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Since latest patch, all armed ground vehicles are missing in all missions, including ME and single player.


Go to solution Solved by BIGNEWY,

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Posted (edited)

"Apologies, I just disagree heavily with you guys for blaming ED."

Understood, but ED did make the changes and their stance is generally "we can't control unofficial mods". I think that is in error, because you and I pretty much just came up with a viable solution. Let's see if it goes anywhere.

I will most definitely stand up for ED when they deserve it (why else would I support them with my money). But I will also call them out when I think they can do better. I think that's fair.

Edited by plott1964
  • Like 1

PC specs:

Intel Core i7-13700K [Raptor Lake 3.4GHz Sixteen-Core LGA 1700] (stock clock)/64.0 GB RAM/RTX 3080 GPU (stock clock)/Windows 10 Home/Multiple M.2 SSD Drives/T.Flight HOTAS X/HP Reverb G2

Posted
10 minutes ago, plott1964 said:

because you and I pretty much just came up with a viable solution. Let's see if it goes anywhere.

Apologies! I missed your other post.

56 minutes ago, plott1964 said:

That is what I've said in the past. I would think that modders like PeeJott, Tobi, EightBall and the others could be vetted by ED and allowed in the Closed Beta Modders team to "so they can test their mods and update them accordingly." Exactly!

Right! We agree! 

57 minutes ago, plott1964 said:

That is precisely what I meant by "unacceptable."

Makes more sense now, and why I asked what you meant.

1 hour ago, plott1964 said:

You would think that ED would want to honor those guys' contributions by at least allowing them to be involved at a level higher than the general user and test out a beta version prior to an update like this.

I think that would be a welcomed move, with less grief and frustration for the end users.

You seem more invested in the idea than I am. And your thought process is probably a head of mine. If you draft up a wish in the Wishlist, I'll be sure to support it! 👍🏻

Cheers! Enjoy your weekend! 🍻 

Posted
5 hours ago, Rudel_chw said:


Actually, ED did try to accommodate User Mods, back on DCS v1.5 (I think) they introduced the /Saved Games/Mods/ folder structure that mimicked the one DCS used for its program files, so that Mod Makers could stop adding files within the DCS program itself, vastly reducing the amount of problems when using Mods.

Well that was a great idea ED!

Let's expand on that and continue to support those crazy "unofficial" modders and all the work they do for free.

  • Like 2

PC specs:

Intel Core i7-13700K [Raptor Lake 3.4GHz Sixteen-Core LGA 1700] (stock clock)/64.0 GB RAM/RTX 3080 GPU (stock clock)/Windows 10 Home/Multiple M.2 SSD Drives/T.Flight HOTAS X/HP Reverb G2

Posted (edited)

Or, let's not and let ED concentrate on progressing their proprietary software that they understand better than anyone else in a way that suits their development roadmap that suits them best.

Christ, it takes long enough for new features to mature enough to be brought to the community and even then it can take some time for these to become robust and stable.

You want to introduce a system that will inevitably extend these timescales?!? 

No. 

If you add an unofficial mod and it breaks the game, guess who's responsibilty that is...

YOURS.

You can sit and wait as the modders figure out how to make their mod re-compatible, if they are still active. If they aren't you are SOL. You did not pay for it, you are not owed a damn thing, especially not by ED.

ED have acknowledged the great work done by some modders, enabling a fairly simple and segragated way of implementing them with minimum risk of breaking the game. They have even integrated some into the base game assets; however this does not make them liable and they certainly should not waste $$$ or time (frankly they are synonymous) on appeasing impatient and indignant unofficial Mod users.

 

 

Edited by DD_Fenrir
  • Like 2
Posted (edited)

You are misinterpreting the intent. Introducing the ability for modders to test their mods earlier helps us (who fly them) and the modders without affecting ED time cycles. It would give the modders a leg up, which is all they really need. ED always has complete control of all of this anyway.

Edited by plott1964
  • Like 3

PC specs:

Intel Core i7-13700K [Raptor Lake 3.4GHz Sixteen-Core LGA 1700] (stock clock)/64.0 GB RAM/RTX 3080 GPU (stock clock)/Windows 10 Home/Multiple M.2 SSD Drives/T.Flight HOTAS X/HP Reverb G2

Posted
8 hours ago, MAXsenna said:

Do you experience a lot of issues with these? Guess not. Why?

Yes. I think it was the last bigger patch from ED that made me deinstall (deactivate was not enough) TacView since it halfed my FPS and led to lags and Spikes like crazy. TacView was not changed, DCS was.

Then there was this mouse-polling-problem which added as a New feature a lot of lag and sometimes freezing pictures. My mouse and driver did not change, DCS did.

I'm saying it is not understandable for me how such things can happen again, again and again.

And regarding mods: Well, more documentation would be a start to know where to look for problems. The change-log does not really help, that is more for the players to see what was done. It really says not a lot where things were changed.

 

11 hours ago, sean laser said:

I found a quick work around to this "bug", so that you can still fly the mission without part of customized weapons before mod owner publish formal fix or update .

For those mod impacted, please open the entry.lua, comment out weapon.lua call out line and save.

For example, SU-57, you many want to comment out this line with --

dofile(current_mod_path.."/Scripts/Weapons.lua")--Calling Weapon Types

 

Since not all customized weapons are the cause, I just give out some clues for those who want "quick solution". If I narrow down further, may get back and let you know.

So far, with this work around , I managed to revive several mods I have such as :

Su-57 follow up: further debug shows the root cause is in Weapons.lua  in Kh_59MK2 definition. Just comment out it with --[[]] will make Su-57 back. Note: my installed mod version is 4.3 may different from yours. you may need find your own lines.

Su-30

J-15D

J-16A

Thanks buddy, that is a start.

  • Like 1
Posted
4 hours ago, BIGNEWY said:

However we should have added the changes that seem to have affected the mods in the change log. But again we did not know it would affect the mods in this way. I am chatting with some mod creators and feeding back to the team about this. 

thank you 

Hej buddy.

That is a Glimmer of hope. I think it is totally clear that ED can't test every mod out there. Just a heads-up when a change is coming or when a bug gets mentioned that "this or that" was changed and could lead to the mentioned error/ctd would lead to solving the problem on both ends a lot quicker. In the end quicker changes from modders lead to smoother experience for the client -> less bug-reports -> less hassle for you and nineline. So everybody wins

😉

  • Like 1
Posted
3 hours ago, MAXsenna said:

 

@PeeJott17 Would you accept a compromise, if possible? We have the Closed Beta Team, which have access to updates before they're shipped to us. What about a Closed Modders Team. Where modders have access to the core came without modules, so they can test their mods and update them accordingly. If you think that's a good idea, or have something better/else in mind, you definitely should add a wish in the Wishlist section. 😉 I bet that would be well received! 

Cheers! 

That would be just awesome.

It would spare everyone soo much trouble. If you see what the differences are and can get some Info on the change, there could be a New version of the mod be ready for the release or earlier.

So much less hassle for everybody.

I would really like to test the stuff I'm responsible for for sure.

 

  • Like 1
Posted



That would be just awesome.
It would spare everyone soo much trouble. If you see what the differences are and can get some Info on the change, there could be a New version of the mod be ready for the release or earlier.
So much less hassle for everybody.
I would really like to test the stuff I'm responsible for for sure.
 


Yeah, I think that would be great for everyone.

Sent from my SM-A536B using Tapatalk

Posted (edited)

On the off chance anyone reading this is interested in a solution to the problem rather than a philosophical debate about who is responsible for mod compatibility, I have a bunch of mods and I thoroughly tested turning each one on and off; the only ones I've found so far that are definitely causing the issue are the VSN F-4, the Su-30 and the Su-57.

Edited by Gorn557
  • Like 1
Posted (edited)
3小时前,Gorn557说:

On the off chance anyone reading this is interested in a solution to the problem rather than a philosophical debate about who is responsible for mod compatibility, I have a bunch of mods and I thoroughly tested turning each one on and off; the only ones I've found so far that are definitely causing the issue are the VSN F-4, the Su-30 and the Su-57.

Please refer to this ,I have a workaround to let you flight Su-30 and Su-57 again, and maybe you can refer the way and make F-4 flightable again yourself.

Follow up:VSN launched F-4 hotfix may address this VSN_F4 - pCloud

 

Edited by sean laser
Posted

Btw, I think users deserve a better answer than just roughly mark "disable unofficial mods" as "answers", it is just an approach to isolate the boundaries, which really disappointed both users and mod makers.

If ED changed some backend logics to some weapons , ED should have make it publicly, such as : XXX old way are unsupported from this version, please use below new way from now on, and explain the new way clearly. even better should say why the new way is so important/great/perform better to replace the old way .

And much better is publish a backend tech road-map from time-to-time , let mod community understand this.

  • Thanks 1
Posted
2 hours ago, sean laser said:

Please refer to this ,I have a workaround to let you flight Su-30 and Su-57 again, and maybe you can refer the way and make F-4 flightable again yourself.

The problem wasn't really that the mods were unflyable. More that mods crashes DCS or make things invisible. 

Your post link loops back to this thread. 😉

2 hours ago, sean laser said:

If ED changed some backend logics to some weapons , ED should have make it publicly, such as : XXX old way are unsupported from this version, please use below new way from now on, and explain the new way clearly. even better should say why the new way is so important/great/perform better to replace the old way .

And much better is publish a backend tech road-map from time-to-time , let mod community understand this.

In a perfect world... If we only knew what never hits the changelog. You might remember some years back, whenever you landed the ATC would ask you to park while the radio menu automatically popped up, an drove users crazy as the mouse cursor "stopped working". That was changed years ago, can't remember ever seeing it in the changelog. Do you know what those two "arrows" <> below the kneeboard are for? You can rearrange the the pages with them. Also I feature I can't seem to have read about. Now imagine all the changes that goes unnoticed. 😉 

Please follow the link I provided above so you can endorse the idea to make life easier on all of us! 

Cheers! 

Posted

Well, my point is ED should not just mark "remove unoffical mods" as solution for this bug.

The reason link back is not everyone can see the quick helpful solution.

Also, I updated it with follow-ups perticularly point out the causing and no longer break the land units or ships and with mininal impacts. 

Mod users should know there is something they can do, while wait for more perfect fix no matter from ED or mod creators.

Since there are mods that owner no longer update for years still can work before this update, and people love their mods.

And yes I follow the link you provided.

  • Like 1
Posted
28 minutes ago, sean laser said:

Well, my point is ED should not just mark "remove unoffical mods" as solution for this bug.

Well, from ED's point of view, it's not a bug. They fixed bugs and changed the underlying structure those mods depended on.

31 minutes ago, sean laser said:

The reason link back is not everyone can see the quick helpful solution.

Roger! 🫡 

31 minutes ago, sean laser said:

Mod users should know there is something they can do, while wait for more perfect fix no matter from ED or mod creators.

Pretty much the whole premise for @plott1964's wish. So the mod creators can fix their mods, or make users aware of the consequences of updating to a new DCS version. We can't depend on ED for this, and it might happen more often than not in the future.

34 minutes ago, sean laser said:

Since there are mods that owner no longer update for years still can work before this update, and people love their mods.

Exactly, ED can't possibly NOT update their system just to keep users of abandoned mods happy. Agree? 

Did you rate the thread and gave the post a like? Hopefully people can join the discussion with even better ideas. 

Cheers! 

Posted
En 21/3/2025 a las 6:08, sean laser dijo:

I found a quick work around to this "bug", so that you can still fly the mission without part of customized weapons before mod owner publish formal fix or update .

For those mod impacted, please open the entry.lua, comment out weapon.lua call out line and save.

For example, SU-57, you many want to comment out this line with --

dofile(current_mod_path.."/Scripts/Weapons.lua")--Calling Weapon Types

Since not all customized weapons are the cause, I just give out some clues for those who want "quick solution". If I narrow down further, may get back and let you know.

So far, with this work around , I managed to revive several mods I have such as :

Su-57

follow up: further debug shows the root cause is in Weapons.lua  in Kh_59MK2 definition. Just comment out it with --[[]] will make Su-57 back. Note: my installed mod version is 4.3 may different from yours.  If you are using the same version as I do , you can download the attached file Weapons.lua to replace.

Su-30

follow up: further debug shows the root cause is in Weapons_AA.lua in function __counter_wpn(). Comment out it(first 5 lines) and replace all "__counter_wpn()" with "WSTYPE_PLACEHOLDER" Weapons_AS.lua in KH_38MAE and RudraM1 .

For those already downloaded my Weapons_AA.lua, please restore the Mod default , and then download Weapons_AS.lua replace. This will give back the most AS weapons.

Note: my installed version is EFM V2.7.98b with CWS 3.6.4. If you are using the same version as I do , you can download the attached file Weapons_AS.lua to replace.

J-16A 

follow up: further debug shows the root cause is in Weapons.lua  in YJ-91 definition. Just comment out it with --[[]]

Weapons.lua 41.41 kB · 17 descargas

Weapons_AS.lua 166.19 kB · 12 descargas

 

hi. I use the su57 mod, same version, but it doesnt work for me. the su30 mod hotfix its working. any possible conflict with other mods?

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