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Posts posted by andyn
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When a player joins a server using an IP address, for example 87.94.161.165, they are taken to the coalition and slot selection screen normally.
When a player joins a server using a DNS name, which for the aforementioned server is k01.dcsfinland.fi, they are thrown into spectator view. If the player presses escape and chooses "select role", they are thrown into the map with the top left corner showing a placeholder name and the Angolan flag. The main log file will show the following error:
2024-11-23 21:12:49.492 ERROR LuaGUI (Main): [string "./Scripts/UI/MultiplayerSelectRoleMap/MultiplayerSelectRole.lua"]:247: bad argument #1 to 'match' (string expected, got nil)
The root cause is in the isWhiteIp function that expects to get a valid IP address but raises an error when given a DNS name. In addition to fixing the server address parsing issue I'd probably do away with the IP address range check inside the UI scripts and move it to the builtin GeoIP database instead, but hey, I'm not your software architect
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I'm pretty sure no trackfile will be required for this bug report.
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Load CBU-99s with the FMU-140 fuze with default settings. Drop them in VT mode (MFUZ VT1) and they will not spawn any submunitions. Time delay fuze (MFUZ VT2) works as expected and the dispenser opens after 1.2 seconds.
Mk 20 Rockeyes with the Mk 339 time delay fuze do work in both MFUZ PRI (1.2 s) and OPT (4.0 s) modes.
I tested this by modifying both the Nevada and Caucasus bombing range quickstart missions. VT fuze behavior is the same both at sea level and at altitude, so it's not a radalt vs baro issue.
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Crashed when arming LTD/R on a centerline LITENING pod in a multiplayer mission with FLIR format up on the right DDI.
LTD/R ARM is bound to the first physical trigger detent (yes, I'm that lazy) and had been toggled god knows how many times already before the crash as I had to fight my way into the target area.
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It sure looks like ED's escrow safeguards were not sufficient.
I propose that third party agreements are modified so that ED builds EFM .dlls themselves from the source code from now on.
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When I bought Strike Eagle on day one I had a few assumptions. I assumed it was being developed by a long-term third party who had stable income from a good lineup of popular aircraft modules. I assumed Eagle Dynamics had put proper safeguards in place as they promised after the VEAO fiasco. Both of those assumptions turned up to be based on lies.
After Ron went public, it has become apparent that the current situation has been developing at least since last summer, while ED has knowingly been milking their customers dry despite knowing that Razbam's capability to continue development is degraded.
Both parties have confirmed there is an ongoing IPR dispute. For settling those we have market courts and arbitration clauses. One-sided setoffs are not a thing.
My passion has dried up and I can no longer afford to support a company whose main business has been selling empty promises to its customers.
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Had this issue yesterday in multicrew multiplayer. The compass card stabilized as soon as we started taxiing.
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10 hours ago, Exorcet said:
As the current functionality is fine with me, I'd find a change to be disruptive. If this is made optional however, fine.
Out of interest, what is the disruptive use case here?
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One of the most common use cases for function keys is to go to the F10 map, select a unit or weapon and press another function key to go to view that selected unit in external view. This requires you to:
- Know the type of the unit you just clicked
- Know the function key for the external view of said unit type
- Be able to press that function key or key combination in, say, VR.My suggestion is to change the default behavior of the F2 key as follows:
- If the F1 view of a player aircraft or a combined arms unit is currently selected, view the player unit in external view.
- If the F10 map is open and no unit has been hooked, view the player unit in external view.
- If the F10 map is open and a unit has been hooked, view that unit in external view.
- If an external view is open, cycle between external views of units of that type.This will follow the principle of least surprise, which should be one of the primary UX design guidelines.
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Topic.
Most easily verified by having the Simpleradio overlay open, as it directly reads the in-game radio frequencies.
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For some reason the forum software only uploaded the pictures I attached and never sent the text I wrote.
See the two screenshots. The radar dish can be seen at one third from the left front end of the nose cone. The radar transmitter body can be seen taking up the right rear third of the nose cone - it has been pulled out onto its service rails! The nose cone could never be closed with the body in that out position. The radar antenna 3D model also has been scaled down if it is to fit inside that nose cone.
See the two real-life photos for reference.
Such a visual discrepancy has little effect in game since you're unlikely to see it. However, I seriously hope the radar simulation code does not use antenna aperture measurements taken from the 3D model. I'm also curious as to how such a miscommunication happened in the first place
In the first screenshot you can also see the bort number bug.
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1) Are the target coords intentionally for Sandman 5-1 and not the target? They clearly point at the group of Humvees.
2) Where is the IP on the western edge of the green zone? There is none on the actual map, it's just one huge patch of various shades of brown. I've tried calling IP inbound on multiple locations along the attack heading from above the river to the outskirts of the town to no avail.
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26 minutes ago, Baldrick33 said:
That is how it worked prior to the update. It now starts up in OpenXR without replacing openvr_api.dll
Without .dll replacement it starts in SteamVR even with this patch; with .dll replaced it starts in OpenXR. No OpenComposite switcher shenanigans. WMR set as OXR runtime. Ran slow repair with extra file removal, as always.
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My go-to quick test is always the Syria Viper Golan heights strike mission and I was able to play it without any noticeable issues. Here are the relevant parts, if that helps narrowing down the issue in any way:
- WMR & Reverb G2
- OpenXR Tools runtime 112.2211.2002
- OpenXR Toolkit GA-2 v1.2.2. Updated to v.1.2.3, still works.
- Reprojection disabled on both OXR tools and OTK overlay
- Turbo mode enabled on OTK overlay
- OpenComposite installed by dropping openvr_api.dll manually to the bin directory, as the OpenComposite switcher does not work on my machine.Without replacing the .dll, the game starts in SteamVR normally. I randomly picked two older .dll versions I have left over in my Downloads directory and it worked on all of them.
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22 minutes ago, AdrianL said:
It is not re-introduced. Pure scripts is a new setting that servers have to opt in to
Indeed - they now have to opt in to it in order to prevent cheating. It's an all-or-nothing choice now, with nothing not being an option.
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It surely feels like CM presets should not be behind IC. This bug was introduced earlier this fall, then fixed in a subsequent patch and reintroduced again now.
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2 hours ago, BIGNEWY said:
I use track replays daily for reporting issues, they are helpful when they are short and to the point
Usually when I hit bugs I'm one hour or more into a mission, and those are usually not reproducible due to how .trks work (and even if they worked, nobody would want to watch a one-hour long replay multiple times trying to debug it).
Such issues are a huge nuisance for hardcore fans of the game who are ready to spend hours in just a single sortie, be it a virtual squadron MP operation or a Raven One campaign mission. Those complainers are usually the most noisy ones, and rightfully so.-
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6 hours ago, MA_Goblin said:
Perhaps You forgot to delete the D3DCompiler_47.dll that gets reinstalled every time in DCS after a update?
If this is present the global installation of OpenXR through OpenComposite will fail with DCS.
Nope. Checking if I forgot to remove it was literally the first troubleshooting step I did.
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After reinstalling the OS and following the guide, for some reason DCS now opens in full screen despite the VR checkbox being on. SteamVR works.
Edit: I was using the OpenComposite switcher program that seems to be the currently recommended solution, but it was the culprit. Dropping openvr_api.dll manually into the game directory solved the issue. In both cases, the d3dcompiler_47.dll file was removed manually.
This is why I hate automatic updaters that force the latest version down one's throat.
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Can't use the PNVS in headtracking mode during night as the jitter causes horrible nausea even when projected onto both eyes. In fixed forward mode there are no issues. By adding some heavy averaging to the HMD head position this issue can likely be done away with.
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Pedal trimmer mode "disabled" needed for FFB sticks.
in Controller Questions and Bugs
Posted
Being able to disable pedal trim is a standard feature in DCS helicopters. Why not in the Chinook?