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Bugs...
Nov 13, 2019 13:40:34 GMT -5
Post by Travis on Nov 13, 2019 13:40:34 GMT -5
Very good news, Sidewinder.
Happy flying with ACME!
Best,
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Bugs...
Nov 26, 2019 9:44:56 GMT -5
Post by hajolippke on Nov 26, 2019 9:44:56 GMT -5
I had some strange performance issues (on my admittedly old and weak PC). I had three vehicle convoys by CCP "online", and added first one, then two wingmen to my Iris A10 (wingmen are low res AI-aircraft). We attacked the first convoy of about 8 vehicles and destroyed most of them, until I was taken out by a lucky 23mm. I restarted FSCAI (to respawn in a "healthy" aircraft) and attacked the second convoy of about 16 vehicles with now two wingmen. After we killed the SA-13s and most of the other vehicles, the FSX started to go veeeeery low on FPS, it felt like a constant "stutter", when it changed between 7-8 FPS and down to 1-2 FPS (normal are around 20). My suspicion is that it is caused by the fire and smoke-effect, is that possible? Because I experienced something similar in performance years ago when we tried to use CCP-convoys online via JoinFS. Then - for some reason - the vehicles were causing constant explosions on their path when displayed on my end, and killed my framerates completely. Would providing a log be helpful? Well, I´ll add it anyway... HAJO
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Bugs...
Nov 26, 2019 12:42:57 GMT -5
Post by Dutch Owen on Nov 26, 2019 12:42:57 GMT -5
Thanks for the log. The few times I've seen this kind of thing (a dramatic drop in frame rates that never recovers) during initial testing is when the code gets in a loop producing a long string of effects when it should only be doing one.
Hopefully the log will shed light once it's carefully analyzed.
Dutch
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Bugs...
Jan 23, 2020 3:27:27 GMT -5
Post by xpel on Jan 23, 2020 3:27:27 GMT -5
I managed to have AIs that taxi & take off from base, follow a Wpts route towards the targets, attack targets, then follow a new Wpts list to RTB and land to base, taxi to the parking area (for "re-arming", "refuelling") and repeat procedure again, until all targets are destroyed. For an ongoing operation.
All this is scripted in the mission.xml - not FSCAI Wingmen - and AIs have only one type of weapon (either 2x4 rockets or 2xbombs) that is dropped in first pass, so they run out of ammo and revert to "Searching" state after that. In this state, they can now follow a new Wpt list to RTB and land. AIs have also a very narrow cone of visibility of 2 degrees (4 degrees in total), so that they will pick up targets, "Targeting" state, only after the Wpt that will direct them straight to targets.
The two major problems - issues :
1. Cone of Visibility doesn't seem to work - be effective : AIs flying with targets at 9 o'clock, as soon as will get in detecting range, despite targets are outside visibility cone, the'll revert in "Targeting" state and drop the remaining Wpts of the list, turning towards the targets.
2. Upon landing, despite a smooth landing, they will explode as soon as wheels touch the ground.
Is there a way, since AIs detect the base (RTB order), for FSCAI to disable the "impact" on ground function for frienly AIs only, when inside Base radius ?... And visibility cone, concerns only air targets ?... I can compesate for this by making a Wpt route further from detecting range.
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Bugs...
Jan 23, 2020 21:33:39 GMT -5
Post by Dutch Owen on Jan 23, 2020 21:33:39 GMT -5
A couple of notes ...
1. Remember when we put in that "check six" function so that pilots would occasionally look back behind them? the higher their skill, the more often they check. I think that might be where they are seeing enemy aircraft despite the narrow cone. Try assigning a skill of zero to those AI aircraft and see if they will stare straight ahead no matter what.
2. I think I know why aircraft are exploding when they land. Early on we had a problem where bandits were bouncing off the ground and back into combat. That was fixed, but there needs to be a check on the speed and rate of descent and if they are within reason, no explosion.
Dutch
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Bugs...
Mar 13, 2020 13:54:14 GMT -5
Post by sidewinder255 on Mar 13, 2020 13:54:14 GMT -5
I've been away too long. Started having issues with Tackpack.dll and FSCAID.dll (3rd Party errors), followed by my windows drive crashing. Finally got thing working again. Loaded FSXA a couple of weeks ago w/Tackpack and no issues. Today I downloaded and installed the latest version (200305) of FSCAI as administrator. During the installation it indicated that the FSCAID.dll was not in my dll.xml file and did I want to install it. I did. Ran FSX and it asked if I wanted to run FSCAID.dll I did. After FSX loaded, I changed the aircraft to the default FA-18 and selected KNUW. Ran FSCAI and the menu came up. after a while, the message 'Could not establish a link to the DLL module in the simulator Either FSX/Prepared3D isn't running or FSCAID.dll is not installed in dll.xml. Checked xml.dll and entry for FSCAID.dll is in the file. Shut down FSX and activated simconnect.log. Loaded FSX again and simconnect showed the following:
0.00000 SimConnect version 10.0.61259.0
0.00383 Server: Scope=local, Protocol=Pipe, Name=\\.\pipe\Microsoft Flight Simulator\SimConnect, MaxClients=64 0.00865 Server: Scope=local, Protocol=IPv6, Address=::1, Port=52374, MaxClients=64 0.01103 Server: Scope=local, Protocol=IPv4, Address=127.0.0.1, Port=52375, MaxClients=64
9.94215 DLL Failed to load. Check for missing dependencies. 9.94218 DLL Load Failed: Error=-3 Path="FSCAI\bin\FSCAID.dll" 10.09385 Panels data export found and set to 20B319D8 11.95599 DLL Loaded: Path="Modules\VRS_TacPack\VRS_TacPack.dll" Version="1.5.1.1" 12.03783 Panels data export found and set to 20B319D8 12.36352 DLL Loaded: Path="Modules\FSUIPC4.dll" Version="4.9.7.4"
I'm running Windows 10 Home 10.0.81363, Build 81363. FSX is installed on a separate SSD from the OS.
Any assistance would be greatly appreciated, as I would like to get back to testing FSCAI.
Regards, Sidewinder255
Tried re-installing FSXA SDK with no luck. Ran Microsoft's Dependency Walker and a lot of dependent modules were not found. Uninstalled all Microsoft Visual C++ Runtime Libraries and reinstalled both x86 and x64 runtimes one at a time. Apparently I did not have one of the required runtimes installed as everything is now working Ok. Might be a good idea to identify which VC++ runtimes are required in the manual. Will start retesting again now that everything appears to be operating correctly.
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Bugs...
Mar 14, 2020 11:14:17 GMT -5
Post by hajolippke on Mar 14, 2020 11:14:17 GMT -5
Got a lot of strange reports with the log of the latest version:
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Bugs...
Mar 14, 2020 11:23:54 GMT -5
Post by hajolippke on Mar 14, 2020 11:23:54 GMT -5
Got two immediate crashed of FSCAI after I shot my gun/dropped a bomb. The first crash occured after I shot my gun at ground targets. The second crash occured right when my bomb exploded on the ground, taking some vehicles out. HAJO
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Bugs...
Mar 14, 2020 11:30:13 GMT -5
Post by hajolippke on Mar 14, 2020 11:30:13 GMT -5
Some further testing: It does NOT crash when I drop a bomb without hitting anything, but as soon as I hit something (FSX@War targets) with either gun or bomb blast, it crashes.
HAJO
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Bugs...
Mar 14, 2020 12:02:12 GMT -5
Post by hajolippke on Mar 14, 2020 12:02:12 GMT -5
Tested some other things. Flares are now immediately visible and have trailing some - I like it! When I got hit by a SA-13, FSCAI kept on running. Wingmen needed some time to kill things, but did so in the end. The log is attached. HAJO
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Bugs...
Mar 14, 2020 12:33:00 GMT -5
Post by xpel on Mar 14, 2020 12:33:00 GMT -5
I guess you mean that you used FSCAI weapons, right ? If so, with a Tacpacked plane, this happens to me also. With a plane that is not Tacpacked, FSCAI user weapons work normal without crashes.
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Bugs...
Mar 14, 2020 14:12:34 GMT -5
Post by hajolippke on Mar 14, 2020 14:12:34 GMT -5
No, I only employed TacPack-weapons when I had the crashes. I was using the Iris A10.
I played around a little bit with the FSCAI-weapons in my last lag, but since I was already heavily damaged, I had the aircraft flying on autopilot and wasn´t able to aim at anything. On a sidenote: How do I fire the guided weapons like AIM9s and AGM65s (FSCAI)?
HAJO
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Bugs...
Mar 14, 2020 15:43:05 GMT -5
Post by Dutch Owen on Mar 14, 2020 15:43:05 GMT -5
No, I only employed TacPack-weapons when I had the crashes. I was using the Iris A10. I played around a little bit with the FSCAI-weapons in my last lag, but since I was already heavily damaged, I had the aircraft flying on autopilot and wasn´t able to aim at anything. On a sidenote: How do I fire the guided weapons like AIM9s and AGM65s (FSCAI)? HAJO There's a section in the manual about how you select and target using the FSCAI weapons. Dutch
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Bugs...
Mar 15, 2020 8:54:06 GMT -5
Post by hajolippke on Mar 15, 2020 8:54:06 GMT -5
Strangely enough, this time I had NO crash when I used TP-weapons. But I did fire FSCAI-weapons before I used TP-weapons... HAJO
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Bugs...
Mar 20, 2020 9:01:27 GMT -5
Post by hajolippke on Mar 20, 2020 9:01:27 GMT -5
Checked explicitly for hostile ground fire:
ZSU-23 is opening fire at me, SA-13 as well.
KS30 is NOT firing at me, even whin I climb to altitude. But according to the log it is targetting me.
Of course CTD of FSCAI as soon as I fire my weapons and hit any damagable object with TP-weapons
NO CTD when AI-aircraft (spawned "hostile" A-10 via "Opponent spawning") destroys ground objects.
HAJO
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