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Showing results for tags 'error'.
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The text on the radome for all base game F-16 liveries is incorrect. The in-game image provided is from a custom livery, but uses a base game livery as the basis. It is also incorrectly mirrored on both sides on base-game liveries, whereas IRL, it should only be on the left hand side, as that is where the radome hinge is to open the nose. An image of the correct text of what should be displayed has been provided, and incorrect grammatical errors have been highlighted. Here is a transcript of what is currently displayed: "RADER ANTENA MUST BE IN STORED POSTION TO OPEN CLOSE RADER DOME POSTION UP LEFT" What should be written: "CAUTION RADAR ANTENNA MUST BE IN STOWED POSITION TO OPEN/CLOSE RADOME. POSITION UP & LEFT"
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First half of mission was fine, launch the talds and got the SA8 first time round, then as i circled back, we were getting words for the oil pumps etc a windows box came up (with error chime), was too quick to read but i thought i seen the word "script" or "schedule", then vanished. Me being the naval aviator that i am, i continue... There was no F10 option to tell wingman to attack the targets either (as he was the only one with bombs). So i tried 'wingman 2>attack my target' nothing, then tried 'flight>engage mission & rejoin' to which he broke off, but instead of attacking targets he just started heading south (i think?!) and just kept flying away. asking for rejoin etc had no effect. Then after some time it came up with "tell devil you are unable with F10" so i went to that but "player" just said "engagement complete" and the dialouge played as if i hit the targets (but they were still fine in tgp), wingman still heading south, but he then also said "another gecko popped up near the city". At this point i conceded something was fubar and quit. Tbh, not a fan of the half in built menu for orders and half F10, i just find it confusing and when i use inbuilt orders at the wrong time in earlier missions, it just breaks the wingman, forcing me to quit & restart, i'd suggest going all F10 orders if its not too much work. Sorry didnt get a better look at the error, so may not be much help but wanted to report Otherwise, great campaign, i like the simplicity, i did have to learn the simrate function though haha theres some looong transits
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Hey there, today I tried the new Somnium VR-1 in DCS using their OpenXR runtime. i got extreme bad performance and heavy spiking frametimes. Also the Ingrame FPS overlay was totally off to the DCS FPS limiter or the VR-1 build in FPS counter. in steamVR everything is just fine. maybe some OpenXR experts can have a look at the log file. dcslogfile.log
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Hello, I wanted to report an issue with the external cargo and event handler that I discovered while working on a game mode and some related lua code. This error occurs when a piece of external cargo is lifted and then destroyed, by either being dropped or damaged mid-air. When this situation occurs, and an instance of the event handler has been called in the mission, the following error is prompted: [string "..."]:10: attempt to call method 'getName' (a nil value) stack traceback: [C]: in function 'getName' [string "..."]:10: in function 'onEvent' [string "Scripts/World/EventHandlers.lua"]:13: in function <[string "Scripts/World/EventHandlers.lua"]:11> null null I have also seen this error in the forementioned game mode be prompted with a getPosition or getPlayerName call; but always occurred when the external cargo was picked up and then destroyed. I have slimed the conditions of the error down to its most basic state, involving an external-cargo capable helicopter (in this case a CH-47), a piece of external cargo (in this case a small ISO container), and a 'Do Script' trigger calling the event handler, in the attached mission file. I have also attached my DCS log for the instance and a video of the error occurring with this mission: https://youtu.be/Jlano9twZQ0 (Please excuse the delay in hooking the cargo, it's more stressful when recording ) Lastly, here is the event handler code I used in the mission. For simplicity's sake, it is a slightly modified version of the event handler code found on the DCS hoggitworld wiki here: DCS func addEventHandler - DCS World Wiki - Hoggitworld.com Code: local e = {} function e:onEvent(event) local m = {} m[#m+1] = "Event ID: " m[#m+1] = event.id if event.initiator then m[#m+1] = "\nInitiator : " m[#m+1] = event.initiator:getName() end if event.weapon then m[#m+1] = "\nWeapon : " m[#m+1] = event.weapon :getTypeName() end if event.target then m[#m+1] = "\nTarget : " m[#m+1] = event.target :getName() end if event.id == 30 then m[#m+1] = "idx " m[#m+1] = event.idx end trigger.action.outText(table.concat(m), 10) end world.addEventHandler(e) As a closing remark, I am quite new to Lua coding. As such, when this error began occurring, I did believe it to be a mistake from myself; especially given the complexity of my game modes code. However, after doing an extensive amount of testing, I became more confident in the idea this may be an actual bug. I look forward to learning more about the issue and hearing other's thoughts. Thanks! EventCrash.miz dcs.log
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- cargo
- helicopter
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Hi everyone, Another small issue with the mesh of the Marianas map. The taxi-way/road leading to the WWII nuclear bomb pit, located to the north-west of North Field on Tinian has some geometry issues - there's a steep incline (I'd estimate ~30-35°), whereas IRL the area looks like it couldn't be more flat. Here's a Google Earth street-view of the area, looking to the south: And here's the same shot in DCS (-camera 176.207132 0.027198 91.657734 -cameradir -0.967976 -0.087994 -0.235114): Here's an overhead view in DCS, to really highlight the hill (-camera 176.250335 0.056178 91.713985 -cameradir -0.798708 -0.267452 -0.539013): And finally, here's a topographic map, sourced from here), Google Earth seems to agree with the topography (i.e the area should be almost completely flat), but deviates on the actual elevation. If I draw a straight line from the road, down in-between the 2 bomb-pits - bisecting the area, the line has a constant elevation of 29m, in Google Earth, the same line is 23m and in DCS, the same line starts off at 30m, then there's a hill at 31m, and then bomb loading pit area is 23m. It's as if the road referenced the topographic map above, but then bomb-pit was referencing Google Earth, and so there needed to be a steep hill in between the 2. In any case, flattening the area will resolve the issue.
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This is a complained from my friend that can't post because he has to wait 1 day because he just created his account. Sorry for his broken english, I just copy pasted. The Ground unit does not tell you that recieved the DTC card for update when rearming first time, then as RTB and try to rearm again the DTC wont update at all and when trying to shut down the plane and cold starting again the UFCP wont let me change to the NES mode for DataLink all executed in that order
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I'm trying to save a table to a file, just to analyze it. Path = 'd:\\' Filename = 'table.lua' Data = table UTILS.SaveToFile(Path, Filename, Data) However I get the following log message: I believe the path has to be de-sanitized. But how?
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If I use a physical switch to switch the FLIR pod on prior to a mission start it does not work, the virtual FLIR switch in the Hornet cockpit is always switched to off. Only if, after mission start, I physically switch to something else and then back on it also switches the virtual switch (and the FLIR). The same thing works as intended for the Master Arm switch, on the other hand.
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- auto-sync
- synchronisation
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I honestly can't believe this is such a hard thing to fix. It's been known since ages, and still we have the wrong airspeed values being displayed on the HUD in all modules. At high speed and altitude there's a difference of as much as 200+ knots between what's displayed on the HUD and the actual CAS that ***should*** be shown instead. I like the new clouds and all that, but can we at least get our basic flight instruments to work correctly??
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Hi Everyone, I've found an issue with the Blockhaus d'Éperlecques, located roughly 10km NNW of Saint Omer. At the moment on the Channel Map, the forest clearing and road to the facility are present, but instead of there being the large bunker, there's just number of generic buildings. This site would've been pretty important, as these were key targets of the Allied Operation Crosswbow bombings against the Nazi V-weapon program (the bombing campaign itself used the P-47, B-17 and Mosquito) - both sites being planned V-2/A-4 launch facilities. Here's what the site looks like at present IRL: And here's what the same site looks like in DCS: And here's a diagram of the planned site (in my opinion, if it were to come it would be better to have it in its planned configuration, which would allow for both operation crossbow style missions, and what-if missions, I'm obviously not expecting there to be a full interior; empty tunnels/rooms at best, if that)): The other major site is La Coupole near Wizernes, just south of Saint-Omer, this isn't present on the DCS map at all, and the elevation mesh seems a little off. But I'll make a separate wishlist for that one.
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Hi everyone, I've found numerous errors and anomalies with the terrain mesh. The one's I've encountered the most are triangular/trapezium shaped sections of terrain, typically presenting around coves, bays and inlets. I've also found at least one massive sinkhole as well as a couple of anomalous ridges. Whilst many of the examples shown below are from low-altitude, they are absolutely noticeable from much higher up (here from a little over 29400 ft): -camera 25.994179 8.972572 -111.347769 -cameradir 0.219616 -0.694937 0.684712 For the meantime, I'll focus on the islands themselves as these are supposedly complete or very nearly complete. It should be said that East Falkland fairs better than West Falkland, though note that the examples below aren't by any means exhaustive. East Falkland: West Falkland:
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Hey guys I've been trying to solve this for a while, hope someone can help me solve this here. ED troubleshoot - done ED Ticket - done ED - email support - done Reinstalled DCS from scratch - done (and also lost many personal missions and key binds on the way :/) Still no clue. Provided solution is: use a VPN, contact my ISP. Details. Nothing changed on my side, no significant updates that I know, nor any new software, and DCS stopped logging in. It's not the first time this happens, last time, someone in ED TechSupport was able to do something internally, about a year ago. Message is as follows as per dcs.log, attached: >>> ERROR NET: HTTP request dcs:settings failed with error 7: Couldn't connect to server The solution provided was to use a VPN and it works indeed, however, it's a payed service that I don't want to use and I don't have to, to play DCS. I live in Malta. When using a VPN I'm able to connect and noticed that these two servers are used: I'd say that the servers or any policy in regards to the connection to these servers has changed because now I can't get authenticated, obviously. What I can't find is the solution to be able to enjoy DCS without the soar VPN solution, which is btw, expiring soon. (Windscribe) Constructive feedback much appreciated, thanks for your time on this. Thank you. dcs.log
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- authorization
- authentication
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After updating my game on the 17th of December 2020, I'm unable to start it. When I click my desktop shortcut, the updater shows up for a splitsecond, DCS logo shows up, but that's as far as it goes. If I click the logo i get a popup that says DCS is not responding. When first started, the DCS icon on the taskbar is blank, however, after minimizing and then clicking it, the DCS icon appears. Same thing happens when I try to start DCS directly from the install folder. I have deleted my ImagesShop forder but nothing happened Not sure what's up. If anyone knows how to fix this help would be appreciated.
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Hi, I have big trouble with R. G2. DCS, and only DCS, instantly is crashing with VR. The installation is fresh, Nvidia drivers reinstalled, I have also reinstalled steam VR and WMR for Steam - nothing. Every other game works fine. Here are the dump files, if anyone has some ideas? dcs.log dcs.log-20210106-210511.zip
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Hi all, so I have been trying to create some basic reskins from the DCS template by turning off and on certain layers to change the tail/unit designations and resave and export the files to put into their individual livery folders. So I created the 4 units 69th, 93rd, 96th and 343rd; I also used model viewer 2 to create a basic LUA file for each folder/texture but only the first folder/livery for the 69th showed up and this livery still wont let me turn off the default markings (still with the new ones underneath). I have been watching tutorials for skinning but I cannot find anything covering how to write the description.lua file to turn off the defaults. So here is what the model viewer created: livery = { {"texture B-52_Okras.bmp f2 g0", DIFFUSE , "B-52_Okras", false}; {"texture b-52_okras.bmp f2050 g0", DIFFUSE , "B-52_Okras", false}; {"texture parashut.tga f2 g0", DIFFUSE , "parashut", false}; {"texture LONGER-DAMAG.bmp f2 g0", DIFFUSE , "LONGER-DAMAG", false}; {"texture USAF.tga f2 g0", DIFFUSE , "USAF", false}; {"texture c130-fon+flag.bmp f2 g0", DIFFUSE , "c130-fon+flag", false}; {"texture nomera.tga f2 g0", DIFFUSE , "nomera", false}; {"texture BANO.tga f0 g0", DIFFUSE , "BANO", false}; {"texture BANO.tga f0 g0", SELF_ILLUMINATION , "BANO", false}; {"texture DAMAGE_All.tga f2 g0", DIFFUSE , "DAMAGE_All", false}; {"texture DAMAGE_All.tga f2050 g0", DIFFUSE , "DAMAGE_All", false}; {"texture HOLES_All.tga f2 g0", DIFFUSE , "HOLES_All", false}; } I changed all but the first two false arguments to true and it picks up the new texture but still won't turn off the default markings. Is this template just too old for 2.5 or am I just doing it all wrong? Any help is very much appreciated. Cheers, Scotty.
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I'm creating a display to show the active frequency on the A4, but unfortunately the code to be entered is wrong, the separator lines (-) are not recognized by arduino ide. void onArc51-freq-xxxxxChange(unsigned int newValue) { /* your code here */ } DcsBios::IntegerBuffer arc51-freq-xxxxxBuffer(0x84c6, 0xffff, 0, onArc51-freq-xxxxxChange); does anyone know how to help me ?
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This affects all SOUND TO xxxxx ACTIONS, as well as all RADIO TRANSMITTER type ACTIONS - basically, any method in the M.E. or via scripting to get DCS to play a sound, this bug is present. 1. Sounds should be added to a PLAYBACK QUEUE and played back, one after the other, in the order by which they were added to the queue and NOT - as they currently are - all played at the same time! Currently this means if you wanted to send a custom morse code signal, you'd have to send each sound file for each character, note the duration, and delay the next by that duration + a 'gap' in time and repeat. This is a PITA and stupid for so many reasons. Otherwise you're forcing creators to make a magnitude of individual sound files to cover all eventualities. This makes the mission large, slow and puts a HUGE amount of work on the creator, fighting against the DCS game engine. 2. On top of that, this means you can't get all that to loop, as the 'loop' only understands looping an individual file, and not a sequence of files. This is another part of the bug report - you can't loop a sequence of sounds, only individual ones. You should be able to batch up a sequence of individual sound files and have them play sequentially and then be loopable. 3. Also, if a player performs an event that triggers a sound effect i.e. MOTHER talking to them with a custom audio file, or a custom AWACS speech audiofile, at the same time as another player triggers the same or another custom audio event then CURRENTLY, both play on top of each other, rather than sequentially. All of this should be available to scripters as well as in the M.E. Trigger system.
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- sound module
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Unable to load into the game at all. Tried repairing. renaming saved games folder, restarting game creating new saved games folder. Nothing works. Log file shows several errors and warnings. I see other people are experiencing the same issue, is there a fix for this or will we have to wait for the next update to actually play? dcs.log
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Buenas, descargué la aplicación ayer porque me llamaba la atención y al intentar iniciar el entrenamiento me crashea el programa. Intenté fijarme en el LOG para ver el problema pero sinceramente no tengo idea de cómo funcionan estas cosas así que no sé solucionarlo Si alguien pudiera ayudarme sería excelente Adjunto el LOG que me salió: dcs.20231208-170144.log
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I just had to reinstall Windows, and my root DCS install is on a secondary drive. After the Win 10 reinstall, I shored up my Nvidia driver and installed all of my other needed drivers. I tried to launch DCS, and keep getting this error. I can't include any log files, because it's not even creating a new "DCS" folder inside my saved games folder. I found another post with the problem, but it referred to amount of RAM and I have 64gb of RAM so I don't think that would be the problem.
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Hello, We regularily have our dedicated servers randomly quit the mission with this error message in a dialog box (meaning that, additionnaly, we need to connect to the remote server to click on the button): The last error in the log (with no other error or context linked to it) is: ERROR ASYNCNET (12668): The session has expired (401). Exiting... This is not related to the latest version, we've been having this behavior since a few weeks/months. We started a log of the date and time it happens. Can you please help us? We've got 4 servers up, and a specific one that can be used to test. Cheers, Zip.
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- dedicated server
- error
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