M1Combat Posted December 14, 2017 Share Posted December 14, 2017 Four times now I've had DCS crash almost exactly as I've passed very low over a FLAK 30 or 38. By very low I mean under the tree line just about the time I cross over them or just after. There's a small chance I may actually be hitting them... but it crashes a little after I get over them. Either way... It seems reproducible so far although I have not tried to just place one in the ME and do some testing. I've killed quite a number of them with rockets, bombs or guns... but always from a bit more distance. Each time (4 so far) I've gotten REALLY close to the ground as I pull out just after the AAA it has crashed DCS. [Minor SPOILER] Two times with the FLAK 30 just ESE of the objective in Mission 1 <-- Screw that guy BTW... Two times with the 18XFLAK 38 group ~1K SSW of the objective in Mission 4 I'm wondering if I'm breaking a tracking equation in the AI or something? Maybe moving through an engagement arc in a way it doesn't like? I'm not sure but... Anyone else have any issues? Nvidia RTX3080 (HP Reverb), AMD 3800x Asus Prime X570P, 64GB G-Skill RipJaw 3600 Saitek X-65F and Fanatec Club-Sport Pedals (Using VJoy and Gremlin to remap Throttle and Clutch into a Rudder axis) Link to comment Share on other sites More sharing options...
M1Combat Posted December 14, 2017 Author Share Posted December 14, 2017 (edited) After looking at the log file I see this near the end of the .txt file... 25019.873 INFO EDCORE: # -------------- 20171214-072622 -------------- 25019.889 INFO EDCORE: G:\Games\DCS World 2 OpenAlpha\bin\WeaponsBase.dll 25019.907 INFO EDCORE: # C0000005 ACCESS_VIOLATION at 6710DBAD 00:00000000 25019.923 INFO EDCORE: 00000000 00000000 0000:00000000 25019.957 INFO EDCORE: 6710DBAD 0054EC50 0000:00000000 G:\Games\DCS World 2 OpenAlpha\bin\WeaponsBase.dll ?get_AA_maxDistanceByHeight@wShellAimingTableDescriptor@@QEBA_NNAEAUtargeting_data_aa@1@@Z()+9D 25019.989 INFO EDCORE: 5678519B 0054EFC0 0000:00000000 G:\Games\DCS World 2 OpenAlpha\bin\Weapons.dll ?calculateAimingParameters@cLauncherAAGun@@MEAA?AW4AimingResult@@AEBV?$wPosition3@N@@PEAVMovingObject@@AEAVVec3d@osg@@@Z()+4FB 25019.990 INFO EDCORE: 56778716 0054F160 0000:00000000 G:\Games\DCS World 2 OpenAlpha\bin\Weapons.dll ?aim@cLauncher@@UEAAXXZ()+2E6 25019.990 INFO EDCORE: 567BDD05 0054F1E0 0000:00000000 G:\Games\DCS World 2 OpenAlpha\bin\Weapons.dll ?control@wWeaponSystem@@QEAAXAEAN@Z()+2D5 25019.992 INFO EDCORE: 56783D0E 0054F210 0000:00000000 G:\Games\DCS World 2 OpenAlpha\bin\Weapons.dll ?isDirectorFor@cLauncher@@QEBA_NAEBV?$basic_string@D@ed@@@Z()+16BE Maybe I'm onto something with the firing arc and/or equation issue? IDK. The rest of the crash dump is attached. I removed the TRK file... I think it was too big. If that's needed I can upload somewhere.dcs.log-20171214-072622.zip Edited December 14, 2017 by M1Combat Nvidia RTX3080 (HP Reverb), AMD 3800x Asus Prime X570P, 64GB G-Skill RipJaw 3600 Saitek X-65F and Fanatec Club-Sport Pedals (Using VJoy and Gremlin to remap Throttle and Clutch into a Rudder axis) Link to comment Share on other sites More sharing options...
ShermanZA Posted December 14, 2017 Share Posted December 14, 2017 I have the same crash, but I tested against the flak 36 and 37. it seems to happen when the player is in range of the AA weapon and their line of sight becomes obstructed by trees. I plan to do more testing with other AAA systems outside of the WW2 units. Link to comment Share on other sites More sharing options...
M1Combat Posted December 15, 2017 Author Share Posted December 15, 2017 So far my crash has happened when within LOS of the FLAK unit and the pass is so close I'm not sure I could fit a tree between us anyways :). Nvidia RTX3080 (HP Reverb), AMD 3800x Asus Prime X570P, 64GB G-Skill RipJaw 3600 Saitek X-65F and Fanatec Club-Sport Pedals (Using VJoy and Gremlin to remap Throttle and Clutch into a Rudder axis) Link to comment Share on other sites More sharing options...
Solty Posted December 15, 2017 Share Posted December 15, 2017 So far my crash has happened when within LOS of the FLAK unit and the pass is so close I'm not sure I could fit a tree between us anyways :). But a tree can be in the background... [sIGPIC][/sIGPIC]In 21st century there is only war and ponies. My experience: Jane's attack squadron, IL2 for couple of years, War Thunder and DCS. My channel: https://www.youtube.com/channel/UCyAXX9rAX_Sqdc0IKJuv6dA Link to comment Share on other sites More sharing options...
M1Combat Posted December 16, 2017 Author Share Posted December 16, 2017 I'm not sure I understand what you mean Solty... There are trees all over the place when it crashes. Foreground, background, sideground :)... I'm just saying that for the crash I've found there are definitely not trees between me and the AAA when the game crashes. Nvidia RTX3080 (HP Reverb), AMD 3800x Asus Prime X570P, 64GB G-Skill RipJaw 3600 Saitek X-65F and Fanatec Club-Sport Pedals (Using VJoy and Gremlin to remap Throttle and Clutch into a Rudder axis) Link to comment Share on other sites More sharing options...
ShermanZA Posted December 17, 2017 Share Posted December 17, 2017 I've done more tests using Flak 18,36 and 37 against several types of ground targets and air targets. The results have been inconsistent except for the fact that the Flak munitions are impacting near the ground. Sometimes Several impacts happen before the crash, sometime its after the first shot. Link to comment Share on other sites More sharing options...
REDEYE_CVW-66 Posted December 18, 2017 Share Posted December 18, 2017 I too have been experiencing crashes related to ground attacks against targets defended by 30 mm flak lately. More than 3 occasions in the last week. Link to comment Share on other sites More sharing options...
M1Combat Posted January 5, 2018 Author Share Posted January 5, 2018 Is there any way to get this moved into the bug section? It seems reproducible and is still happening. Nvidia RTX3080 (HP Reverb), AMD 3800x Asus Prime X570P, 64GB G-Skill RipJaw 3600 Saitek X-65F and Fanatec Club-Sport Pedals (Using VJoy and Gremlin to remap Throttle and Clutch into a Rudder axis) Link to comment Share on other sites More sharing options...
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