Magot Posted September 24, 2014 Share Posted September 24, 2014 Hi I found critical bug in use with external cannons. After activate main guns, game crash to desktop there are steps how repeat this bug: http://forums.eagle.ru/showthread.php?p=2189608#post2189608 1 Link to comment Share on other sites More sharing options...
Tango Posted September 24, 2014 Share Posted September 24, 2014 Interesting - you load an asymmetric loadout of guns... I wonder if that is the cause. Let me see if I can replicate. I tried guns previously and they seemed OK, but that was a symmetrical load. Best regards, Tango. Link to comment Share on other sites More sharing options...
Tango Posted September 24, 2014 Share Posted September 24, 2014 I see exactly what is happening: Problem signature: Problem Event Name: APPCRASH Application Name: dcs.exe Application Version: 1.2.10.32275 Application Timestamp: 5420793a Fault Module Name: WeaponsBase.dll Fault Module Version: 1.2.10.32275 Fault Module Timestamp: 5416e619 Exception Code: c0000005 Exception Offset: 000000000000ccb6 OS Version: 6.1.7601.2.1.0.272.7 Locale ID: 1033 Additional Information 1: 9d43 Additional Information 2: 9d43d0b0e4e0415ad49ddf27f454c3cd Additional Information 3: 530f Additional Information 4: 530fb57b0eb89c82edf846ec52d36287 The gun pod control panel only appears if a gun pod is loaded on the LEFT STATION. It seems that it is expecting to see a gun pod on the RIGHT STATION as well, and is crashing as a result. Best regards, Tango. Link to comment Share on other sites More sharing options...
Tango Posted September 24, 2014 Share Posted September 24, 2014 It seems it does not like asymmetrical stores generally (no crash, but some stores can't be dropped). Best regards, Tango. Link to comment Share on other sites More sharing options...
Flagrum Posted September 26, 2014 Share Posted September 26, 2014 The weapon on the opposite pylon works, though. I tested it with a rocket pod. But as th OP says, as soon as you switch the ASP to gun mode, DCS crashes. The .crash file suggests that the 21 tries to determine the muzzle position ... of the rocket pod - which it obviously can't. Link to comment Share on other sites More sharing options...
Sceptre Posted September 26, 2014 Share Posted September 26, 2014 Very interesting, does the same happen with asymmetric bomb? RTX 2070 8GB | 32GB DDR4 2666 RAM | AMD Ryzen 5 3600 4.2Ghz | Asrock X570 | CH Fighterstick/Pro Throttle | TM MFDs | TrackIR 5 Link to comment Share on other sites More sharing options...
Flagrum Posted September 26, 2014 Share Posted September 26, 2014 (edited) Very interesting, does the same happen with asymmetric bomb? Haven't tested it explicitely, but I would be surprised if it would not happen with bombs, too - as bombs usually have no muzzle either. :o) edit: Hrm. I could not drop bombs at all if the opposite station was loaded with an UPK. As Tango already said, the UPK on the right station results in not having the UPK control panel and additionally, the bomb at the left station refused to drop. Switching the ASP to GUN did not crash DCS. Firing the UPK was impossible - as the control panel was missing. For an UPK on the left and a bomb on the right, the control panel was present, the bomb did not drop but switching to GUN crashed DCS. Firing the UPK is impossible without setting the ASP to GUN? Dunno, but I could not fire the UPK. The internal gun could be fired all the time, no matter what the ASP was set to (LNC, B - all worked, but the pipper might have been off, ofc). Even with powered up UPK control panel and set to UPK, the internal gun fired. I am tending to believe now, considering how inconsistent this all is, that this was probably not really tested because an asymmetrical loadout of the UPK pods is probably not a permitted configuration? Edited September 26, 2014 by Flagrum Link to comment Share on other sites More sharing options...
112th_Rossi Posted September 26, 2014 Share Posted September 26, 2014 +1 for the bug spot. Link to comment Share on other sites More sharing options...
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