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TracerFacer

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Everything posted by TracerFacer

  1. This is ridiculous. I can't play more than 20-30 mins before the game decides my client is tainted. It's a different file every single time. Most of the time no repair needed, just restart the game, sometimes I'm forced to delete the offending file and repair. Why in the middle of the game is the freaking file tainted? You can't figure that out before I get in the air? You waste my time with this stupid checks!:mad::mad::mad::mad::mad::mad::mad::mad::mad::mad::mad::mad:
  2. We've been experiencing a DCS crash bug in multi player the past few weeks and we finally had a chance to nail down the events that lead up to this crash and have been able to reproduce it at will. I'm attaching logs, dumps, crash, etc. How to repro: 1. Helo's take off from ground. 2. Land on a FARP - but NOT on the pads. You can do this all day long. Lift off, set down, etc, no problem as long as you do not land on the pads. 3. Next, Land on the pad - all is still well. No problem. 4. Lift off again - Land on the pad again - CRASH 5. This can be you, or a friend. The 2nd landing on the pad causes the crash. As a test, we placed some uncontrolled units on the pads and the problem goes away. No more crashes. You can set down on the pads with the uncontrolled unit there and it won't crash. Not sure if this has anything to do with the fact that this FARP has no actual spawns. Not sure if the same thing would happen to a FARP that had spawns. We spent several hours loading and reloading and landing our helo's at the FARPS trying to find a pattern. 00300.674 INFO Scripting: event:type=land,initiatorPilotName=TALONS,initiator=A TEST #001,place=RUSSIAN FORWARD FARP,t=46423.969,target=RUSSIAN FORWARD FARP,initiatorMissionID=1051, 00301.736 INFO EDCORE: try to write dump information 00301.740 INFO EDCORE: # -------------- 20171121-011126 -------------- 00301.741 INFO EDCORE: C:\DCS\DCS World 2 OpenAlpha\bin\Flight.dll 00301.742 INFO EDCORE: # C0000005 ACCESS_VIOLATION at ED33A6C8 00:00000000 00301.746 INFO EDCORE: 00000000 00000000 0000:00000000 00301.748 INFO EDCORE: ED33A6C8 007EEF10 0000:00000000 C:\DCS\DCS World 2 OpenAlpha\bin\Flight.dll ?getNearCrossroad@woATC@@QEAAHI_N@Z()+2F8 00301.749 INFO EDCORE: ED33B1BF 007EEF80 0000:00000000 C:\DCS\DCS World 2 OpenAlpha\bin\Flight.dll ?createFromCurrToTerminal@woATC@@QEAAPEAVIRoute@edterrain@@I@Z()+4F 00301.751 INFO EDCORE: ED334ED2 007EEFD0 0000:00000000 C:\DCS\DCS World 2 OpenAlpha\bin\Flight.dll ?updateTermObstructions@woATC@@IEAAXXZ()+F2 00301.751 INFO EDCORE: ED334594 007EF070 0000:00000000 C:\DCS\DCS World 2 OpenAlpha\bin\Flight.dll ?Control@woATC@@QEAAXXZ()+344 00301.752 INFO EDCORE: ED32F65D 007EF0A0 0000:00000000 C:\DCS\DCS World 2 OpenAlpha\bin\Flight.dll ?Control@wHeliport@@QEAAXXZ()+6D 00301.752 INFO EDCORE: ED32E3F7 007EF0D0 0000:00000000 C:\DCS\DCS World 2 OpenAlpha\bin\Flight.dll ??4Params@ResourceProvider@wHeliport@@QEAAAEAU012@$$QEAU012@@Z()+C7 00301.753 INFO EDCORE: F8AC6E63 007EF150 0000:00000000 C:\DCS\DCS World 2 OpenAlpha\bin\World.dll 00301.754 INFO EDCORE: F8AC7346 007EF1A0 0000:00000000 C:\DCS\DCS World 2 OpenAlpha\bin\World.dll 00301.754 INFO EDCORE: D810E156 007EF210 0000:00000000 C:\DCS\DCS World 2 OpenAlpha\bin\DCS.exe 00301.754 INFO EDCORE: D8118A1E 007EF270 0000:00000000 C:\DCS\DCS World 2 OpenAlpha\bin\DCS.exe 00301.754 INFO EDCORE: D7DC30DB 007EF2A0 0000:00000000 C:\DCS\DCS World 2 OpenAlpha\bin\DCS.exe 00301.754 INFO EDCORE: D7DC4959 007EF950 0000:00000000 C:\DCS\DCS World 2 OpenAlpha\bin\DCS.exe 00301.756 INFO EDCORE: D8257A3F 007EF990 0000:00000000 C:\DCS\DCS World 2 OpenAlpha\bin\DCS.exe 00301.758 INFO EDCORE: 0D911FE4 007EF9C0 0000:00000000 C:\WINDOWS\System32\KERNEL32.DLL BaseThreadInitThunk()+14 00301.758 INFO EDCORE: 0EEEEF91 007EFA10 0000:00000000 C:\WINDOWS\SYSTEM32\ntdll.dll RtlUserThreadStart()+21 00301.835 INFO EDCORE: Minidump created. 00301.836 INFO EDCORE: try to write track file FarpCrashLogs.zip
  3. This is also happening on Vegas map! 2.1 Very rarely can we complete a mission. The more people on it the faster it crashes. Got logs and dumps if ya want it. Exact same problem with exact same messages before it crashes.
  4. Also, does this have anything to do with the "Prepare Mission" option in the ME? I've never used that feature until I saw the moose vids. So started using it after that, but then last night noticed that my A10's would not reload their DSMS - after much pulling of hair, I took a look inside the .miz and noticed all these extra folders that I'd never seen in a mission file before. I removed them and fixed the problem with the A10's Am I saving the mission correctly? What exactly is "Prepare Mission" doing?
  5. I'm struggling to get the Tasking system working consistently and correctly. When I play the game locally, all of the missions and their tasks show up on both sides like I expect, either SP or MP it's fine when I am the server and the client. But when I load it on the remote server, the Command Center menu is empty. All other aspects of moose are working fine. GCICAP etc. Just the F10 Command Center menu's are empty. No missions / tasks listed. It wasn't always like this. It started happening when I tried to add the red side tasks. I turned all that off but now can't even get the blue side to cooperate when the mission is remote. Attached are mission, moose lua, and images of what I'm seeing in the F10 menu. :dunno: CaptureOfPahrump.zip F99TH-CAPTURE OF PAHRUM2.miz
  6. responded to your PM, but thought i would here to. Yes, I was using that method. Soon as I commented that out - the mission stopped crashing!
  7. sorry to report that after removing all the statics - I get the exact same crash. Seems like when the F10 menu is updating during the task creation process. (guess from the logs) dcsMooseCrashVegas.zip
  8. Seems to only happen in Vegas. Used example script and made a mission with correct contents and it crashes.
  9. Hello again. I've been trying to use the A2G Tasking and a few seconds after the units are detected, DCS crashes. A2A works quite nicely. I updated to the latest version of moose today. Mission is attached. Interesting bits of log below. Can attach full log if needed. :book: F99TH-CAPTURE OF PAHRUM2.miz
  10. Sweet, thx for the confirmation of the mechanics. This will work perfectly for my scenario.
  11. That was going to be the next thing I try FC. Thank you. I did have a few question about the ai balancer though. My missions tend to have a lot of slots. 20+ on each side in some cases. Having 40 AI take off at the beginning trends to have them all clumped together. I found a way to limit how many are active at any giving time and how often they take off, so was able to get the balance right in that regard. Question: if I have 40 slots, but used an initlimit() on the spawn object.. To say 10 (so only 10 active AI at time) when players join slots will the number of AI be reduced? Or will all slots have to be full before AI slots are reduced? Or put another way. Server has 40 slots, If there are 10 blue AI flying around, and a player joins blue, will I have 11 aircraft in the air? Or will one ai go home / be disabled? What I would really like to do to balance a mission with AI is Instead of the entire server launching every plane.. That it works one for one. I. E Player joins blue. Red AI is spawned. Player joins red. Blue AI is spawned. 1 player on each side, No AI is spawned. 5 players on blue, 5 AI on red. Etc
  12. I've been trying to use the AI Balancer all day today.. I am able to get both sides to spawn, and both sides fly to their assigned patrol zones, and then they ignore anything and everything around them. Other AI, other players, etc. The opposing patrol zones overlap each other so I expected a huge air battle.. but instead they just all fly around not doing anything. Landing and respawning works and they continually populate the air space. They just don't attack. I'm a little confused by the example code for AIB-002 It seems within the function the intellisense breaks down and no longer gives hints as to what options are available for a given object. function RU_AI_Balancer:OnAfterSpawned( SetGroup, From, Event, To, AIGroup ) local PatrolZoneGroup = GROUP:FindByName( "PatrolZone" ) local PatrolZone = ZONE_POLYGON:New( "PatrolZone", PatrolZoneGroup ) PatrolZones[AIGroup] = AI_PATROL_ZONE:New( PatrolZone, 3000, 6000, 400, 600 ) PatrolZones[AIGroup]:ManageFuel( 0.2, 60 ) PatrolZones[AIGroup]:SetControllable( AIGroup ) PatrolZones[AIGroup]:__Start( 5 ) end The PatrolZones[AIGroup] doesn't give hints as to options that can be set. I thought by adding a :SetEngageZone(PatrolZone) would help but it logs as a nil value. Any tip as to what I'm doing wrong? :helpsmilie:
  13. Hi, there, my first post in this thread. I'm new to moose and I'm trying to do something that I thought would be simple. I have 6 targets (static objects) that I would like to add to an a2g tasking mission. Do static objects work with the tasking system? I don't want to use dynamic tasking. These are are the main mission objectives. I can add them to the scoring system, but I'm unclear how to get them (the static objects) added to a predefined a2g mission within moose. If that makes sense? Having lots of fun learning this and appreciate all the docs/vids that have been made. Thx for reading. -tf
  14. Makes sense. Thx for the reply. Just wanted to make sure I wasn't the only one seeing that. Maybe if ED would make a "Server Module" that we had to pay for - they would be more interested in fulfilling their promise of a true server feature. It's been Y E A R S now since this was promised and we server ops are still struggling with this same issue. Costing us way more $$ then it should to host a server. I would actually pay for it at this point. I would. *sigh* Thx again Neon.
  15. Something interesting happening.. When I run a server locally in the house (on an i7-4790k 32gb ssd) the CPU is almost always averages below 10% - like it's not even working that hard. Yet when I run it in the Azure, the CPU on this 2x Xeon is pegged.. averaging 95% usage all the time.. doesn't matter if 0 players or 30 players.. I get 150.00 / mo free (legit msdn license) and based on the graphs I'm seeing, I'm gonna burn through that before the end of the month. Forecasting 160.00. Any particular reason CPU usage would be so high? Anyone else seeing similar?
  16. Works in MS Azure! Thx for taking the time to work that out and post!
  17. One of the guys in my squad (F99th-Squid) came up with a clever little fix for the crate spam / exploit people were using. I d/l'ed the latest from github, and added the fix. If you compare that to the original you'll find all the lines we changed. (not much really) This should force the player to actually move the crate, instead of just lifting off and landing again outside the logistic zone and unpacking everything that was just created. Hope to see this (or something like it) implemented in the core script in future versions. Thanks for reading and thx for the awesomeness that is CTLD. CTLD-ExploitFix.lua
  18. As always, thanks Ciribob for this most excellent script. It is core functionality to every mission I make for the 99th. Recently we have noticed that it is possible to spam the number of crates that can be deployed, and if you do it just right - and are at the edge of the deployment zone you can create a bunch of crates - lift off.. move outside the zone, and then immediately open the crates, never having to actually pick them up and move them anywhere. Once you figure out how big the zone is.. spamming crates becomes easy and can mess up the balance of the mission. Especially if only one side is doing it. Some in the know are taking advantage of those who don't. It becomes a race to create a forward FOB - and then just spam out 20+ tanks with in just a few mins. Then have those tanks steam roll the other side. If you have a friend helping you (one of you on the inside of the crate creation zone, and your buddy on the outside) you can really get some spam going. Would it be possible to implement a timer system, so that each player can only create 1 crate in a certain period of time and allow the mission maker to set that time. I'd start with a 2 to 5 min delay myself. This would encourage the actual pick up the crate and moving it away from the zone where it was created, or at least slow down the spam. Thanks for reading and as always thanks for this script.
  19. Happening again now with 1.5.7 I've come to the conclusion this new feature you all implemented.. S U C K S.
  20. This morning when I saw the update I was pissed off, thinking they just let the problem roll right into the public version. But after the update, I can login. I can only surmise that my previous attempts were done with the wrong client against the wrong server. (not hard to do when there are so many versions :( ) So, with that being said.. 1.5.7 IS working for me. Probably always was. I think I may have gotten my versions crossed in previous testing. Verify you are using the right client against the right server.
  21. Hmm.. very strange.. This morning when I saw the update I was pissed off, thinking they just let the problem roll right into the public version. But after the update, I can login. I can only surmise that my previous attempts were done with the wrong client against the wrong server. (not hard to do when there are so many versions :( ) So, with that being said.. 1.5.7 IS working for me. Probably always was. I think I may have gotten my versions crossed in previous testing.
  22. Thx Hells, I did see that in the other thread.. and responded to it. Copied below: It seems as if you're suggesting that there is a work around... But I don't see it. I have NEVER run a private server, so that box is always checked. I've tried to uncheck it, start it up, shut it down, start it back up (so as not changing server type in the same game session) And I still get server offline. Reverse it, and set it back up to public (also not changing server type in the same game session) And I still get server offline. I've never ever seen any of my servers (3) in the server list. Refreshing doesn't help. They have never shown up in all the years I've been running a server. I've always connected to them through their local address and port. It's never really bothered me since I was able to connect. I've tried it every which way I can think of.. Try connecting to my local servers when it's set to private, public, it don't' matter.. always SERVER OFFLINE. Not 'sometimes'' as you have suggested, but all the time. Am I misunderstanding the suggested work around?
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