Author Topic: Multiplayer Carriers Public Preview  (Read 28675 times)

maikchaos

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Re: Multiplayer Carriers Pre-release
« Reply #30 on: August 30, 2012, 03:36:15 pm »
I get an Error every Time I use this tool
Situation:
- FSX-Acc
- Javiers carriers + Carrier tool installed
- FSXBA Hornet @KNKX
- .net framework 2.0x64 installed

Tool started -->connect-->create AI and following log:
[15:30:43] Connected to FSX.
[15:30:43] Pause event received.
[15:30:43] Unpause request sent.
[15:30:46] Location: San Francisco West
Latitude: 37781
Longitude: -122592
Heading: 295
Title: CVN68_1
[15:30:46] Request to create carrier sent.

Few seconds later the FSX crash:
  Anwendungsname:   fsx.exe
  Anwendungsversion:   10.0.61637.0
  Anwendungszeitstempel:   46fadb14
  Fehlermodulname:   fe.dll
.....
and a .net framework (4.0) message


************** Ausnahmetext **************
System.Runtime.InteropServices.COMException (0xC000014B): Ausnahme von HRESULT: 0xC000014B
   bei System.Runtime.InteropServices.Marshal.ThrowExceptionForHRInternal(Int32 errorCode, IntPtr errorInfo)
   bei Microsoft.FlightSimulator.SimConnect.SimConnect.ReceiveDispatch(SignalProcDelegate pfcnSignal)
   bei Microsoft.FlightSimulator.SimConnect.SimConnect.ReceiveMessage()
   bei MultiplayerCarriers.Form1.DefWndProc(Message& m)
   bei System.Windows.Forms.Control.WndProc(Message& m)
   bei System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   bei System.Windows.Forms.ContainerControl.WndProc(Message& m)
   bei System.Windows.Forms.Form.WndProc(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
« Last Edit: August 30, 2012, 03:40:05 pm by maikchaos »

maikchaos

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Re: Multiplayer Carriers Pre-release
« Reply #31 on: August 30, 2012, 03:41:37 pm »
I get an Error every Time I use this tool
Situation:
- FSX-Acc
- Javiers carriers + Carrier tool installed
- .net framework 2.0x64 installed
- FSXBA Hornet @KNKX in a MP/LAN-Game

Tool started -->connect-->create AI and following log:
[15:30:43] Connected to FSX.
[15:30:43] Pause event received.
[15:30:43] Unpause request sent.
[15:30:46] Location: San Francisco West
Latitude: 37781
Longitude: -122592
Heading: 295
Title: CVN68_1
[15:30:46] Request to create carrier sent.

Few seconds later the FSX crash:
  Anwendungsname:   fsx.exe
  Anwendungsversion:   10.0.61637.0
  Anwendungszeitstempel:   46fadb14
  Fehlermodulname:   fe.dll
.....
and a .net framework (4.0) message


************** Ausnahmetext **************
System.Runtime.InteropServices.COMException (0xC000014B): Ausnahme von HRESULT: 0xC000014B
   bei System.Runtime.InteropServices.Marshal.ThrowExceptionForHRInternal(Int32 errorCode, IntPtr errorInfo)
   bei Microsoft.FlightSimulator.SimConnect.SimConnect.ReceiveDispatch(SignalProcDelegate pfcnSignal)
   bei Microsoft.FlightSimulator.SimConnect.SimConnect.ReceiveMessage()
   bei MultiplayerCarriers.Form1.DefWndProc(Message& m)
   bei System.Windows.Forms.Control.WndProc(Message& m)
   bei System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   bei System.Windows.Forms.ContainerControl.WndProc(Message& m)
   bei System.Windows.Forms.Form.WndProc(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

Orion

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Re: Multiplayer Carriers Pre-release
« Reply #32 on: August 30, 2012, 06:00:43 pm »
Because my program isn't running in-process (as a DLL), I don't think it should cause FSX to crash.  Are you running any other addons?

maikchaos

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Re: Multiplayer Carriers Pre-release
« Reply #33 on: August 30, 2012, 08:06:05 pm »
Afaik, not. It's the same problem on 3 different PCs... don't know.
My FSX has never crashed, with this exception, only when I use the progam this error occurs
 
« Last Edit: August 30, 2012, 08:20:25 pm by maikchaos »

heyvern69

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Re: Multiplayer Carriers Pre-release
« Reply #34 on: August 30, 2012, 08:14:53 pm »
> Sorry, here is the test defined in a more rigid form:
> Use these for each test:
> - Sludge/Combat/FSXBA Hornet HUD
> - Radio tuned to 112.00/57X
> - Multiplayer Carriers application to create the carrier (contrary to the name, Multiplayer Carriers will work in single player free flight)

> Questions for each situation:
> A. Does the ILS on the HUD work?
> B. Does the ball on the carrier work? (This does not refer to the Sludge Hornet gauge.)

> Situations:
> 1. Single player free flight.

OK . . . for Situation 1 - I tested this today (08-30-2012).

A) Yes, it does work in single player free flight.

B) Yes, the ball works on the carrier deck.  (And the Sludge Hornet IFLOLS gauge works too).  This is extra good news for me, since I can no longer get the normal Shift-J menu to pop-up the carrier menu, but now I can use YOUR utility to get a carrier in single player.  AWESOME!!!


> 2. Multiplayer free flight.

For Situation 2 - tested today  (08-30-2012) and a few days ago.

A) No, it does not work in multiplayer free flight.

B) Yes, the ball works on the FSX carrier deck.  (But the Sludge Hornet IFLOLS meatball ball gauge does NOT work for me.  And the Sludge Hornet ILS needles do NOT work for me.) Yes, I'm on the right radio channel.  However, keep in mind that I am testing "1-person multiplayer".  I'm not sure yet if the Sludge Hornet ILS needles & IFLOLS gauge will work correctly with 2 or more players.

> 3. Multiplayer mission.

For Situation 3 - tested several times this week.

A) Yes, it does work in both of your multiplayer missions (San Diego & San Francisco).  It works fine in "1-person multiplayer" and with MANY people in multiplayer.

B) Yes, the ball works on the carrier.  (And the Sludge Hornet IFLOLS meatball gauge also works correctly).



> If I understand, these are the results:
> 1. Not tested.

(Tested today, with positive results.  Sludge ILS needles & Sludge IFLOLS work great.  The IFLOLS on the carrier always works, but is kinda small and tough to see until you get close.  Or maybe that's me getting old.)

> 2. ILS does not work, nor does the ball on the carrier.

(Actually, the ball on the carrier works, but not the Sludge ILS or Sludge ball).

> 3. ILS works, in addition to the ball on the carrier.

(Yes, both work fine).

> Is that correct?

With my additional info above . . . . Yes, that's correct.

-Vern

Orion

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Re: Multiplayer Carriers Pre-release
« Reply #35 on: August 31, 2012, 01:44:59 am »
Thanks for the information Vern!  However, this sounds like a known issue.  The Hornet HUD used in the Sludge/Combat/FSXBA Hornet is not capable of tracking carriers in multiplayer free flight.  I've heard that the VRS Superhornet (payware) is capable of it, though.  I haven't heard of the RFN TACAN gauge in this situation, but you may want to give that a shot.  Sorry I can't be of more help.

maikchaos, does the error list the loaded assemblies?  Do you have Javier's Nimitz (SimObject title CVN68_1, clean deck configuration) installed without modification?
« Last Edit: September 01, 2012, 11:53:28 pm by Orion »

Dave Torkington

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Re: Multiplayer Carriers Pre-release
« Reply #36 on: September 03, 2012, 12:30:42 am »
Hi Orion,

Your Multiplayer Carriers tool worked flawlessly tonight for my buddy and I. Couldn't believe how well it sync'd our time / position on the catapult seeing as we departed out of Casale LIBR.

Many thanks for adding the Strait of Otranto start position too - just perfect sir! Nice touch that it makes a silent update too.

Could I ask, is there any other way to enable the Tacan in Multiplayer [other than a Multiplayer Mission]?

Great work!

Dave.

Orion

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Re: Multiplayer Carriers Pre-release
« Reply #37 on: September 03, 2012, 07:20:12 am »
Great to hear, Dave!  Glad you like it. :)

Not on my end - the TACAN is simulated in the HUD.  J.R. (the developer of the HUD) and I collaborated for the multiplayer mission workaround, but for some reason, the HUD doesn't track carriers in multiplayer free flight.  I've heard anecdotal evidence that the VRS Superhornet is capable of tracking carriers in the same situation, though - I'm not sure how they accomplish it.  I think the RFN TACAN gauge works similarly to the HUD, but I haven't heard it tested in the same situation - you may want to give that a try.
« Last Edit: September 03, 2012, 07:22:32 am by Orion »

Dave Torkington

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Re: Multiplayer Carriers Public Preview
« Reply #38 on: September 03, 2012, 08:51:02 am »
Appreciate that Orion,

We're using the RFN Tacan gauge already and it appears to perform exactly as the HUD.

I'll check out the VRS Superbug later today.

Thanks again,

Dave.


Mickey_Techy

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Re: Multiplayer Carriers Public Preview
« Reply #39 on: September 03, 2012, 04:41:01 pm »
................I've heard anecdotal evidence that the VRS Superhornet is capable of tracking carriers in the same situation.............

I add my evidence to the anecdote, Orion :) 
The carriers spawned in multi-player session using TacPack are completely synchronized as are tankers or any other sim objects that TacPack spawns.