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robgraham

ED Beta Testers
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Everything posted by robgraham

  1. having this happen for the last 2 patches watching and only seems to have actually gotten WORSE this patch :( on stuff that was running smooth as in 2.5.5.xx :( When it happens with the new Net information there is a massive spike in the RTT each time which I'm going to presume is the round trip time, the ISSUE however is these spikes are not network related as you can have a ping running constantly to the server showing a very very different set of numbers, case in point in this image, RTT time is almost 300ms (to a dedicated server) while the ping time at the exact same moment is average sub 50. So what gives? why is there suddenly this jump in RTT times which don't correlate to any other network jump in RTT's at all so it's gotta be the DCS server itself taking time on the packets not network congestion and why can't DCS handle interpolation of positioning better when desync occurs rather then snap rubber banding things and 'breaking' stuff? Somethings really off here. Edit: Actually you can nix some of the above, because i just had the whole dynsc happen with sub 60ms RTT's. and a sudden jump in packet loss though again if you sit and do a set of pings etc packet loss is reported at 0% while dcs repots 5% etc. Worse you can have the exact same happen over a LAN connection at times not just a internet one :/
  2. TGW servers having the same issues since the last Open Beta patch.. rubberb anding, desync etc is really bad, seems to be especially worse when a ground unit moves at all, in any shape or form on a mission that's literally not changed in 3 months except to update a spelling error. Servers only using 4gig of 32gb ram and 20% cpu i7 7600k , maximum send got to 11kbps on a 250mbps/1tb datacenter pipe, somethings messed up. Don't know if it's related but there are also transport.dll and weapon.dll crashes happening occasionally.
  3. What it says above, dedicated servre crashed out with a weapons.dll crash. 2020-03-21 06:23:13.711 WARNING LOG: 3 duplicate message(s) skipped. 2020-03-21 06:23:13.711 INFO SCRIPTING: 4796( -1)/E: BASE00000.function(PPCHECK) 2020-03-21 06:23:13.716 INFO SCRIPTING: 4907( -1)/E: BASE00000.function({[1]=CLIENT UPDATE nooclients:,[2]=false,[3]=noclients,[4]=0,[5]=currentclient,[6]=1,}) 2020-03-21 06:23:23.718 INFO SCRIPTING: 4796( -1)/E: BASE00000.function(PPCHECK) 2020-03-21 06:23:23.724 INFO SCRIPTING: 4907( -1)/E: BASE00000.function({[1]=CLIENT UPDATE nooclients:,[2]=false,[3]=noclients,[4]=0,[5]=currentclient,[6]=1,}) 2020-03-21 06:23:25.078 INFO Scripting: event:weapon=R-60 (AA-8 Aphid),t=41192.021,type=shot,initiatorMissionID=1000590, 2020-03-21 06:23:32.781 INFO SCRIPTING: 90009( -1)/I: AIRBOSS08021.function(AIRBOSS Stennis | Players: 1.) Renard FoL: Step=Undefined, Unit=SPRINGFIELD, Airframe=FA-18C_hornet) 2020-03-21 06:23:33.723 INFO SCRIPTING: 4796( -1)/E: BASE00000.function(PPCHECK) 2020-03-21 06:23:33.729 INFO SCRIPTING: 4907( -1)/E: BASE00000.function({[1]=CLIENT UPDATE nooclients:,[2]=false,[3]=noclients,[4]=0,[5]=currentclient,[6]=1,}) 2020-03-21 06:23:35.773 INFO EDCORE: try to write dump information 2020-03-21 06:23:35.774 INFO EDCORE: # -------------- 20200321-062336 -------------- 2020-03-21 06:23:35.774 INFO EDCORE: DCS/2.5.6.45317 (x86_64; Windows NT 10.0.14393) 2020-03-21 06:23:35.774 INFO EDCORE: D:\DCS World OpenBeta\bin\Weapons.dll 2020-03-21 06:23:35.775 INFO EDCORE: # C0000005 ACCESS_VIOLATION at 33BC4213 00:00000000 2020-03-21 06:23:35.775 INFO EDCORE: SymInit: Symbol-SearchPath: '.;D:\DCS World OpenBeta;D:\DCS World OpenBeta\bin;C:\Windows;C:\Windows\system32;SRV*C:\websymbols*http://msdl.microsoft.com/download/symbols;', symOptions: 530, UserName: 'root' 2020-03-21 06:23:35.775 INFO EDCORE: OS-Version: 10.0.14393 () 0x110-0x3 2020-03-21 06:23:36.301 INFO EDCORE: 0x00000000000A4213 (Weapons): Ammo::add_and_get_ref + 0x9C3 2020-03-21 06:23:36.301 INFO EDCORE: 0x000000000000B790 (edObjects): Evoker<LandObjectDestroyNotifierBase,Link<LandObjectDestroyNotifierBase> >::onStartEvoke + 0xD0 2020-03-21 06:23:36.302 INFO EDCORE: 0x000000000000E712 (edObjects): viSearch::TestAndInsert + 0x52 2020-03-21 06:23:36.302 INFO EDCORE: 0x000000000001C778 (edObjects): LinearStorage::getAllObjects + 0xB48 2020-03-21 06:23:36.303 INFO EDCORE: 0x000000000001C851 (edObjects): LinearStorage::getAllObjects + 0xC21 2020-03-21 06:23:36.307 WARNING LOG: 10 duplicate message(s) skipped. 2020-03-21 06:23:36.307 INFO EDCORE: 0x00000000000092C9 (edObjects): viObjectManager::GetObjects + 0x99 2020-03-21 06:23:36.307 INFO EDCORE: 0x0000000000009ACE (edObjects): viObjectManager::GetSegmentList + 0x73E 2020-03-21 06:23:36.307 INFO EDCORE: 0x00000000000A479B (Weapons): Ammo::add_and_get_ref + 0xF4B 2020-03-21 06:23:36.308 INFO EDCORE: 0x00000000000A5568 (Weapons): Ammo::add_and_get_ref + 0x1D18 2020-03-21 06:23:36.308 INFO EDCORE: 0x00000000000CC4F1 (Weapons): woMissile::Control + 0xB51 2020-03-21 06:23:36.308 INFO EDCORE: 0x00000000000D030A (Weapons): woMissile::InitExhaust + 0x34A 2020-03-21 06:23:36.308 INFO EDCORE: 0x0000000000003A64 (World): wSimTrace::CommandsTraceDiscreteIsOn + 0x4C4 2020-03-21 06:23:36.309 INFO EDCORE: 0x0000000000003EED (World): wSimCalendar::DoActionsUntil + 0x1FD 2020-03-21 06:23:36.309 INFO EDCORE: 0x00000000006DB61F (dcs): woLA::loadNewInputLayout + 0x30351F 2020-03-21 06:23:36.309 INFO EDCORE: 0x00000000006EC9B3 (dcs): dDispatcher::InitDatabase + 0xE103 2020-03-21 06:23:36.310 INFO EDCORE: 0x00000000006C2D44 (dcs): woLA::loadNewInputLayout + 0x2EAC44 2020-03-21 06:23:36.310 INFO EDCORE: 0x00000000006C3109 (dcs): woLA::loadNewInputLayout + 0x2EB009 2020-03-21 06:23:36.310 INFO EDCORE: 0x000000000168FA28 (dcs): AmdPowerXpressRequestHighPerformance + 0xB14A24 2020-03-21 06:23:36.310 INFO EDCORE: 0x000000000089ECFE (dcs): uiAsyncNet::onGameStop + 0x6756E 2020-03-21 06:23:36.311 INFO EDCORE: 0x00000000000084D4 (KERNEL32): BaseThreadInitThunk + 0x14 2020-03-21 06:23:36.311 INFO EDCORE: 0x000000000006E8B1 (ntdll): RtlUserThreadStart + 0x21 2020-03-21 06:23:37.064 INFO EDCORE: Minidump created. 2020-03-21 06:23:37.064 INFO DCS: enumerating loaded modules log and crash dump attached. dcs.log-20200321-062336.zip
  4. Seems to be limited to Infantry as an addition, tanks etc will attack each other fine, Infantry won't.
  5. I've done a video for this, but Infantry are bugged.. again, not shooting at each other even when ROE set to Free, their standing next to each other etc. Steps to reproduce etc etc etc in the video. track and mission attached. ORyFIiQn3P4 edit: Oh should note happens on Dedicated server, Single player etc etc. not_shotting_test.miz bustedinfantryroe-free.trk
  6. The image kinda says it all, but as of 2.5.6 Amphibious units are able to be placed out even in deep water, were as previously they were restricted to shallow areas, this seems a little buggy and actually could cause routing issues given as you can see i can actually route these on the water, If I put a tank into the mix then they snap back to land etc. Steps to Reproduce: 1. Open ME Caucasus. 2. Select a ground unit, Russian, APC-BTR-80 works but any of the 'amphibious' units will do. 3. Drop Ground unit out in the middle of the Ocean. What I would expect to happen: - Unit snap to the nearest SHALLOW water/coastal water not middle of the deep blue sea. Possible causes: - Caucasus water might be registering all as 'shallow' for some reason?
  7. so had the crash just now, no tgp on board.. was flying low with 4 other hornets VR again etc. dcs.log-20200307-121602.zip
  8. So 2 things I can think of.. 1. Watch the server itself (remote desktop look at it's screen whatever you want to do to look at the actual server BOX) and bring up task manager, when the first client clicks on the slot check and see if DCSWorld.exe goes 'non responsive' for a period of time. The logs will NOT show a NR even, they just get slow as a NR event is caused by the application not being able to report to windows that it's active and working due to being bogged down and having problems reporting. 2. Try another mission a simple mission etc and see if you get the same result.. because it could be something specific to that mission and when some one first joins etc triggering a bunch of scripting or the such to happen..
  9. Should have actually mentioned this is F18/F16 Had all of these automatically upload their crash dumps to ED when they happened, but we had 2 hornets on two very different machines have the exact same crash tonight so figured i'd drop it up here as well. 1. Zip won't have the track as it's multiplayer and tracks to large. 2. Each time the Crash in Question appears to be around the rendering of the Transperancy refraction pass of the renderer as shown below. 3. Each time seems to be in/around the location of Sukhumi-Bab on the Caucasus map. 4. Each time has been in VR 5. Most times these crashes occur with a TGP on. 6. Reverb is being used in both cases of these crashes that i know of 7. Both machines (these are the logs from my machine only) are running 20 series cards one is running a 2080ti and the other a 2070. 020-02-24 11:15:09.432 INFO EDCORE: try to write dump information 2020-02-24 11:15:09.433 INFO EDCORE: # -------------- 20200224-111510 -------------- 2020-02-24 11:15:09.434 INFO EDCORE: DCS/2.5.6.43931 (x86_64; Windows NT 10.0.18363) 2020-02-24 11:15:09.435 INFO EDCORE: 2020-02-24 11:15:09.436 INFO EDCORE: # C0000005 ACCESS_VIOLATION at 0AF04520 00:00000000 2020-02-24 11:15:09.530 INFO EDCORE: SymInit: Symbol-SearchPath: '.;J:\Eagle Dynamics\DCS World;J:\Eagle Dynamics\DCS World\bin;C:\WINDOWS;C:\WINDOWS\system32;SRV*C:\websymbols*http://msdl.microsoft.com/download/symbols;', symOptions: 530, UserName: 'robert' 2020-02-24 11:15:09.531 INFO EDCORE: OS-Version: 10.0.18363 () 0x300-0x1 2020-02-24 11:15:13.010 INFO EDCORE: 0x0000013542D39A20 ((module-name not available)): (function-name not available) + 0x0 2020-02-24 11:15:13.011 INFO EDCORE: 0x0000000000105E97 (Visualizer): RenderParserImpl::DrawTransparentAll + 0x87 2020-02-24 11:15:13.012 INFO EDCORE: 0x0000000000105D24 (Visualizer): RenderParserImpl::DrawTransparent + 0x34 2020-02-24 11:15:13.012 INFO EDCORE: 0x000000000010A919 (Visualizer): RenderParserImpl::isEmpty + 0x3C19 2020-02-24 11:15:13.013 INFO EDCORE: 0x0000000000037985 (GraphicsCore): enlight::Water::renderRefraction + 0x6B5 2020-02-24 11:15:13.013 INFO EDCORE: 0x0000000000037A86 (GraphicsCore): enlight::WaterWrapper::renderRefraction + 0x56 2020-02-24 11:15:13.013 INFO EDCORE: 0x000000000013FB32 (Visualizer): smSceneManager::CreateSceneManager + 0x6C82 2020-02-24 11:15:13.013 INFO EDCORE: 0x00000000006DC0D7 (DCS): woLA::loadNewInputLayout + 0x303F77 2020-02-24 11:15:13.013 INFO EDCORE: 0x00000000006ED403 (DCS): dDispatcher::InitDatabase + 0xE123 2020-02-24 11:15:13.013 INFO EDCORE: 0x00000000006C37A4 (DCS): woLA::loadNewInputLayout + 0x2EB644 2020-02-24 11:15:13.013 INFO EDCORE: 0x00000000006C3B69 (DCS): woLA::loadNewInputLayout + 0x2EBA09 2020-02-24 11:15:13.013 INFO EDCORE: 0x000000000167D000 (DCS): AmdPowerXpressRequestHighPerformance + 0xB02FFC 2020-02-24 11:15:13.013 INFO EDCORE: 0x000000000089D59E (DCS): uiAsyncNet::onGameStop + 0x673DE 2020-02-24 11:15:13.013 INFO EDCORE: 0x0000000000017BD4 (KERNEL32): BaseThreadInitThunk + 0x14 2020-02-24 11:15:13.013 INFO EDCORE: 0x000000000006CED1 (ntdll): RtlUserThreadStart + 0x21 2020-02-24 11:15:13.459 INFO EDCORE: Minidump created. 2020-02-24 13:31:14.723 WARNING EFFECTS2: BowwaveEmitter: unknown parameter 2020-02-24 13:31:16.614 INFO EDCORE: try to write dump information 2020-02-24 13:31:16.615 INFO EDCORE: # -------------- 20200224-133116 -------------- 2020-02-24 13:31:16.616 INFO EDCORE: DCS/2.5.6.43931 (x86_64; Windows NT 10.0.18363) 2020-02-24 13:31:16.616 INFO EDCORE: 2020-02-24 13:31:16.617 INFO EDCORE: # C0000005 ACCESS_VIOLATION at 55901E28 00:00000000 2020-02-24 13:31:16.629 INFO EDCORE: SymInit: Symbol-SearchPath: '.;J:\Eagle Dynamics\DCS World;J:\Eagle Dynamics\DCS World\bin;C:\WINDOWS;C:\WINDOWS\system32;SRV*C:\websymbols*http://msdl.microsoft.com/download/symbols;', symOptions: 530, UserName: 'robert' 2020-02-24 13:31:16.630 INFO EDCORE: OS-Version: 10.0.18363 () 0x300-0x1 2020-02-24 13:31:21.003 INFO EDCORE: 0x00000196558072A8 ((module-name not available)): (function-name not available) + 0x0 2020-02-24 13:31:21.011 INFO EDCORE: 0x0000000000105E97 (Visualizer): RenderParserImpl::DrawTransparentAll + 0x87 2020-02-24 13:31:21.012 INFO EDCORE: 0x0000000000105D24 (Visualizer): RenderParserImpl::DrawTransparent + 0x34 2020-02-24 13:31:21.012 INFO EDCORE: 0x000000000010A919 (Visualizer): RenderParserImpl::isEmpty + 0x3C19 2020-02-24 13:31:21.012 INFO EDCORE: 0x0000000000037985 (GraphicsCore): enlight::Water::renderRefraction + 0x6B5 2020-02-24 13:31:21.012 INFO EDCORE: 0x0000000000037A86 (GraphicsCore): enlight::WaterWrapper::renderRefraction + 0x56 2020-02-24 13:31:21.012 INFO EDCORE: 0x000000000013FB32 (Visualizer): smSceneManager::CreateSceneManager + 0x6C82 2020-02-24 13:31:21.012 INFO EDCORE: 0x00000000006DC0D7 (DCS): woLA::loadNewInputLayout + 0x303F77 2020-02-24 13:31:21.012 INFO EDCORE: 0x00000000006ED403 (DCS): dDispatcher::InitDatabase + 0xE123 2020-02-24 13:31:21.012 INFO EDCORE: 0x00000000006C37A4 (DCS): woLA::loadNewInputLayout + 0x2EB644 2020-02-24 13:31:21.012 INFO EDCORE: 0x00000000006C3B69 (DCS): woLA::loadNewInputLayout + 0x2EBA09 2020-02-24 13:31:21.013 INFO EDCORE: 0x000000000167D000 (DCS): AmdPowerXpressRequestHighPerformance + 0xB02FFC 2020-02-24 13:31:21.013 INFO EDCORE: 0x000000000089D59E (DCS): uiAsyncNet::onGameStop + 0x673DE 2020-02-24 13:31:21.013 INFO EDCORE: 0x0000000000017BD4 (KERNEL32): BaseThreadInitThunk + 0x14 2020-02-24 13:31:21.013 INFO EDCORE: 0x000000000006CED1 (ntdll): RtlUserThreadStart + 0x21 2020-02-24 13:31:22.185 INFO EDCORE: Minidump created. 2020-03-01 13:31:42.280 INFO EDCORE: try to write dump information 2020-03-01 13:31:42.280 INFO EDCORE: # -------------- 20200301-133142 -------------- 2020-03-01 13:31:42.284 INFO EDCORE: DCS/2.5.6.43931 (x86_64; Windows NT 10.0.18363) 2020-03-01 13:31:42.285 INFO EDCORE: 2020-03-01 13:31:42.286 INFO EDCORE: # C0000005 ACCESS_VIOLATION at F2880158 00:00000000 2020-03-01 13:31:42.289 INFO EDCORE: SymInit: Symbol-SearchPath: '.;J:\Eagle Dynamics\DCS World;J:\Eagle Dynamics\DCS World\bin;C:\WINDOWS;C:\WINDOWS\system32;SRV*C:\websymbols*http://msdl.microsoft.com/download/symbols;', symOptions: 530, UserName: 'robert' 2020-03-01 13:31:42.290 INFO EDCORE: OS-Version: 10.0.18363 () 0x300-0x1 2020-03-01 13:31:42.915 INFO EDCORE: 0x000001E2CE385418 ((module-name not available)): (function-name not available) + 0x0 2020-03-01 13:31:42.916 INFO EDCORE: 0x0000000000105E97 (Visualizer): RenderParserImpl::DrawTransparentAll + 0x87 2020-03-01 13:31:42.917 INFO EDCORE: 0x0000000000105D24 (Visualizer): RenderParserImpl::DrawTransparent + 0x34 2020-03-01 13:31:42.917 INFO EDCORE: 0x000000000010A919 (Visualizer): RenderParserImpl::isEmpty + 0x3C19 2020-03-01 13:31:42.917 INFO EDCORE: 0x0000000000037985 (GraphicsCore): enlight::Water::renderRefraction + 0x6B5 2020-03-01 13:31:42.918 INFO EDCORE: 0x0000000000037A86 (GraphicsCore): enlight::WaterWrapper::renderRefraction + 0x56 2020-03-01 13:31:42.918 INFO EDCORE: 0x000000000013FB32 (Visualizer): smSceneManager::CreateSceneManager + 0x6C82 2020-03-01 13:31:42.918 INFO EDCORE: 0x00000000006DC0D7 (DCS): woLA::loadNewInputLayout + 0x303F77 2020-03-01 13:31:42.918 INFO EDCORE: 0x00000000006ED403 (DCS): dDispatcher::InitDatabase + 0xE123 2020-03-01 13:31:42.918 INFO EDCORE: 0x00000000006C37A4 (DCS): woLA::loadNewInputLayout + 0x2EB644 2020-03-01 13:31:42.918 INFO EDCORE: 0x00000000006C3B69 (DCS): woLA::loadNewInputLayout + 0x2EBA09 2020-03-01 13:31:42.918 INFO EDCORE: 0x000000000167D000 (DCS): AmdPowerXpressRequestHighPerformance + 0xB02FFC 2020-03-01 13:31:42.918 INFO EDCORE: 0x000000000089D59E (DCS): uiAsyncNet::onGameStop + 0x673DE 2020-03-01 13:31:42.918 INFO EDCORE: 0x0000000000017BD4 (KERNEL32): BaseThreadInitThunk + 0x14 2020-03-01 13:31:42.918 INFO EDCORE: 0x000000000006CED1 (ntdll): RtlUserThreadStart + 0x21 2020-03-01 13:31:43.275 INFO EDCORE: Minidump created. 2020-03-01 13:31:43.277 INFO DCS: enumerating loaded modules I have cleaned out Metashaders2 and fxo incase they were the cause no change. Have also done a repair no issues found. hopefully the logs help with working out where things are messing up. -Rob dcs.log-20200301-133142.zip dcs.log-20200224-133116.zip dcs.log-20200224-111510.zip
  10. can confirm that there still jumping around and doing werid things, and that doing so will also cause a lot of lag and other issues in mp.
  11. I don't know if these have been reported, and your likely already aware of them yourself and looking at the bugs list I don't see them in there, but I noticed checking my logs today after flying RIO and noticed 2 of the dds textures are giving an error 95 unknown format, there are also a few sound errors being reported in the log at least 3 of them are F14 related. Log section in question is in I also noticed build mismatch but I presume that's due to the hotfix that ED did. Because repair shows no issues: 2020-02-25 12:30:35.299 WARNING F-14: F-14 Build vs DCS version mismatch! Built with: 2.5.6.43685, DCS is: 2.5.6.43931 2020-02-25 12:30:35.644 ERROR SOUND: can't load wave: "foley\floppylever_start_257" 2020-02-25 12:30:36.761 ERROR SOUND: can't load wave: "effects\aircrafts\engines\j79-17_eng2_reheat" 2020-02-25 12:30:42.430 ERROR SOUND: invalid source_params(F14_PILOT_COCKPIT:aircrafts/f-14/touchdown): gain 2020-02-25 12:30:42.430 WARNING LOG: 2 duplicate message(s) skipped. 2020-02-25 12:30:42.430 ERROR SOUND: invalid source_params(F14_PILOT_COCKPIT:aircrafts/engines/f110intakeint_01): gain 2020-02-25 12:30:42.430 ERROR SOUND: invalid source_params(F14_PILOT_COCKPIT:aircrafts/engines/f110intakeint_02): gain 2020-02-25 12:30:42.432 INFO WORLDGENERAL: loaded from mission Scripts/World/birds.lua 2020-02-25 12:30:43.357 INFO EDTERRAINGRAPHICS41: surface5 gc() LOD 0 60 squares 2020-02-25 12:30:43.360 INFO EDTERRAINGRAPHICS41: surface5 gc() LOD 1 60 squares 2020-02-25 12:30:43.360 INFO EDTERRAINGRAPHICS41: surface5 gc() 7.055300 ms 2020-02-25 12:30:44.121 ERROR_ONCE DX11BACKEND: texture 'hb_f14_cpt_seat_extras' not found. Asked from 'NGMODEL' 2020-02-25 12:30:44.278 ERROR SOUND: source_add(host:COCKPIT_2D, proto:Walkman/Song0, alt_proto:): can't find proto 2020-02-25 12:30:45.031 ERROR_ONCE DX11BACKEND: texture 'bake2pan_normals' not found. Asked from 'NGMODEL' 2020-02-25 12:30:46.300 ERROR DX11BACKEND: Failed assert `false && "unknown format"` at Projects\render\dx11backend_win8\Source\DX11Utils.cpp:41 2020-02-25 12:30:46.300 WARNING DX11BACKEND: Texture 'mods/aircraft/f14/textures/rio/diffuserm/HB_F14_CPT_RIO_BUTTONLIGHTS_RED.dds' has unknown format: 95 2020-02-25 12:30:46.330 ERROR DX11BACKEND: Failed assert `false && "unknown format"` at Projects\render\dx11backend_win8\Source\DX11Utils.cpp:41 2020-02-25 12:30:46.330 WARNING DX11BACKEND: Texture 'mods/aircraft/f14/textures/rio/diffuserm/HB_F14_CPT_RIO_BUTTONLIGHTS_GREEN.dds' has unknown format: 95 2020-02-25 12:30:46.543 ERROR DX11BACKEND: Failed assert `false && "unknown format"` at Projects\render\dx11backend_win8\Source\DX11Utils.cpp:41 2020-02-25 12:30:46.543 WARNING DX11BACKEND: Texture 'mods/aircraft/f14/textures/rio/diffuserm/RIO_LANTIRN_PANEL_LIGHTS.dds' has unknown format: 95 2020-02-25 12:35:06.900 ERROR SOUND: invalid source_params(F14_PILOT_COCKPIT:aircrafts/engines/f110engineint01): gain 2020-02-25 12:35:06.900 ERROR SOUND: invalid source_params(F14_PILOT_COCKPIT:aircrafts/engines/f110engineint02): gain 2020-02-25 12:38:32.898 ERROR SOUND: invalid source_params(F14_PILOT_COCKPIT:aircrafts/f-14/groundroll): gain
  12. When this happens go look at the server, you'll find that the actual server instance is non-responsive to windows and that the log output is slowed down and coming in bursts etc. It's not something 'new' though it's become more touchy, it's why a lot of servers are running time out monitoring on the instances, so that if it goes for an extended period of time the server instance is killed and restarted. The biggest items that tell me that is what happened though is your discription of 1. Hung air craft while every ones 'personal' aircraft keeps moving. 2. not being able to select a slot once back on choose slot. if you 'wait' long enough things will move, in fits and jerks, as the process catches up and you might even be able to briefly get into a slot etc. I agree though it's annoying, it's frustrating as hell and until eagle starts doing more MP testing for more then short periods I don't know if we'll ever see it fixed. The only 'fix' most of us have is to restart the server instance.
  13. So just a few things... for any one using this still.. 1. I've github'd the entire source code here https://github.com/robgrahamau/DCSServerControl for any one who wants to use it.. normal deal if you improve on it please throw it back so we can all benefit 2. thanks to frosties I've found and fixed a bug with the display of path to dcs. you can get the latest build in the repo it's in the release build.. i know i suck and don't have a direct .zip for it.
  14. Fud, I've a friend with the exact same laptop and a simular problem (lower frame rates then expected etc) the issue was that windows 10 was defaulting DCS to use the onboard video card (the integrated intel one) over the RTX 2080. That may be your issue. You can either check bios and see if there's an option there or I believe in both the Nvidia control panel and in windows itself there's an option to force which GPU is used. But I would start there.
  15. It would be really nice if DCS offered another 'level' of Fog of War rather then the current.. not really Fog of War method To explain that a bit better, Currently in Fog of War if I am on Blue Coalition and I click on a Red Unit I get everything about it, Type, Player name, Altitude, GS, etc. Bit unrealistic right? I mean did the AWACS use a telescope to tell me that AC is captained by John Doe? It would be nice if instead in Fog of War I simply got a marker saying it's an Air unit until it reached the point where enough friendly contacts had gotten data on it to register it as a SU-27, but at no point should it tell me that it's Player X or Group Name Y etc as lets face it in a War situation really am I going to know that and It would also be nice if Fog of War respected proper detection as well, given you can have things showing up across the Map that AWACS/JSTARS or any other sane unit wouldn't be seeing at times. The reasoning though is lets face it a LOT of PVP or PVP/PVE combined servers are forced to set their Map information to 'Allied Only' as the current fog of war breaks the whole purpose of a fog of war, can't see it on your radar or datalink? hit F10 chances are it's there, don't know if it's AI or a Player? Hit F10 click on it and find out and most times if its a player instantly attack it even if there are more pressing ai threats etc, and server owners and communities will flat out tell you that the F10 map is abused a lot this way because of that very reason. Normally not to big of a deal you turn it off and people can use their sensors and awacs + markers or LOTATC etc that is until you start looking at using CA with anything and with the rumours of CA routing etc being 'fixed' in the upcoming patches servers might start using CA again, because Allied only really messes with a commanders ability to tell units to ENGAGE targets. So again a proper fog of war would be nice to have rather then the current mess just give unit types and the like not names even, it would cut down on some of the cheating make CA useable as well.. It would also be nice if Observer slots ... Actually heeded what the settings were set to as well.
  16. yeah well even though WAGS had said we were getting it were now being told it's not realistic.. but it's realistic to have the FOV on the JHMCS.... despite the fact that the JHMCS is a reproduction of the HUD and Blanks out when your looking at the HUD as the HUD displays the SAME information as the JHMCS...
  17. ok in config folder of saved games\dcs or saved games\dcs.openbeta or whatever you want to call it make a file called autoexec.cfg put this line into it disable_write_track = true no more track files being written.
  18. Seems you asked me Newy to add anything extra I had to here. I'm going to copy in two logs here one is from a NON dedicated server run the other is the exact same folder exact same config only with -server and -norender set to true. hopefully it helps. as the top shows the only difference in these two runs is this line: 2020-01-23 13:47:57.344 INFO DCS: Command line: "D:\DCS World OpenBeta\bin\dcs.exe" -w DCS.openbeta1 and 2020-01-23 13:51:47.338 INFO DCS: Command line: "D:\DCS World OpenBeta\bin\dcs.exe" --server --norender -w DCS.openbeta1 -Rob dcsdedicated.zip dcsnotdedicated.zip testmisison.miz
  19. Nine the biggest ones I know that can cause it.. and I'm MP on these so...... 1. ACM mode switching getting a lock and then undesignate - MED gets stuck even thought you had the Radar set to HI/MED INTL 2. STT track and drop - MED lock even though HI/MED INTL was set prior to the lock. 3. TWS - at times it seems to be when you bug a track etc some times it just goes to MED as discribed in this thread. etc. If i can i'll see if i can't get a track, but most times we are on a rather large server and yeah you know the isuses there.
  20. Looking at our server logs just now noticed we are getting a mass of these since the patch, Haven't touched any of DCS's script files etc. 2020-01-17 10:21:04.530 ERROR Lua::Config: Call error debriefing.addEvent:[string "./Scripts/UI/DebriefingMissionData.lua"]:492: attempt to index upvalue 'deadUnitIds_' (a nil value) stack traceback: [C]: ? [string "./Scripts/UI/DebriefingMissionData.lua"]:492: in function 'processUnitDeadOrCrash' [string "./Scripts/UI/DebriefingEventsData.lua"]:262: in function 'processDeadOrCrashEvents_' [string "./Scripts/UI/DebriefingEventsData.lua"]:277: in function 'addEvent' [string "./Scripts/UI/debriefing.lua"]:1036: in function <[string "./Scripts/UI/debriefing.lua"]:1033> (tail call): ?. if I look a it's clearly after a units dead. 2020-01-17 10:21:01.995 INFO Scripting: event:type=crash,initiatorPilotName=Nick109,initiator=Pilot #066,t=22807.792,initiatorMissionID=263, 2020-01-17 10:21:01.995 ERROR Lua::Config: Call error debriefing.addEvent:[string "./Scripts/UI/DebriefingMissionData.lua"]:492: attempt to index upvalue 'deadUnitIds_' (a nil value) stack traceback: [C]: ? [string "./Scripts/UI/DebriefingMissionData.lua"]:492: in function 'processUnitDeadOrCrash' [string "./Scripts/UI/DebriefingEventsData.lua"]:262: in function 'processDeadOrCrashEvents_' [string "./Scripts/UI/DebriefingEventsData.lua"]:277: in function 'addEvent' [string "./Scripts/UI/debriefing.lua"]:1036: in function <[string "./Scripts/UI/debriefing.lua"]:1033> (tail call): ?. 2020-01-17 10:21:03.400 INFO SCRIPTING: 89216( 89408)/I: AIRBOSS07235._ActivateBeacons(AIRBOSS Stennis | Activating ICLS Channel 1 (STN)) 2020-01-17 10:21:04.530 INFO Scripting: event:type=dead,t=22810.33,initiatorMissionID=1000202,initiator=COL Sukhimi Defense#001-03, 2020-01-17 10:21:04.530 ERROR Lua::Config: Call error debriefing.addEvent:[string "./Scripts/UI/DebriefingMissionData.lua"]:492: attempt to index upvalue 'deadUnitIds_' (a nil value) stack traceback: [C]: ? [string "./Scripts/UI/DebriefingMissionData.lua"]:492: in function 'processUnitDeadOrCrash' [string "./Scripts/UI/DebriefingEventsData.lua"]:262: in function 'processDeadOrCrashEvents_' [string "./Scripts/UI/DebriefingEventsData.lua"]:277: in function 'addEvent' [string "./Scripts/UI/debriefing.lua"]:1036: in function <[string "./Scripts/UI/debriefing.lua"]:1033> (tail call): ?.
  21. I know the two are seperate and yet there not at the same time Skate I could get into low level API coding but I think we are both basically saying the same thing in terms of reading the previous one and this one's comments together. Which is let ED do their work, and we'll see how it comes out when it comes out.. Until then we can't really comment much because things are changing. On threading, the GPU threads are reliant on the CPU threads, no matter what.. you can never decouple the two completely and currently in DCS world we can see this coupling majorly and again its been openly admitted DCS doesn't leverage Threads as well as it could on CPU or GPU level, GPU wise the current rewrite is to fix that GPU issue, and every one seems to forget that 2.0/2.5 was primarily a terrain engine rewrite and the first pass at as you said the shader rewrite to make it from a forward render engine into a differed render. (which also seems to be were the start of the graphic engine rewrite started), but i'm getting side tracked.. The link for CPU/GPU, we can SEE the link currently on a MP server, run the EXACT same mission one locally and one across a network and watch your frame rate suffer. That shouldn't happen if there was not a CPU bound issue, the Frame Rate should not change for the exact same parameters if the GPU threads were all running sep and not reliant on the CPU threads for their display data, the render threads should just continue to render based on the last set of information they got if there running on their own set, instead we see the draw calls reduction instead. But in a Flight Sim that's NOT possible especailly one that uses element theory in any form. *shrugs* but it's apples and oranges, again.. We will either see an improvement or we won't, how much/how little we won't know until it ships (well ok you might given your a tester :P ) the other one is that as ppl forget every Hardware system is different and no one ever seems to have the same drivers etc.. heck any one who runs a server or the like knows that simply because we can crash DCS doens't mean you guys testing or the like can replicate it.. because (this entire last paragraph) heh.
  22. Part of the reason it might be taking so long is that if ED are doing it correctly they'll not only be doing a 'port' but also a 'rewrite' at the same time, which would be ideal actually as it would let them solve a lot of outstanding issues with DCS as a whole, DCS has a threading issue, ED and even Nick over on Reddit etc have all openly said it does, it's not designed to handle true multi threading at the moment the way a modern title is, moving to Vulkan gives them the chance to really take a deep look into that and the bottlenecks for it as well. Eg currently if a script gets bogged down we see everything suffer.. especially graphics, they can in theory if they are smart STOP that in doing the update to Vulkan etc by decoupling the Graphics processes from a lot of the CPU processes, that would give a substantual increase in FPS on MODERN hardware, but 10 year old hardware not so much.. given most of the new stuff requires cards made in the past 5-6 years. edit to add: I should also note this, Mutlithreading = a pain in the rear, it is.. I've had to code for it and all it takes is literally 1 thread deciding not to send the right information into it's memory buffer or another not reading correctly and everything bogs down or in worse cases 'hangs', that's why even today so many applications are single threaded, because a lot of people don't realise that when you multithread in code you CAN NOT access each threads variables directly, eg thread 1 can't just go change thread 2's items. it has to PASS them to it, and thread 2 has to pass them back using very specific coding (normally a lot of protected GET/SET methods) if you try and by pass that you end up with a god awful mess.. and yes I'm speaking from Experience there.
  23. Normally I wouldn't wade in on this but I have to because some of this last section if actually factually incorrect. Direct X 12 does NOT require a license fee to use the Direct X API and the ability to reference it by SDK ship as part of Windows 10 Skate, you have to pay to use Visual Studio Professional but Direct X has been free for developers to use and develop for ever since Microsoft opened it up back around direct x 7.0 Direct X 12 was also opened up to Windows 7 you can get the items right here for free https://devblogs.microsoft.com/directx/porting-directx-12-games-to-windows-7/ Not to mention that Windows 7 as of .. About this week is a no longer supported operating system. Vulkan isn't the 'magic stick' every one thinks it is even the people whom used it so far to the best of it's ability and continue to use it (game begins with D's and W's ) have pointed that out, as they have been asked a number of times to help with other games etc and had to inform the dev's that short of a full rewrite it wasn't going to 'fix' an issue because the render pipeline they used was the core of the issue not the render'er itself. The rest I'll agree with though, Vulkan is designed to handle multithreading better the OpenGL 1/2, Direct X 9,10,11 or the like all of which were designed really before the shift to more 'cores' became the true norm. Direct X 12 and Vulkan on the other hand were designed specifically to take advantage of modern hardware, and with DX12 Microsoft specifically sat down with developers and went 'what can we do to help make things more efficient' the result is basically in many ways similar to what happened with the OpenGL version of DirectX aka 'Vulkan' (and in other ways Metal and Mantal) which is Developers having more access to the low level API of the Video cards allowing for better memory and render handling, which in turn allows them to decide what and were the rendering is taking place rather then having to rely on the CPU to do it. But again DX12 itself doesn't cost to use in your games if it did half the Indy community who don't use Unity or unreal etc would be screwed if you didn't use the two big engines. Microsoft even happily lets you have access to the API documentation etc. They make their money with the Visual Studio Licensing fee you have to pay. (wich i should point out is NOT a fee for Direct X 12, I can program for DirectX 12 with out ever using VS.... i might just not like the lack of support, having to adjust every sample etc to use a different applications compile settings etc etc etc )
  24. I've had the same issue but with TWS and going from STT - RWS/TWS etc Int goes to MED and just stays there until you change it
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