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  1. Famous Monty Python sketch starts like these: "On these picture there are 47 people, non of them can be seen..." Dear ED We created these video to show some serious issue we found in dcs. It won't be surprise if I announce here that there is a problem with displaying a contact in MP environment. Contacts seem to disappear in most unexpected way. Mostly it happens on very dense populated servers, with rich A2G and A2A environment. Mainly I'm thinking about Enigma server, but the problem seem to be independent from Enigma specific environment, but rather is a pure DCS issue. And sorry for background noises, and my crappy english. I'm not YT big tit blonde... PS.: Below you can find a mission on which =Crow=Zakson tested the bug. See if you may repeat the results. PS2.: Watch the movie in highest possible quality, to see what I'm talking about. test-dot-101.miz
  2. Even on the beefiest rigs, having a 'full and alive' deck on the Supercarrier in Multiplayer is a frame killer. When the new Supercarrier updates come, has there been any consideration on how to address this so, especially but not exclusively, in we can have a full and alive deck without compromise? Perhaps do something special with the aircraft models when AI or STATIC so they render faster?
  3. Strategic DCS is a relatively new (under 1 year old, built from the ground up) server that has spent our time with little advertising as we continued to test theories, trying various mechanics (removing and tweaking many that didn't work out as envisioned!) and ultimately polishing the product to a place we were happy with to invite more users to experience it. Our focus has been to find that balance between fun and rewarding without resorting to having too many chore tasks impacting those with limited time to play and our focus on personal impact over coalition wide punishments. Find Us: Server Name: SDCS | strategic-dcs.com | Persistent Dynamic CA Campaign Server IP: dcs.strategic-dcs.com / 46.4.114.80 Unique Features, What makes us different: Real Time, dynamic FARP placement Obtain a base crate from an existing Airbase / FARP with shelter and load into your Plane, utility chopper, or even truck Place this in a suitable location (green filled triangle on F10 map) and unpack! Immediately be able select the location from the slot list, and spawn at the exact location! Exclusive Player JTAC Capabilities Help your buddies out; By flying a mi8, huey, or gazelle you can spot enemy units, and automatically update nearby helicopters for highly effective hunter-killer sorties Anti Tree Technology We know how frustrating finding player controlled units deep in the forests, especially on caucasus can be. We have developed a solution to prevent this by automatically notifying and de-spawning units that head too deep into forests - you won't need to spend hours trying to bomb impenetrable trees! Take a look at our Caucasus deep forest map: (red = deep, orange = shallow, purple = road, allowing us to place mobile units in the treeline along roads, but static objects like shelters not in the trees, and never too deep they're unstoppable and tedious to find!) Even more detailed option (still scaled down from 29,000x16,000px) : https://strategic-dcs.com/storage/caucasus_overlay.jpg AutoGCI Not every module has decent Data Link, not everyone is on comm (Discord / SRS Primarily). Our AutoGCI updates you every 30s (or as requested) known threats collected from E2, Radars, and even line of sight from ground units, with all calculations occurring outside of DCS so we can ensure we maintain optimal performance within the game environment Don't Panic! We care about our rotary pilots, and you have opportunity to remain hidden! (see our wiki) Chat Commands / Discord We love looking at ways to enhance collaboration, discord based Situation Reports channel to provide players with the current objectives when they spawn along with in game chat commands to create map markers, and push the targets to coalition-locked discord channels - no more searching for the target your TPod has on the F10 map, just use the coordinates! -target N 26 46.104 E 055 51.798 -- MBT This will place the marker on the map on the correct location and dispatch to discord! General Features Player controlled ground war! We grant full TacCom access to all players. The majority of units player ordered from factories using Map Markers and flown by AI flights, or loaded and flown by players themselves. Every unit life matters, and the ability of ground force commanders to control the sings of combat offer significant advantages - do you push from the ground? focus on clearing from the air with reduced ground force ? Your coalition has full control over your strategy. We have a global Resource Point cap, but the freedom to chose how to spend those resource points to focus on any particular asset type and the risks that come with should they die (A large battle may see your strength reduced for some time as resource points regenerate) Live Map and detailed stats We collect a lot of stats, every flight, how far you traveled, how many shots you took during each leg of a flight etc. are almost out your fingertips. Whilst the stats website is new, the front end, API, and even a database dump with real data is available to allow our community to update and submit pull requests to increase coverage and get access to anything you want (or request we add to the DB!) Splash Damage We make use of FrozenDroid/Grimm's fantastic Splash Damage script to ensure dumb bombs remain practical Tacview Whilst we do not run Tacview on the server, we do generate tacview compatible ACMI files from our engine outside of DCS. This allows us to have even more information in our tacview files without incurring the high lua CPU usage that an embedded tacview generator causes. This includes player markers, JTAC markers, if you were detected by AutoGCI or not and player chat and even which player was driving a specific vehicle at any time! Ultimately, this allows us to use tacview as an interactive log for both to help assist players. At the end of each campaign these are made available to download (Soon the stats kills/deaths page will have a link to the download the tacview associated with the kill/death without you having to navigate to it yourself) Checkout last campaigns data here: https://strategic-dcs.com/tacview/2024-03-25-1638-Syria2/ Map Rotation: Currently we operate: Caucasus -> PG -> Syria -> Caucasus Inverted -> PG Inverted -> Syria Inverted Our Inverted campaigns are where the starting locations are swapped, ensuring another source of variation every campaign. Module Layout We understand module layout is a contentious subject, and we have to try and find a compromise to avoid one side stacks that push us into a PvE server. Our community so far has been keen on each side having it's own identity and strengths and weaknesses. From the ground war, it's mostly west (Patriot, Hawk. etc) vs east (SA10, SA11) but on the air side this is not really possible. For more information please see: https://wiki.strategic-dcs.com/en/home Community Driven We are strong believers of taking a community driven approach; whilst we will never be the one and only for everyone, we do try our best to encourage discussion, take criticism (particularly when constructive!) about things that are working well, more so what doesn't work so well, and most of all feedback as to how we can improve, and develop in the direction the community wishes to go. Documentation An up to date wiki with all features and capabilities can be found: https://wiki.strategic-dcs.com Credits Like all projects, we build upon the knowledge and products of many others that should be acknowledged; In particular, we make extensive use of DCS gRPC for all communication between DCS and our "engine" that handles all our mission logic outside DCS. This, coupled with PyDCS ensures we save a huge amount of time in maintaining our mission files themselves that clients download to manage our aircraft spawn positions, skins, options, laser codes and more all from a config file. Contact Us Please, feel free to join our discord: https://wiki.strategic-dcs.com/discord or feel free to reach out via PM here or on discord (martin.co) for any specific questions you may have
  4. Hello! DCS is crashing when I trie to load into Multiplayer on a server where a friend of mine is the privat server. Singleplayer missions work normal (I created testmission myself in ME). But also Singleplayer missions made by Squeaky are crashing - this one for example: https://www.digitalcombatsimulator.com/en/files/3332912/ I tried removing mods (only used DCS-DTC and SRS) and a Repair without success. I attached the zipped log package from DCS. Please help, Thank you! dcs.log-20240324-160954.zip
  5. Hi, every time I try to load into multiplayer, DCS crashes right after the loading is complete. Singleplayer works just fine. I attached the log file. Thanks for your help. dcs.log-20240307-124620.zip
  6. Hey guys, I'm now lost as to what to do with this. Recently began using a Quest 3 and since I've not been able to get into any multiplayer lobby. I've both repaired and uninstalled DCS with noy joy. Please can someone shed some light on this dcs.log-20240207-225311.zip
  7. Hi, My DCS client keeps crashing in multiplayer only and I don't know why. I've tried repairing the software multiple times as well as setting down the graphics but it still doesn't work. Please help, I can't find where the error is coming from... dcs.log-20240127-185506.zip
  8. I'm trying to have sounds play to an individual unit or group when certain events occur during a mission running on a multiplayer server. So far the sounds play for me in any unit I occupy when I am testing (When joining a unit on the server I am hosting) but when another player/client occupies a unit the targeted sound and text does not play to that individual. I've tried using the DCS Simulator Scripting Engine and Moose. Example script shown below: CPH_PLAYERENTERUNITHANDLER = {} function CPH_PLAYERENTERUNITHANDLER:onEvent(Event) if Event.id == world.event.S_EVENT_PLAYER_ENTER_UNIT then local PlayerUnit = Event.initiator local PlayerGroup = Event.initiator:getGroup() local PlayerGroupName = PlayerGroup:getName() local PlayerGroupID = Group.getByName(PlayerGroupName):getID() -- for SSE Sound to Group function local PlayerName = Event.initiator:getPlayerName() local PlayerUnitName = Event.initiator:getName() local PlayerUnitID = Event.initiator:getID() -- For SSE Sound to Unit Trigger function local StartupGroupName = GROUP:FindByName(PlayerGroupName) -- for Moose Sound function local StartupSound1 = USERSOUND:New("Start Me Up Edit.ogg") -- Moose --trigger.action.outText(PlayerName.." is the Player Name", 25) -- Used during debugging --trigger.action.outText(PlayerUnitName.." is the Player Unit Name", 25) -- Used during debugging --trigger.action.outText(PlayerUnitID.." is the Player Unit ID", 25) -- Used during debugging --trigger.action.outText(PlayerGroupName.." is the Player Group Name", 25) -- Used during debugging --trigger.action.outText(PlayerGroupID.." is the Player Group ID", 25) -- Used during debugging trigger.action.outSoundForGroup(PlayerGroupID, "Start Me Up Edit.ogg" ) -- DCS SSE command for sound to group (similar for unit) -- StartupSound1:ToGroup( StartupGroupName, 3 ) -- Moose command for sound to group (similar for unit) else end end world.addEventHandler(CPH_PLAYERENTERUNITHANDLER) Some lines currently shown as commented out as I've tried various combinations to get the sound file to play to an individual unit, or an individual group (only one unit in a group) and client. So far no joy using scripting. Even tried the mission editor (Unit Alive) but it didn't work in multiplayer either. I can use the event script shown above to send sound and/or text to a Coalition, or All successfully so I know the event handler works, just can't get the commands for an individual unit or group to work in multiplayer environment (except for the server host). Am I doing something wrong or is it just not possible to use the sound to unit or sound to group capability in multiplayer servers? Any help appreciated!
  9. Hey guys, I've tried everything to solve my replay problem. I'm hoping someone here has any insight into this issue. I enjoy playing DCS on multiplayer servers, and then editing the tracks via mission editor so that I can open up access to all the jets (blue and red). Then I replay the mission and can create some fun videos from different perspectives. After the last DCS update I can't even launch a simple replay "as-is", it just gives me a window that says, sorry DCS crashed can we collect your data and send it into no-mans land on the internet. I click sure, and sit there staring at my desktop after DCS shuts down. Any thoughts? I repaired, re-installed, removed mods (I just have the A-4e mod anyway), repaired windows, changed graphics settings... I mean, it worked before. What's changed now? This is my first post, hopefully it's in the right spot. Here are the last couple of lines from my DCS log after the most recent crash: 2024-01-12 06:26:10.663 INFO APP (Main): C:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin-mt\edterrainExtra4.dll, 372736 bytes, created 28:12:2023-17.40.5, written 28:12:2023-17.40.5, accessed 12:1:2024-6.26.10 2024-01-12 06:26:10.664 INFO APP (Main): C:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin-mt\edterrainGraphics41.dll, 1562112 bytes, created 28:12:2023-17.40.7, written 28:12:2023-17.40.7, accessed 12:1:2024-6.26.10 2024-01-12 06:26:10.664 INFO APP (Main): C:\Program Files\Eagle Dynamics\DCS World OpenBeta\Mods\aircraft\F-16C\bin\F16C.dll, 10692960 bytes, created 28:12:2023-17.40.8, written 28:12:2023-17.40.8, accessed 12:1:2024-6.26.10 2024-01-12 06:26:10.664 INFO APP (Main): try to write track file 2024-01-12 06:26:11.260 INFO APP (Main): 'C:\Users\wp1900\Saved Games\DCS.openbeta\Logs\dcs.20240112-062610.crash' deleted successfully 2024-01-12 06:26:11.380 INFO APP (Main): 'C:\Users\wp1900\Saved Games\DCS.openbeta\Logs\dcs.20240112-062610.dmp' deleted successfully 2024-01-12 06:26:13.794 INFO APP (Main): failed to open 'C:\Users\wp1900\Saved Games\DCS.openbeta\Logs\voice_chat.log' for reading and here's a piece from the log further up that I'm sure someone will find more interesting.... 2024-01-12 06:26:01.755 INFO EDTERRAINGRAPHICS41 (12496): surface5 gc() 2.301700 ms 2024-01-12 06:26:01.900 INFO LUA (Main): Lua: States: 710, CPU load: 4.6%, Mem: 644.7 MB 2024-01-12 06:26:01.901 INFO ASYNCNET (Main): track: onClientRun 2024-01-12 06:26:10.057 ALERT EDCORE (Main): Out of memory in ed_malloc for 194426774672 bytes. 2024-01-12 06:26:10.062 INFO EDCORE (Main): try to write dump information 2024-01-12 06:26:10.108 INFO EDCORE (Main): # -------------- 20240112-062610 -------------- 2024-01-12 06:26:10.108 INFO EDCORE (Main): DCS/2.9.2.49940 (x86_64; MT; Windows NT 10.0.22631) 2024-01-12 06:26:10.109 INFO EDCORE (Main): C:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin-mt\edCore.dll 2024-01-12 06:26:10.109 INFO EDCORE (Main): # 80000003 BREAKPOINT at 00007ff85f227adb 00:00000000 2024-01-12 06:26:10.110 INFO EDCORE (Main): SymInit: Symbol-SearchPath: 'C:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin-mt;', symOptions: 532, UserName: 'wp1900' 2024-01-12 06:26:10.110 INFO EDCORE (Main): OS-Version: 10.0.22631 () 0x100-0x1 2024-01-12 06:26:10.114 INFO EDCORE (Main): 0x0000000000027adb (edCore): ed::fatal_out_of_memory + 0x3B 2024-01-12 06:26:10.118 INFO EDCORE (Main): 0x000000000007359d (wRadio): CommandDialogsPanel::regLua + 0x26FD 2024-01-12 06:26:10.118 INFO EDCORE (Main): 0x00000000000752ee (wRadio): IMissionCommandAction::~IMissionCommandAction + 0x87E 2024-01-12 06:26:10.119 INFO EDCORE (Main): 0x000000000007550b (wRadio): IMissionCommandAction::~IMissionCommandAction + 0xA9B 2024-01-12 06:26:10.119 WARNING LOG (12184): 1 duplicate message(s) skipped. 2024-01-12 06:26:10.119 INFO EDCORE (Main): 0x0000000000075069 (wRadio): IMissionCommandAction::~IMissionCommandAction + 0x5F9 2024-01-12 06:26:10.119 INFO EDCORE (Main): 0x0000000000077dd4 (wRadio): MissionCommandManager::doAction + 0x534 2024-01-12 06:26:10.119 INFO EDCORE (Main): 0x0000000000086a84 (edCore): Mail::Reader::stream + 0x1414 2024-01-12 06:26:10.120 INFO EDCORE (Main): 0x0000000000b286b7 (DCS): SW + 0x667C17 2024-01-12 06:26:10.122 INFO EDCORE (Main): 0x00000000000fbfa0 (WorldGeneral): TrackController::feedEvents + 0x110 2024-01-12 06:26:10.123 INFO EDCORE (Main): 0x00000000000043cd (World): wSimTrace::CommandsTraceDiscreteIsOn + 0x1ED 2024-01-12 06:26:10.123 INFO EDCORE (Main): 0x0000000000004be2 (World): wSimCalendar::DoActionsUntil + 0x262 2024-01-12 06:26:10.123 INFO EDCORE (Main): 0x00000000008a30db (DCS): SW + 0x3E263B 2024-01-12 06:26:10.124 INFO EDCORE (Main): 0x00000000008a2a12 (DCS): SW + 0x3E1F72 2024-01-12 06:26:10.124 INFO EDCORE (Main): 0x0000000000b2912c (DCS): SW + 0x66868C 2024-01-12 06:26:10.124 INFO EDCORE (Main): 0x0000000000b289eb (DCS): SW + 0x667F4B 2024-01-12 06:26:10.124 INFO EDCORE (Main): 0x0000000000086a84 (edCore): Mail::Reader::stream + 0x1414 2024-01-12 06:26:10.124 INFO EDCORE (Main): 0x0000000000b286b7 (DCS): SW + 0x667C17 2024-01-12 06:26:10.124 INFO EDCORE (Main): 0x00000000000fbfa0 (WorldGeneral): TrackController::feedEvents + 0x110 2024-01-12 06:26:10.124 INFO EDCORE (Main): 0x0000000000004a6a (World): wSimCalendar::DoActionsUntil + 0xEA 2024-01-12 06:26:10.124 INFO EDCORE (Main): 0x00000000008baa39 (DCS): SW + 0x3F9F99 2024-01-12 06:26:10.124 INFO EDCORE (Main): 0x00000000008ba711 (DCS): SW + 0x3F9C71 2024-01-12 06:26:10.124 INFO EDCORE (Main): 0x00000000008dcd22 (DCS): SW + 0x41C282 2024-01-12 06:26:10.124 INFO EDCORE (Main): 0x000000000089a364 (DCS): SW + 0x3D98C4 2024-01-12 06:26:10.124 INFO EDCORE (Main): 0x000000000089baa3 (DCS): SW + 0x3DB003 2024-01-12 06:26:10.124 INFO EDCORE (Main): 0x00000000004a1920 (DCS): (function-name not available) + 0x0 2024-01-12 06:26:10.124 INFO EDCORE (Main): 0x0000000002829262 (DCS): AmdPowerXpressRequestHighPerformance + 0x13D425E 2024-01-12 06:26:10.124 INFO EDCORE (Main): 0x0000000000ce45ee (DCS): SW + 0x823B4E 2024-01-12 06:26:10.127 INFO EDCORE (Main): 0x000000000001257d (KERNEL32): BaseThreadInitThunk + 0x1D 2024-01-12 06:26:10.616 INFO EDCORE (Main): Minidump created. 2024-01-12 06:26:10.616 INFO Lua::Config (Main): stack traceback: 2024-01-12 06:26:10.628 WARNING LOG (12184): 3 duplicate message(s) skipped. 2024-01-12 06:26:10.628 INFO APP (Main): enumerating loaded modules 2024-01-12 06:26:10.629 INFO APP (Main): C:\Program Files\Eagle Dyn
  10. Can we get an update as to where we're at? This has been a R O U G H release....
  11. After several weeks of work and a lot of testing support from the community, we're ready for our live test of the new event format this weekend. Tempest's Blueflash Curated PVPVE Campaign. The sister server of Enigma's Cold War is back with version 3. This evolution moves away from the real time dynamic scripting in favor of a curated, hand crafted multi map/multi mission campaign that begins in the Persian Gulf with a battle for Dubai and territorial control and will initially stretch across Syria and Sinai as either side advances through completion of various, tailor made objectives. Both fixed wing and rotary craft have been considered and catered to with a variety of missions within each scenario that will see each team co-ordinate to attack and defend front lines, strategic locations and valuable assets. There is something for everyone from CAP to CAS, deep strikes and Naval Operations, with more planned later down the road. You can find more detailed information within the FAQ. The community is mostly Discord based where you can ask questions, provide feedback and make suggestions. Click here to Join Keep an eye out on ⁠lore and the announcements channel in there for more details and features to come. Including a unique player based economy that will be implemented (soonTM) Also since this is a live open beta test of the new mission please feel free to post in our ⁠#Feedback-and-Discussion and #Bug Report channels if you come across any issues. Good hunting!
  12. I don't know if it's viable, but I'd like the MP servers marked as favourites not to be erased as well as their passwords after each DCS update.
  13. I know It's been mentioned before, but for it not to fall into oblivion it'd be great to have the system failures implementation working in MP!
  14. In this mission, you will be able to test your JTAC assistance skills on the Strike Eagle. I'm definitely not an expert in creating missions and what I posted is just one of my "home creations" for me, but maybe someone will like it and will also want to check their level of attacking targets with the support of JTAC. I did also the short version - preview - as a video, I hope you like it too: Regards! Link: https://www.digitalcombatsimulator.com/en/files/3332634/
  15. So I'm trying to set up my port forwarding so that I can host some MP mission with friends but I can't seem to get the forwarding correct so that they can access the mission. I so far set up: Protocol as TCP-UDP. External host as the IP address displayed in the DCS MP launch screen. External port as 10308. Internal host as my static IP address. Internal port as 10308. Firewall is set to allow DCS public and private access. If I load the mission I can get into it but for anyone trying to connect it says "server offline". I'm thinking maybe the internal port should be different than the external port but I'm not sure and I couldn't really find anything through google that addresses my specific situation. Does anyone with experience in this have any ideas as to what I'm forgetting/messing up?
  16. So, as some of you may be aware, the 145th PMC Group is no more. I was forced to leave, and the unit was re-branded. Since then, I've been working on something... interesting. Something... big. No, it's not a module (I wish I had the time and talent), nor is it a mod... though it will use them. It's not small, and it does involve some alternate universe shenanigans to work... but I think it's something the community will like. What is it? Well, I'm going to just build some suspense. But as it's built... keep tuned here for updates. Both for the world building... and for the eventual launch of the Discord. Until then, just keep tuned. See you all on the battlefield.
  17. Here’s a mission that me and my flying buddies have flown for almost a year now. There’s randomness built into it, so it plays differently depending on RNG. This is a fictional based mission set in the Caucasus region and is designed for COOP play. The mission can be done solo if you desire. The player(s) spawn on deck of the George Washington as the sun is coming up. I created this mission with some built in variability. This variability comes in the form of probabilities for additional spawns that can be changed in the triggers. I suggest flying this as provided and then tweaking probabilities to your needs. The mission isn’t terribly difficult in it’s base form. I routinely flew it solo during my testing. My group of flying buddies has a total of 3 players and there were nights we made it through just fine and others where none of us made it back. The mission can be found here - https://www.digitalcombatsimulator.com/en/files/3332119/ [Designer's Notes] A few elements of note. I use the F10 radio menu to control several optional elements of the mission. The only required use is the START MISSION command. When first entering the mission, players will see this message (below). This allows all players to enter the host’s MP server and establish comms before the action starts. Once everyone is ready, someone can select “START MISSION” which starts the mission moving forward. There are additional F10 options should the player(s) want/need. These mostly relate to the carrier static units so players can remove/add for performance reasons. Above is a screen grab from the beginning of the mission before anyone selected the START MISSION option. "Spawn Alert 5 Fighter Support" - spawns 2 alert 5 hornets armed for CAP should they be needed by the players. “Delete Launch Statics” – removes the carrier deck static units present at time of player startup/launch. “Add Recovery Statics” – this happens automatically within the mission itself, but should the player wish to spawn them in at any point, they have the option to do so. “Remove Recovery Statics” – should the recovery statics cause performance issues (or they just don’t want the additional scenery), the player has this option to remove them from the deck so the carrier is empty when landing. “Add LSO Statics” - this happens automatically within the mission itself, but should the player wish to spawn them in at any point, they have the option to do so. “Remove LSO Statics” - should the LSO statics cause performance issues (or they just don’t want the additional scenery), the player has this option to remove them from the deck so the carrier’s LSO station is empty when landing. [Choosing Role] When starting this mission, players should select jets from the "Players" group. These start you on deck and are the intended cold start loadouts. Do NOT start your mission in the Air Start jets. You will notice 4 Air Start Hornets with the group name “z_AirSpawn_*”. These only exist for players who might perish on the way to or at the target location. These 4 jets are armed with LBGs, or Mavericks, etc. The last part of their name indicates what they carry. No mission triggers are associated with these jets so if all players in the “Players” group die, the mission will no longer trigger unless someone reselects a “Players” jet when choosing a role. Think of these jets as a way to immediately re-enter the fray should some meet an early demise. [LUA Scripts] There are a couple of scripts that I run within this mission. Splash script – I run a modified version of Grimm’s Splash Damage 2.0 Script (https://forum.dcs.world/topic/289290-splash-damage-20-script-make-explosions-better/). See the forum thread for details. Set ShipID – don’t change this. This is how I control the static spawns on the carrier deck. If you want to see how to do this, see this video from RedKite - Using RedKite’s method, I created LUA files for all the deck spawns. You’ll see me use these files in “DO SCRIPT FILE” actions. [Random Spawns] To enhance replayability as well as increase difficulty, I built in randomness directly into the mission itself. Players can control the probability of these random spawns directly in the MISSION START trigger. Note, the mission is designed to be played as-is and players do NOT need to adjust anything in this mission to enjoy it out of the box. However, once played, people might want to tweak. These tweaks are how me and my group continue to run this mission almost a year after I created it. It still hasn’t gotten old. I will put the following content in a spoiler tag so those that want to avoid can do so. [Kneeboard] I included a brief kneeboard with 2 pages for this mission. [Briefing] Attached is mission overview in PDF form. Please let me know what you think and how this could be improved. Hope you all enjoy the mission. Operation Jupiter's Javelin.pdf EDIT (March 10, 2024) - Corrected Briefing, Kneeboard and Scratchpad assets to reflect proper height of PROD1. EDIT (July 21, 2023) - I updated the mission version in the files section to 2.02. I inadvertently left my group's starting probabilities in the mission instead of a more beginner friendly configuration. I changed the probabilities in the mission and they are now reflected in the spoiler section of this message.
  18. Hi! I was always a campaign player but I started a few days ago with multiplayer using the open beta. The problem is that the game always crashes with the same problem: "Unfortunately DCS crashed. Allow DCS to gather additional debug info using dxdiag.exe?". I have no idea what that means so any help would be really appreciated! Here are the log of crashes (no idea which one is the one that has the info) Edit: I tried different MP servers and the game crashes every time, maybe in 3 minutes or 10 minutes, but it does always. If a create a MP server to play with a friend I have no problems. dcs.log-20230715-174418.zip debrief.log dxdiag.txt
  19. Hi guys, I was playing some multiplayer the other day on buddyspike blueflag & 4ya pve beta UK. I had planned on loading up with weapons and taking off with minimal fuel and joining up on the tanker on my way. Communication between my pilot and ground crew worked fine, no issues there. However once Airborne I tried to contact the tanker through the radio menu (radio on, correct frequency set) but my pilot wouldn't even speak or play any audio of the "request rejoin" option, nevermind not hearing a response back from the tanker. The same issue repeated itself on 4ya when trying to contact the AI awacs for a picture. Has anyone else experienced this ? Is it down to user error of missing a step along the way ? Any help would be greatly appreciated, Thank you :))
  20. This video pokes a little fun at the military online training curriculums, but it does have some good info for pilots wanting to tackle multiplayer in DCS. Enjoy. **updated sound levels and made spelling corrections** Everyone will need to watch the video and get their certificate to their section leaders. Go check out the RotorHead community at their discord server: https://discord.gg/XQkMbzVz Live server map at: http://rotorheads.ddns.net/ Go check out the Low Level Hell Community at: https://discord.gg/4xF8wzg5 =DFA= GrayFlag Server Discord: https://discord.gg/deathfromabove Casmo TV Radio Talk: https://youtu.be/8IlpdlxPv_I
  21. There isn't a single thread about it here? Ok it's not a campaign but the pedigree is obvious. Yesterday we flew it with a few people (6 to 8), wow, I haven't had so much fun online in a long time. We were all impressed and thank you Reflected for this mission and work. Very well done! Other ideas: 1/ is it possible to have something like this but for Normandy 2.0 map in the future, in a larger area including the new Normandy 2.0 features? 2/ maybe you can create even payware campaign for multiplayer (10-15 missions) a little more expensive, with the possibility of replacing a human AI possibly and vice versa 3/ pls do more enemy! (can choose from the menu at the beginning of the mission a/ easy, b/ medium, c/ hard - quantity.) Thanks again for Fortress Europe!
  22. Hello. With the newest OB-update, I am no longer able to access Syria multiplayer maps due to crashing, presumably because of lack of memory. All other maps are fine, and utilizing about 50% of memory, while Syria uses around 98 until crash. Pagefile is adjusted to 32GB (32768), and I've done a repair and removed mods folder. The images named RAM Cauc/PG/Syria are made in the mission editor with clear skies, and a single A10A flying from A to B. Image "High RAM" is an attempt to fly on the "Syria Rotorheads" MP server. Same results in Grayflag. In previous OB-versions I have been no where near these values. I've set preload radius to around 80000, but I have not had any issues running it with 150000 in previous versions. null dcs.log DxDiag.txt
  23. For some reason, DCS crashes to the desktop whenever I reach the aircraft select menu after a few seconds or before at the "Net Sim Post Start" section when loading. All of my graphics drivers are installed, I meet the minimum requirements, I've tried repairing, cleaning, lowering graphics settings, but nothing seemed to work. I have been using VR and it worked before perfectly fine yesterday, its only today that its not working. I checked the logs and all I could find was a message that stated: Display Tab 3: There is a problem with Virtual Desktop Monitor device. For more information, search for 'graphics device driver error code 22'. But that isn't a graphics driver, its some driver that a program called virtual desktop uses, that I use to connect to my pc from my oculus quest 2. I also tried not using virtual desktop but it still wouldn't work. Any suggestions on what I could do? Thanks. dcs.log dxdiag.txt
  24. This issue was experienced in MT in the latest Open Beta build. Cold started the F-16 in the Gray Flag PG server. I switched the aircraft to A-A on the ICP while on the ground and the game completely froze. I asked my wingman to do the same (same circumstances), and the game froze for him as well. Steps to replicate the problem: 1. Start jet from cold in a multiplayer server with multi-threading 2. Enter A-A from the ICP (on ground FCR/datalink -on) The problem was able to replicate 70% of the time in MT with 3 different users making multiple attempts. The problem did not exist when tested in Single Thread gameplay.
  25. Dear ED team, At the risk of bringing up an unpopular/well-flogged topic to light, I am hoping to re-life (probably every pilot's wish) of re-living that awesome last mission they flew. I realise that the track file system is horribly broken and left for dead because it would require a significant code re-write to make it functional. BUT if it were recreated as an add-on, purchasable module, I would be willing to bet that most pilots, would be happy to pay for it. Another really good complementary feature would be the ability to replay previous missions with a greater level of control for the purpose of creating that amazing cinematic. Having something similar to what Tacview offers that incorporates an improved fast-forward, rewind, track, event-based navigation etc. would be a brilliant addition and revamp of the replay model. I think that this would have incredible potential not only for content creators, but also for post-game analysts, and would better advertise the awesomeness of DCS. Many thanks for reading and considering!
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