFO EDCORE: try to write dump information 2021-04-19 04:03:56.495 INFO EDCORE: # -------------- 20210419-040357 -------------- 2021-04-19 04:03:56.500 INFO EDCORE: DCS/2.7.0.4625 (x86_64; Windows NT 10.0.19042) 2021-04-19 04:03:56.505 INFO EDCORE: C:\DCS World OpenBeta Server\bin\Flight.dll 2021-04-19 04:03:56.511 INFO EDCORE: # C0000005 ACCESS_VIOLATION at 2D2B1AE0 00:00000000 2021-04-19 04:03:56.524 INFO EDCORE: SymInit: Symbol-SearchPath: '.;C:\DCS World OpenBeta Server;C:\DCS World OpenBeta Server\bin;C:\Windows;C:\Windows\system32;SRV*C:\websymbols*http://msdl.microsoft.com/download/symbols;', symOptions: 530, UserName: 'Eric' 2021-04-19 04:03:56.529 INFO EDCORE: OS-Version: 10.0.19042 () 0x100-0x1 2021-04-19 04:03:57.075 INFO EDCORE: 0x00000000000C1AE0 (Flight): woATC::recalculateTaxiwaydata + 0x1D10 2021-04-19 04:03:57.076 INFO EDCORE: 0x00000000000C4E77 (Flight): woATC::setClientStatusServer + 0x707 2021-04-19 04:03:57.076 INFO EDCORE: 0x00000000000C4235 (Flight): woATC::setClientStatus + 0x35 2021-04-19 04:03:57.076 INFO EDCORE: 0x00000000000BE662 (Flight): woATC::onObjectDestroy + 0x112 2021-04-19 04:03:57.076 INFO EDCORE: 0x00000000000A6CE1 (WorldGeneral): slot_decompose_ex + 0xCF1 2021-04-19 04:03:57.076 INFO EDCORE: 0x00000000000AAE27 (WorldGeneral): WorldManager::notifyDeath + 0x37 2021-04-19 04:03:57.077 INFO EDCORE: 0x00000000004F7F84 (DCS): æ 'Y½Þw»ô¾cN'%YùöjGÉÔ8c85H¿ü}y^`ÊsÞܦµXq{Ó½3îh ÚqÛeB÷Ìè[Û¢ÔLþ5Q!é;}¤ôLiï.z6QI*~c|ÊþåµÃ&8f¡ÜçMFÎ_hAé®$Ì/§. úö,èÔÌ°Ç25/&'pdVKl%§ÚQë>ÞmÄá³bRÛÿü6}HÔî Ïh\¡\íjù¨ï!¼G¤7©êÜDµÑ%­é6ÝJEa¨Eä) Rgñfl¥R­g/¤2á'øáó|XüDZ`ZuÞîUËäyS%ÚGÙù+ÜÐÀ(\ßo¸hÓC¦8£T¯¬°d'¬Ã#´Ì[°ÁÛñVû[3²ið6+Ì˸®æB{¥¬0'.¾BÕ};EäI/<¶ÙªtÏÏîJ b%.X'BX$%¹\$WOnzk·Ã`L¬!aíÅ)eÌûÞ&éw:¨qpÀ³óë;z5&ÝMÇP¡%fõky4Ó¯YùÝXÀÈà_½ËØ'?øqäFAµàáÞR÷m¯øºxRh\½æ'Öç˼6½nÎC'ºÜ['ð¸]\ÆÅf_qñfïn~ã!ËTÉ{aúÝ{]ÆøÛUk:Ræ'|-&ý Z'xÛu8ÿfë¦(!U¾÷ÛX²e^w1µî¤sÖëÐï\dó\·d8JéB¤Obföª`Ŧ2ÇÔ,ìq'üxH/˹²¼mÉoÍ:aT9^ ôÌì±p·Ãf;ðÃìgÓË"©«r1¥8ôÂ0þ<ï i©âÓN<F³øÛ3»n7 ®6 ¸åI0믢G HÓ=<)ë0äçdw ôuð>H\ãȳ7ãò©³Ðì¦u¤ÛÚ¼:ÜêQRDïoG÷;Ây^°5ï>«º#|qªáÁì` ÷5LR£hl´¨C¹ÍeêöËF|æÕÉÑOÒ½örÇ`¢ëIù):`ß;hý°Õ, / ìVGÛåµï¬3§Ã¾,<ÖÝÞ£¡ /jP®àÑf÷?¢pòçg©©|YO *|;D¨ïUìõÎ/]¤ëUDîæÁ#HZRS9È.XeË/1:;xÑÙUi 2021-04-19 04:03:57.077 INFO EDCORE: 0x0000000000050BA2 (Scripting): Scripting::regLuaMissionCommandManager + 0x922 2021-04-19 04:03:57.077 INFO EDCORE: 0x00000000000014FD (World): wListener::operator= + 0x11D 2021-04-19 04:03:57.078 INFO EDCORE: 0x0000000000003EA0 (World): wSimCalendar::DoActionsUntil + 0x160 2021-04-19 04:03:57.078 INFO EDCORE: 0x00000000007E9932 (DCS): æ 'Y½Þw»ô¾cN'%YùöjGÉÔ8c85H¿ü}y^`ÊsÞܦµXq{Ó½3îh ÚqÛeB÷Ìè[Û¢ÔLþ5Q!é;}¤ôLiï.z6QI*~c|ÊþåµÃ&8f¡ÜçMFÎ_hAé®$Ì/§. úö,èÔÌ°Ç25/&'pdVKl%§ÚQë>ÞmÄá³bRÛÿü6}HÔî Ïh\¡\íjù¨ï!¼G¤7©êÜDµÑ%­é6ÝJEa¨Eä) Rgñfl¥R­g/¤2á'øáó|XüDZ`ZuÞîUËäyS%ÚGÙù+ÜÐÀ(\ßo¸hÓC¦8£T¯¬°d'¬Ã#´Ì[°ÁÛñVû[3²ið6+Ì˸®æB{¥¬0'.¾BÕ};EäI/<¶ÙªtÏÏîJ b%.X'BX$%¹\$WOnzk·Ã`L¬!aíÅ)eÌûÞ&éw:¨qpÀ³óë;z5&ÝMÇP¡%fõky4Ó¯YùÝXÀÈà_½ËØ'?øqäFAµàáÞR÷m¯øºxRh\½æ'Öç˼6½nÎC'ºÜ['ð¸]\ÆÅf_qñfïn~ã!ËTÉ{aúÝ{]ÆøÛUk:Ræ'|-&ý Z'xÛu8ÿfë¦(!U¾÷ÛX²e^w1µî¤sÖëÐï\dó\·d8JéB¤Obföª`Ŧ2ÇÔ,ìq'üxH/˹²¼mÉoÍ:aT9^ ôÌì±p·Ãf;ðÃìgÓË"©«r1¥8ôÂ0þ<ï i©âÓN<F³øÛ3»n7 ®6 ¸åI0믢G HÓ=<)ë0äçdw Crash dump minus trk file (to big) attached (note, IP removed) dcs.20210419-040357_no trk.zip
  9. Hi, I have this strange issue with the F-16 in Multiplayer (VR) when I equip a TGP and Mavericks. Request Rearm -> add TGP, Mavs etc -> Rearming complete -> power on TGP, Power on Mav. Wait for TGP to timeout -> - screen is black, slew will result in the Mav in Pre mode to slew (TGP is SOI) - point lock will display point in tgp but nothing is visible - TV/WHot/BHot can be changed via Hotas control but pressing the MFD button will not do anything (button is pressed, no option changes) - MFD standby button works - MFD FOV button does not work - hotas button will change the wide/narrow readout on the MFD though Can't figure out when this happens. seems random hence extremely difficult to reproduce Removing the TGP and then equipping it again including TGP power off first does not solve the issue. Changing slots to a different F16 is the only way to get it to work. Anyone with the same issue?
  10. can confirm this issue in the current beta. Simply does not align with the actual position.
  11. I believe this is outdates as WMR does that automatically. I just tried to switch the motion smoothing to forced. Made a massive difference in switching between cockpit and map in VR. previously it took a second and sometimes it came even up with the "waiting DCS" logo. Now it switches instantaneously. Will try a bit more tomorrow. Hopefully this solves the issues I had (massive frame rate/.frame time drop after some time playing, accelerated by switching to F10 map often or upon respawn. Even after existing into the main menu the frame time remained bad and the main menu was stuttering. Loading a different mission and then going back on the MP server sometimes cured it. Other times a restart of DCS and the HMD SW (all of them) was the only way to fix it. Like the memory was overflowing and it bottlenecked the entire system down. (P.s. saw above a comment on VRAM: I have a 2080Ti with 11GB ram and flying in Syria maxes it out entirely - as well as 42GB of system memory).
  12. The work if you zoom in to the max level. i.e. select a unit and you see it's real coordinates at the bottom. zoom in on the unit to max level and the coordinates on top left match up (more or less). Zoom out and the diverge heavily.
  13. Thanks Thanks. I figured that when I zoom in as far as possible the bottom and top coordinates will merge. so looks like in VR the cursor is off when the map is zoomed out and only merges with the actual map coordinates at the highest zoom level
  14. Thanks. When you click on a red unity on the map you see the unit details and coordinates in the bottom left of the screen (unit box). These are the good ones. The cursor position on top left is of my hundreds if not thousands of meters (in Syria at least)
  15. Awesome work!! Is there a way this can be modified to take a screenshot of the map coordinates when vehicles are selected? See a massive miss match between the cursors coordinates and the actual vehicle coordinates when in the F10 Map view in VR. Result: The screenshot coordinates are off by hundreds of meters vs the actual vehicle position (Syria map) Thanks !
  16. Ohhhh this is soooo Awesome Thanks a ton for investing the time in making this (hope crazy developer who left that strange rant inside the manual is not disturbing you to much !!) I'm still learning all the features and work on some additions to integrate the script into my mission. If possible could I ask for a simple future feature addition (if you have a it on a github somewhere I would be happy to give it a go and contribute)? 1) It would be great if the CTLD menu could have an option to show in the F10 root instead of under DSMC. This makes it easier to find and put's it alongside the JTAC menu and - if implemented - CSAR menu 2) with option 1 enable and if used on a dedicated server with save function hidden, the DSMC menu could then be removed entirely as it will be empty. I also noticed a bug in the CTLD for xxxx string. At least on my DCS open beta server the name shows that of the first pilot in the session which took the slot and does not update. E.g. I have 2 players, player 1 takes Mi8 Slot 1, player 2 takes Mi8 slot 2. Names show player 1 and player 2 for the respective CTLD menu's. Now player 2 disconnects and player 1 jumps to Mi8 slot 2 -> CTLD will show the name of player 2 still.
  17. Thanks. This makes a lot of sense now. So it changes it to contested if red lands a vehicle in the same session, which makes the airfield neutral (or 3 as you said) and will only fix that upon restart of the mission. From above it also looks like the check/update is only performed when troops/transport lands so assuming I have: 1) neutral base -> land a transport -> turns blue 2) same session -> red lands a transport -> red vehicle spawns -> turns contested/neutral 3) Air strike get's rid of the red guy 4) Status remains contested till next reboot (or blue lands another transport -> which I'm not sure it does) If a periodic check - every 2 min or so - could check the status of red/blue at an airbase and update the save based on that then 4) above would move the base back to blue in the same session once red is gone. This would also allow ground forced already present at the airbase to defend it automatically (instead of an airstrike the grunts will clean the red guy off the map and the base will turn back blue after the check). Thanks !
  18. Awesome Mission for an awesome map. I have it running now since a few days and noticed that air bases which had been taken by me earlier (vehicle is present) shows a 2nd, red vehicle in some cases. this makes the airbase neutral again. Maybe a bug on my end (I move the vehicle and troops using combined arms to other parts of the airfield) but was wondering whether the scripts could retain the airbase coalition till all assets of the occupying coalition within 3km around the airbase are destroyed? Thanks
  19. Hi guys, great script. Thanks a ton for the time invested. I'm currently using it on one of our multiplayer servers and would like to enhance it a bit and could use some pointers on how to go about the following items: 1. Add JTAC Troop type - instead of a Vehicle JTAC which will spawn from a crate I would like to load a group of soldieries which will provide JTAC services once dropped. I can add the menu item and troops but how do I enable the JTAC function for the group once deployed? 2. mix of internal and sling load cargo - I have sling loads enabled but would like to allow some crates to be loaded into the helicopter as well so that players can sling load one crate (e.g. vehicle crate) and internally load a repair crate or other "smaller" crate as defined in the script. 3. Crate/container persistency - I use the simple unit persistence script to save the status of all units in the game to provide scenario persistency during at server restart. Are crates/containers units or static objects? Any suggestion how I could save their status to make them persistent as well (currently any packed crates/containers will disappear upon restart). Any hints and help highly appreciated. Thanks, Eric
  20. +1 the more we enable to community to contribute the bigger not only the following and take-up but the more complete DCS will be !!
  21. Did a lot of work with the TGP and Mavericks lately (even though it is frustrating). While they boresight fine and sometimes even the handover works fully automatic, I have the following issues: 1) selector cursor sensitivity seems to be very different from the fire control radar. While I can slew ot nicely here, it is way to sensitive in the TGP and WPN screen. Or am I imagining things? 2) if it fly with Mavs only, boresight them, handoff etc works most of the time. However when I use the TGP also for dumb bombs to identify targets I get have the issue that the TGP HUD indicator and the actual line it looks do not align once I go back to Mavericks. In essense I lock up a target in the TGP, handover starts but I can see the HUD TGP indicator (square) on a completely different point (SP?) and the round maverick symbol over it. So somehow TGP video does not line up with TGP HUD and therefore the Maverick can not be aimed at all anymore. Other strange thing that happened at the same time is that I would not get the Mavs out of pre mode. The pre text simply flashes when the button is pressed but does not change. Lock/unlock etc does not help either not does it help to put the tgp ijnto standby mode. Bugs? Or am I doing something wrong? Thanks
  22. Using these with my Virpil Throttle. Works okish. Original Post: https://forums.eagle.ru/showthread.php?t=95729 Values: Y Saturation:56 Dead zone: 13 (you must use a deadzone so the slew x & Y axis don't mix up) Custom curve: 10, 10, 10, 10, 10, 10, 17, 40, 60, 80, 90.
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