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Tankbuster

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Posts posted by Tankbuster


  1. The numbers in the post are the offset relative to the centre point of the destroyer.

    The last one - the Spartan for example is 0.054m to the right of the centreline of the ship (it is zero to all intents and purposes) and 50m forward of the middle of the ship and then, 0.4m above the middle point.

    I'm not familiar with Zeus. I mean I know what it does, I've just never done it. If I write you a snippet of code, can you execute it in the game?


  2. Some progress. There was a number of threads spawned by this particular mission, mostly to help the AI drive in convoy,  but I carefully checked the impact of every one. The scheduler wasn't busy.

    What I have found is that the (loud secondary explosions) effect is more pronounced when there are other dead vehicles near by - it seems that the secondary explosions of one vehicle can set off more in another vehicle nearby.

    Anyway, it happened again during a different mission so we can rule out the sheduler being overworked. What I have noticed is that disabling the simulation of the objects stops the secondary explosion behaviour, so I think that's the best way to fix this.


  3. No more info than you, @Gunter Severloh. You seem to have spoken with him more recently than me. He's a lovely fella.

    I remember him saying he's been ill and that he's been irregularly checking up here. So there's a great chance he'll be back.

    You might want to remove the bit of your post where you name the illness. I know some sufferers prefer not to name it and when I spoke with him, it was in confidence.

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  4. This is a long shot as @MAD T is long gone and I don't know if this is still widely used.... here goes anyway..

    For reasons unknown, I changed 'interval in miliseconds' on the execute code tab of this to 10000. Obviously, this is too slow to be useful when using this to watch variables. But when I change it back 100, my change isn't remembered. The next time I open NSS, it's back to 10000. NSS remembers everything else, watch fields and the dropdown list of executable code lines, but I can't change this timer back.

    Any ideas?


  5. Some one get me some humble pie please?

    I jst bought my first non Intel powered machine in more than 20 years and the Ryzen 5-3500 and Vega 8 is really great value.
    Long story short - I had decided to buy this particular machine as a school laptop for my sons move to high school, but I couldn't find it in stock anywhere and eventually ordered the similar priced Intel power machine.

    The following day, the Ryzen one came in stock AND it transpired, my daughter needed a new machine too. I ordered it. So, within the space of a couple of days, I've taken delivery of two same priced (£40 difference) Asus laptops that really only differ in their CPU and GPU.

    And there's no doubt about it, the Ryzen machine is considerably better. It can actually play a decent game too - they are playing Ylands on it right now and we played a bit of Civ 6 too amd it really held up. Calculations show it will use it's battery a lot faster, but it will still last the whole school day and that's what's important here.


  6. 3 minutes ago, Gunter Severloh said:

    Memory either with ram or gpu used up maybe or not enough being allocated, surprised he dont have a memory error

    or some unusual process exit.  This is getting interesting and hopefully we are getting close to the real issue,

    lets hope its just a simple lack of memory or something in the settings.

    I do suspect a RAM problem, to be honest, which is why page file issues need to be ruled out. After that, I'd be suggesting RAM  diagnostics.


  7. 7 hours ago, Anthrax01 said:

    To elaborate further (my apologies that i hadn't). It's not a black screen in terms of the monitor going blank, rather its a black screen with the TV/CRT effect Arma applies over the load screens, kinda like what happens when you load something but dont have a world in the background loaded. (Making it so a world is loaded in the background like Tanoa only changes what load screen he's given.) This is whats leading me to think its either network, or OS issues.

    Yes, I got what you meant. The mission has at least, partly loaded, but the game appears to have locked up.


  8. I have been following the thread since it was posted, but nothing really jumps out as lookig like an obvious cause. The CPU is plenty powerful enough. The GPU seems good enough too.

     

    The symptoms described - perperual loading screen - usually mean one of two things; the mission has failed to download to the client PC. Clearing the mpmission cache usually fixes this, but it's important to be sure it has really gone. Even a full uninstall leaves traces. I know the OP said he's done that but steam does hide this stuff away sometimes. Also, a mod problem can cause this, but that would usually be shown up in the RPT.

     

    I'm not familiar with this CPU, but is this one of the ones that is very finicky about the RAM it uses?


  9. Mission updated to 1.10.3952. DropBox links on first post.

     

    Added new secondary mission, Player Kidnap. While driving, the player vehicle is damaged in an ambush and one randomly selected player is removed and stashed in a safehouse, guarded by OPFOR. Remaining players have to rescue him. (This mission only spawns when there's at least 3 players on the server)

    Bug fixes. In particular, don't commit untested code late at night.

     

    Known issue: Because of a data formatting error 4 years ago, some civilian installations (factory complexes etc) can't be chosen as secondary mission objectives. This is going to require a non trivial rewrite of the island datafiles and the parser that reads them.

     

    Spoiler

    [3941] Fixed: building repair system that runs when server is empty.
    [3943] Removed: Silly counter that showed thousandths of seconds remaining before respawn
    [3944] Added: Kidnap player secondary mission. (requires 3 or more players on server)
    [3945] Fixed Bad variable names (note, never commit untested code duh).
    [3946] Fixed: convoykill secondary mission now uses setEffectiveCommander.
    [3950] Improved: Independent convoys in convoy kill secondary mission escorted by transport trucks, can't make APC or MRAP convoy.
    [3952] Build and publish.

     

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