Crash to desktop

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CHThree
Airman Basic
Posts: 9
Joined: 10 Aug 2008, 06:47

Crash to desktop

Post by CHThree »

Hi all,

I have happily been playing an RAF single pilot campaign and have made it to 5.00PM on 15th September without any major technical issues until now when the game either crashes to desktop while in flight or locks up on a black screen after I click "continue" after reading the end of the day report. I haven't been able to get past this day for one or other of these problems. Info is below. Any suggestions?

Thanks

Ranj

The system is Intel Core 2 duo with 2 Gb RAM, Nvidia GeForce 8600 GT, Win XP SP3

The crashlog after CTD in flight, 30 seconds in to a large intercept:



------------ Begin of section written with bob.exe, Build/Rebuild all date: May 4 2010 14:53:09 ---------------------------
bob.exe caused a EXCEPTION_ACCESS_VIOLATION in module bob.exe at 001B:004C3BCF, item::Distance3DSquared()+8 byte(s), c:\merlin\bob\src\movecode\automove.cpp, line 6669+3 byte(s)
Exception handler called in domovecycle.
Read from location 00000004 caused an access violation.
Code: db 00 da 61 04 d9 5d fc db 40 04 da 61 08 d9 5d
Stack dump:
Stack: 001B:004C3BCF (0x00000004 0x07DC8920 0x07FCD8C8 0x0079E170) bob.exe, item::Distance3DSquared()+8 byte(s), c:\merlin\bob\src\movecode\automove.cpp, line 6669+3 byte(s)
Stack: 001B:0051246F (0x05716E08 0x07DC8920 0x00000039 0x00000000) bob.exe, ArtInt::SetEngage()+548 byte(s), c:\merlin\bob\src\ai\spotted.cpp, line 3158+11 byte(s)
Stack: 001B:004FD0BA (0x0079AE90 0x00000000 0x07FCD8C8 0x0079AE90) bob.exe, ACMAirStruc::SelectNextEngageManoeuvre()+4034 byte(s), c:\merlin\bob\src\model\acmman.cpp, line 1841
Stack: 001B:004FDD50 (0x00795FC8 0x07FCD8C8 0x05457FF0 0x0079AE90) bob.exe, AirStruc::AirCombat()+1804 byte(s), c:\merlin\bob\src\model\acmman.cpp, line 2904
Stack: 001B:004D5AE0 (0x07FCD8C8 0x05457FF0 0x00795FC8 0x00000000) bob.exe, mobileitem::MoveItem()+561 byte(s), c:\merlin\bob\src\movecode\moveall.cpp, line 611
Stack: 001B:004D67C2 (0x000003DE 0x05457FF0 0x0079E548 0x004B287C) bob.exe, mobileitem::MoveList()+584 byte(s), c:\merlin\bob\src\movecode\moveall.cpp, line 416
Stack: 001B:004D695A (0x05457FF0 0x00795FC8 0x0079AE90 0x04C1FE04) bob.exe, mobileitem::MoveAll()+38 byte(s), c:\merlin\bob\src\movecode\moveall.cpp, line 114
Stack: 001B:004B287C (0x006A9DD4 0x05457FF0 0x00000002 0x00795FC8) bob.exe, mobileitem::DosMove()+133 byte(s), c:\merlin\bob\src\comms\winmove.cpp, line 1176+10 byte(s)
Stack: 001B:004B7A11 (0x006A9DD4 0x05457FF0 0x07642F60 0xB09D6B80) bob.exe, mobileitem::WinMove()+349 byte(s), c:\merlin\bob\src\comms\winmove.cpp, line 456
Stack: 001B:00417FFA (0x05457FF0 0xED6DD323 0x00792FE0 0x07642F60) bob.exe, Inst3d::MoveCycle()+373 byte(s), c:\merlin\bob\src\mfc\stub3d.cpp, line 2699
Stack: 001B:00419012 (0x00000000 0x0041A2EA 0x00000010 0xB09D6C1C) bob.exe, Inst3d::DoMoveCycle()+1371 byte(s), c:\merlin\bob\src\mfc\stub3d.cpp, line 2567
Stack: 001B:00419C4D (0x00000010 0x00000000 0x00000000 0x00000000) bob.exe, Mast3d::TimeProc()+190 byte(s), c:\merlin\bob\src\mfc\stub3d.cpp, line 2216+17 byte(s)
Stack: 001B:0041A379 (0x00000010 0x00000000 0x00792FE0 0x00000000) bob.exe, Mast3d::StaticTimeProc()+143 byte(s), c:\merlin\bob\src\mfc\stub3d.cpp, line 2156
Stack: 001B:76B454E3 (0x0041A2EA 0x00000003 0x00000010 0x00000000) WINMM.dll, DriverCallback()+74 byte(s)
Stack: 001B:76B5ADFE (0x00000010 0x00000000 0x88E242D4 0x00000010) WINMM.dll, timeKillEvent()+953 byte(s)
Stack: 001B:76B5AF02 (0x00000000 0x00000010 0x00000000 0x00000000) WINMM.dll, timeGetSystemTime()+151 byte(s)
Stack: 001B:7C80B729 (0x76B5AEAF 0x00000000 0x00000000 0x00000008) kernel32.dll, GetModuleFileNameA()+442 byte(s)

Stack dump (old format):
04c1fff4: 76b5aeaf 00000000 00000000

EAX=00000004 EBX=00000000 ECX=05716E08 EDX=00000000 ESI=05716E08
EDI=00000000 EBP=00000000 ESP=04C1FFF4 EIP=00000000 FLG=00010206
CS=001B DS=0023 SS=0023 ES=0023 FS=003B GS=0000
Error occurred at 6/26/2012 16:45:40.
C:\Battle of Britain II\bob.exe, run by Ranjit Philora.
2 processor(s), type 586.
2047 MBytes physical memory.
OS: 5.1 build 2600 platform 2 Service Pack 3

Module list: names, addresses, sizes, time stamps and file times:
C:\WINDOWS\system32\Normaliz.dll, loaded at 0x00350000 - 23552 bytes - 44a3ec46 - file date is 1/7/2009 18:20:36
C:\Battle of Britain II\bob.exe, loaded at 0x00400000 - 4411392 bytes - 4be978f6 - file date is 5/11/2010 10:34:18
C:\WINDOWS\system32\d3dx9_30.dll, loaded at 0x04020000 - 2388176 bytes - 442d83c4 - file date is 3/31/2006 13:40:58
C:\Program Files\Logitech\MouseWare\System\LgWndHk.dll, loaded at 0x04800000 - 6144 bytes - 3ffdab08 - file date is 1/8/2004 09:50:00
C:\Battle of Britain II\English\text\boblang.dll, loaded at 0x06a50000 - 679936 bytes - 437b62b2 - file date is 11/13/2007 13:40:50
C:\Program Files\Common Files\Logitech\Scrolling\LgMsgHk.dll, loaded at 0x06b70000 - 24064 bytes - 3ffdab07 - file date is 1/8/2004 09:50:00
C:\Battle of Britain II\muParser.dll, loaded at 0x10000000 - 225280 bytes - 428e0f2d - file date is 11/13/2007 18:25:56
C:\PROGRA~1\COMMON~1\merlin\ocx\Rbutton.ocx, loaded at 0x10100000 - 401408 bytes - 45ab6c8c - file date is 1/15/2007 07:59:10
C:\PROGRA~1\COMMON~1\merlin\ocx\REdtBt.ocx, loaded at 0x10400000 - 389120 bytes - 45ab6cbc - file date is 1/15/2007 07:59:58
C:\PROGRA~1\COMMON~1\merlin\ocx\RListBox.ocx, loaded at 0x10600000 - 503808 bytes - 45ab6cda - file date is 1/15/2007 08:00:28
C:\PROGRA~1\COMMON~1\merlin\ocx\Rscrlbar.ocx, loaded at 0x10700000 - 376832 bytes - 45ab6d00 - file date is 1/15/2007 08:01:06
C:\PROGRA~1\COMMON~1\merlin\ocx\RStatic.ocx, loaded at 0x10a00000 - 385024 bytes - 45ab6d4c - file date is 1/15/2007 08:02:22
C:\Program Files\ScanSoft\OmniPageSE4.0\OpHookSE4.dll, loaded at 0x129b0000 - 144936 bytes - 452411fc - file date is 10/4/2006 23:07:12
C:\WINDOWS\system32\WININET.dll, loaded at 0x3d930000 - 916992 bytes - 4fb3c2ea - file date is 5/16/2012 16:08:26
C:\WINDOWS\system32\iertutil.dll, loaded at 0x3dfd0000 - 2000384 bytes - 4fad255c - file date is 5/11/2012 15:42:34
C:\WINDOWS\system32\d3d9.dll, loaded at 0x4fdd0000 - 1689088 bytes - 4802a0a9 - file date is 4/14/2008 05:41:52
C:\WINDOWS\system32\dbghelp.dll, loaded at 0x59a60000 - 640000 bytes - 4802a0b2 - file date is 4/14/2008 05:41:52
C:\WINDOWS\system32\uxtheme.dll, loaded at 0x5ad70000 - 218624 bytes - 4802a11e - file date is 4/14/2008 05:42:10
C:\WINDOWS\system32\COMCTL32.dll, loaded at 0x5d090000 - 617472 bytes - 4c729dd4 - file date is 8/23/2010 17:12:04
C:\WINDOWS\system32\mslbui.dll, loaded at 0x605d0000 - 25088 bytes - 4802a166 - file date is 4/14/2008 05:42:02
C:\WINDOWS\system32\HID.DLL, loaded at 0x688f0000 - 20992 bytes - 4802a0c5 - file date is 4/14/2008 05:41:56
C:\WINDOWS\system32\DINPUT8.dll, loaded at 0x6ce10000 - 181760 bytes - 4802a0cc - file date is 4/14/2008 05:41:54
C:\WINDOWS\system32\d3d8thk.dll, loaded at 0x6d990000 - 8192 bytes - 4802a0a8 - file date is 4/14/2008 05:41:52
C:\WINDOWS\system32\msacm32.drv, loaded at 0x72d10000 - 20480 bytes - 3b7dfe2a - file date is 8/23/2001 13:00:00
C:\WINDOWS\system32\wdmaud.drv, loaded at 0x72d20000 - 23552 bytes - 4802a12c - file date is 4/14/2008 05:42:46
C:\WINDOWS\system32\WINSPOOL.DRV, loaded at 0x73000000 - 146432 bytes - 4802a127 - file date is 4/14/2008 05:42:46
C:\WINDOWS\system32\KsUser.dll, loaded at 0x73ee0000 - 4096 bytes - 4802a0d6 - file date is 4/14/2008 05:41:58
C:\WINDOWS\system32\DSOUND.dll, loaded at 0x73f10000 - 367616 bytes - 4802a0f6 - file date is 4/14/2008 05:41:54
C:\WINDOWS\system32\MSCTF.dll, loaded at 0x74720000 - 297984 bytes - 4802a12c - file date is 4/14/2008 05:42:00
C:\WINDOWS\system32\msctfime.ime, loaded at 0x755c0000 - 177152 bytes - 4802a12d - file date is 4/14/2008 05:40:08
C:\WINDOWS\system32\MSVCP60.dll, loaded at 0x76080000 - 413696 bytes - 4802a187 - file date is 4/14/2008 05:42:02
C:\WINDOWS\system32\IMM32.DLL, loaded at 0x76390000 - 110080 bytes - 4802a0e7 - file date is 4/14/2008 05:41:56
C:\WINDOWS\system32\comdlg32.dll, loaded at 0x763b0000 - 276992 bytes - 4802a0c9 - file date is 4/14/2008 05:41:52
C:\WINDOWS\system32\WINMM.dll, loaded at 0x76b40000 - 176128 bytes - 4e984b81 - file date is 10/14/2011 15:47:30
C:\WINDOWS\system32\PSAPI.DLL, loaded at 0x76bf0000 - 23040 bytes - 4802a102 - file date is 4/14/2008 05:42:04
C:\WINDOWS\system32\WINTRUST.dll, loaded at 0x76c30000 - 177664 bytes - 4f4e31c8 - file date is 2/29/2012 15:10:16
C:\WINDOWS\system32\imagehlp.dll, loaded at 0x76c90000 - 148480 bytes - 4f4e31c8 - file date is 2/29/2012 15:10:16
C:\WINDOWS\system32\CLBCATQ.DLL, loaded at 0x76fd0000 - 498688 bytes - 4802a0b9 - file date is 4/14/2008 05:41:52
C:\WINDOWS\system32\COMRes.dll, loaded at 0x77050000 - 792064 bytes - 4802a0ce - file date is 4/14/2008 05:41:52
C:\WINDOWS\system32\OLEAUT32.dll, loaded at 0x77120000 - 551936 bytes - 4d0f931f - file date is 12/20/2010 18:32:16
C:\WINDOWS\WinSxS\x86_Microsoft.Windows.Common-Controls_6595b64144ccf1df_6.0.2600.6028_x-ww_61e65202\comctl32.dll, loaded at 0x773d0000 - 1054208 bytes - 4c729dd1 - file date is 8/23/2010 17:12:02
C:\WINDOWS\system32\ole32.dll, loaded at 0x774e0000 - 1288704 bytes - 4eb0192e - file date is 11/1/2011 17:07:10
C:\WINDOWS\system32\SETUPAPI.DLL, loaded at 0x77920000 - 985088 bytes - 4802a10b - file date is 4/14/2008 05:42:06
C:\WINDOWS\system32\CRYPT32.dll, loaded at 0x77a80000 - 599040 bytes - 4fc77081 - file date is 5/31/2012 14:22:10
C:\WINDOWS\system32\MSASN1.dll, loaded at 0x77b20000 - 58880 bytes - 4aa180a8 - file date is 9/4/2009 22:03:36
C:\WINDOWS\system32\apphelp.dll, loaded at 0x77b40000 - 125952 bytes - 4802a0bf - file date is 4/14/2008 05:41:50
C:\WINDOWS\system32\midimap.dll, loaded at 0x77bd0000 - 18944 bytes - 4802a0ec - file date is 4/14/2008 05:41:58
C:\WINDOWS\system32\MSACM32.dll, loaded at 0x77be0000 - 71680 bytes - 4802a117 - file date is 4/14/2008 05:42:00
C:\WINDOWS\system32\VERSION.dll, loaded at 0x77c00000 - 18944 bytes - 4802a11d - file date is 4/14/2008 05:42:10
C:\WINDOWS\system32\msvcrt.dll, loaded at 0x77c10000 - 343040 bytes - 4802a188 - file date is 4/14/2008 05:42:02
C:\WINDOWS\system32\ADVAPI32.dll, loaded at 0x77dd0000 - 617472 bytes - 49901d48 - file date is 2/9/2009 13:10:48
C:\WINDOWS\system32\RPCRT4.dll, loaded at 0x77e70000 - 590848 bytes - 4c68fa8c - file date is 8/16/2010 09:45:00
C:\WINDOWS\system32\GDI32.dll, loaded at 0x77f10000 - 286720 bytes - 49006fbe - file date is 10/23/2008 13:36:14
C:\WINDOWS\system32\SHLWAPI.dll, loaded at 0x77f60000 - 474112 bytes - 4b1e1b10 - file date is 12/8/2009 10:23:28
C:\WINDOWS\system32\Secur32.dll, loaded at 0x77fe0000 - 56832 bytes - 4a433476 - file date is 6/25/2009 09:25:26
C:\WINDOWS\system32\urlmon.dll, loaded at 0x78130000 - 1212416 bytes - 4fad2559 - file date is 5/11/2012 15:42:34
C:\WINDOWS\system32\kernel32.dll, loaded at 0x7c800000 - 989696 bytes - 49c4f482 - file date is 3/21/2009 15:06:58
C:\WINDOWS\system32\ntdll.dll, loaded at 0x7c900000 - 718336 bytes - 4d00f27d - file date is 12/9/2010 16:15:10
C:\WINDOWS\system32\SHELL32.dll, loaded at 0x7c9c0000 - 8462336 bytes - 4d399bd5 - file date is 1/21/2011 15:44:38
C:\WINDOWS\system32\oledlg.dll, loaded at 0x7df70000 - 122880 bytes - 4802a117 - file date is 4/14/2008 05:42:04
C:\WINDOWS\system32\USER32.dll, loaded at 0x7e410000 - 578560 bytes - 4802a11b - file date is 4/14/2008 05:42:10

------------ End of section written with bob.exe, Build/Rebuild all date: May 4 2010 14:53:09 ---------------------------


And the BDG.TXT:

VERSION = 3
# BOB version
# BDG Release version

# (floating point) numbers :
TRACKIR_Z_AXIS_MODE = 1
EYE_X_POS = 0.000000
EYE_Y_POS = 0.000000
EYE_Z_POS = 0.000000
NEAR_CLIP_NON_COCKPIT = 200.000000
WK_LANDSCAPE_TEXTURES= 1
BOB_SCREENSHOT_MODE= 0
SHADER2TWEAK= # give full path!
Single_Character_Label_Enemy= # Input a single character Label for the Enemy of your choice
Single_Character_Label_Friendly= # Input a single character Label for the Friendly of your choice
BULLET_LIFESPAN = 5.00
CPTVIEWPOINTTRAVELRATE = 20.000000
IN_CLOUD_EFFECT_POLY_COUNT= 50
IN_CLOUD_EFFECT_POLY_SIZE= 100.0000
IN_CLOUD_EFFECT_POLY_DOMAIN= 200.0000
IN_CLOUD_EFFECT_DENSITY = 0.0000 1.0000
DITHER_FACTOR= 1
BOB_DITHER_ALPHA = -1.000000
BOB_DITHER_LOOK_UP[0]=0
BOB_DITHER_LOOK_UP[1]=0
BOB_DITHER_LOOK_UP[2]=0
BOB_DITHER_LOOK_UP[3]=0
BOB_DITHER_LOOK_UP[4]=0
BOB_DITHER_LOOK_UP[5]=1
BOB_DITHER_LOOK_UP[6]=1
BOB_DITHER_LOOK_UP[7]=1
BOB_DITHER_LOOK_UP[8]=1
BOB_DITHER_LOOK_UP[9]=1
BOB_DITHER_LOOK_UP[10]=2
BOB_DITHER_LOOK_UP[11]=2
BOB_DITHER_LOOK_UP[12]=2
BOB_DITHER_LOOK_UP[13]=2
BOB_DITHER_LOOK_UP[14]=0
BOB_DITHER_LOOK_UP[15]=5
BOB_DITHER_LOOK_UP[16]=2
BOB_DITHER_LOOK_UP[17]=0
BOB_DITHER_LOOK_UP[18]=2
BOB_DITHER_LOOK_UP[19]=0
BOB_DITHER_LOOK_UP[20]=-1
BOB_DITHER_LOOK_UP[21]=-1
BOB_DITHER_LOOK_UP[22]=1
BOB_DITHER_LOOK_UP[23]=3
BOB_DITHER_LOOK_UP[24]=3
BOB_DITHER_LOOK_UP[25]=3
BOB_DITHER_LOOK_UP[26]=3
BOB_DITHER_LOOK_UP[27]=3
BOB_DITHER_LOOK_UP[28]=4
BOB_DITHER_LOOK_UP[29]=5
BOB_DITHER_LOOK_UP[30]=3
BOB_DITHER_LOOK_UP[31]=2
# On/Off switches:
BDG_OUT_CACHING=ON
TRACKIR=OFF
NO_OUTSIDE_TRACKIR=OFF
PADLOCK_OVERRIDES_TRACKIR=OFF
EXPERIMENTAL_DISALLOW_DYNAMIC_RENDERER=OFF
ENEMY_POSITION_INDICATOR=ON
SMOOTHEN_FRAMERATE_MODE=NONE # valid modes: NONE, LIMITED, SMOOTHEN, LIMIT_AND_SMOOTHEN
2DGAUGES_IN_PADLOCK_MODE=DISPLAY_SELF_ALWAYS # valid modes: DISPLAY_SELF_ALWAYS, DISPLAY_PADLOCKED_PLANE_DAMAGE_DATA, DISPLAY_PADLOCKED_PLANE_ALL_DATA
MULTI_SKIN_MODE=ENABLE # valid modes: DISABLE, ENABLE, FX_FILES_ONLY, MS_FILES_ONLY. Only active when MultiSkin is installed
SPC_Skill_RAF=VETERAN # valid selections (must spell correctly or defaults to NONE): HERO, ACE, VETERAN, REGULAR, POOR, NOVICE, NONE (NONE is default means no forced SPC skill level)
SPC_Skill_LUF=VETERAN # valid selections (must spell correctly or defaults to NONE): HERO, ACE, VETERAN, REGULAR, POOR, NOVICE, NONE (NONE is default means no forced SPC skill level)
USE_DUMMY_IF_TEXTURE_MISSES=ON
NO_FRIENDLY_COLLISIONS=ON
DRAW_PADLOCK_CENTER_BOX=ON
WINAMP_FADES_OUT=ON
FORCE_WINDOWED_MODE=OFF
WATER_COLOUR_DARK_R = 55
WATER_COLOUR_DARK_G = 55
WATER_COLOUR_DARK_B = 55
WATER_COLOUR_LIGHT_R = 0
WATER_COLOUR_LIGHT_G = 0
WATER_COLOUR_LIGHT_B = 0
LABELCOLOUR_FRIENDLY = 0000ff
LABELCOLOUR_ENEMY = 000000
INFOLINE_COLOUR = ffffff00
INTRO_VIDEO=OFF
FOV_SMALL = 35.000000
FOV_MEDIUM = 80.000000
FOV_LARGE = 100.000000
FOV_TOGGLE_SMALL = 35.000000
FOV_TOGGLE_LARGE = 100.000000
FOV_INITIAL = 85.000000
FOV_MINIMAL = 18.000000
FOV_MAXIMAL = 100.000000
PC_PITCH = 10.000000
PC_HDG = 10.000000
CONVERGENCE = 150
UDET_TEST_MODE = 0
TRACKVIEWRANGE = 256
LABEL_FULL_ALPHA = 2000
LABEL_HALF_ALPHA = 6000
LABEL_ZERO_ALPHA = 8000
PERIPHERAL_VISION_RANGE = 4000
MINIDUMPLOG_TYPE = 0
PERFORMANCE_TEST_MODE = 0 # 0 = no testing 1 = polyrate testing 2 = fps testing

DEBUG_NORMALS_OF_SHAPE_NUMBER = -1 # -1 = no shape

CPTVIEWPOINTTRAVELINC = 150
RAIN_FACTOR = 32
OBJECT_DENSITY = 3
Maneuvre_Testing = 0
Maneuvre_Testing1 = 0
Maneuvre_Testing2 = 0
LT_BRIT_BOFORS_Reloadtime = 100 #the reload time in cseconds (cs / 100 = seconds) for the LT_BRIT_BOFORS 40 MM AA Gun. Just increase this parameter to reduce the BOFOR rate of fire
Render_Sheep_View_Radius = 0
Dispersion_Bomber_Gunner_Player = 450 #For Dispersion Beta Testers and customer tuners
Dispersion_Bomber_Gunner_AI = 200 #For Dispersion Beta Testers and customer tuners
Dispersion_Flyable_Planes_Player = 100 #For Dispersion Beta Testers and customer tuners
Dispersion_Front_Cannons_AI = 100 #For Dispersion Beta Testers and customer tuners
Dispersion_Def_JU87_Front_Guns_AI = 100 #For Dispersion Beta Testers and customer tuners
Dispersion_Heavy_Fighters_Front_Guns_AI = 100 #For Dispersion Beta Testers and customer tuners
Dispersion_Def_Rear_Gunner_AI = 150 #For Dispersion Beta Testers and customer tuners
Dispersion_JU87_Rear_Gunner_AI = 200 #For Dispersion Beta Testers and customer tuners
Dispersion_ME110_Rear_Gunner_AI = 200 #For Dispersion Beta Testers and customer tuners
Dispersion_Veteran_Regular_Skill_Increment = 10 #For Dispersion Beta Testers and customer tuners
Dispersion_Poor_Novice_Skill_Increment = 20 #For Dispersion Beta Testers and customer tuners
Air_To_Air_Collision_Bubble_Size = 10 #set smaller for fewer collisions and larger for more collisions(intergers only)
Spitfire_Aileron_Trim_Delta = 1500 #FM Adjustment for FM Engineer, default = 0
Hurricane_Aileron_Trim_Delta = 1450 #FM Adjustment for FM Engineer, default = 0
BF109_Aileron_Trim_Delta = 1250 #FM Adjustment for FM Engineer, default = 0
BF110_Aileron_Trim_Delta = 400 #FM Adjustment for FM Engineer, default = 0
JU87B_Aileron_Trim_Delta = 1400 #FM Adjustment for FM Engineer, default = 0
Tiger_Moth_Aileron_Trim_Delta = -4150 #FM Adjustment for FM Engineer, default = -4150
BF109_Rudder_Trim_Delta = 150 #FM Adjustment for FM Engineer, default = 0
Tiger_Moth_Rudder_Trim_Delta = -1400 #FM Adjustment for FM Engineer, default = -1400
Max_Number_AI_Targeting_Player = 1
Max_Number_AI_Targeting_AI = 2
Time_In_IA_Missions_Until_LUF_Returns_Home = 0 # (in minutes), Set to 0 for no time limit in an IA mission until the LUF return home
PARTICLE_DENSITY = 3
NO_OF_HIRES_SCREENIE_TILES = 6 # per line/row, so a '4' leads to 16 actual tiles, each as large as the screen.

OVERRIDE_FIRST_PROP_RPM_SWITCH = 200
SHAPE_NUM_OF_FOREST_RIM_TREES = 62
Weather_Dawn_Time_Sec = 17100.000000
Weather_Dusk_Time_Sec = 71700.000000
Weather_CloudAlbedo = 1.000000
Weather_SunGlow = 0.250000
Weather_SunFlare = 0.500000
Weather_SkyLambda3 = 2250000.000000
Weather_SkyLambda2 = 1604038.000000
Weather_SkyLambda1 = 1250000.000000
Weather_SunLambda3 = 0.506000
Weather_SunLambda2 = 0.560000
Weather_SunLambda1 = 0.685000
Weather_SkyExposure = -0.350000
Weather_Turbidity = 1.800000
Weather_SkyGamma = 3.000000
Weather_SunIntensity = 150.000000
Weather_MieG = -1.500000
Weather_MMult = 0.0000013
Weather_RMult = 0.018000
Weather_SunColor = 1.000000
Cloud_Fair_CloudCover = 140.000000
Cloud_Fair_CloudDensity = 160.000000
Cloud_Fair_CloudSliceHeight = 3048.000000
Cloud_Poor_CloudCover = 160.000000
Cloud_Poor_CloudDensity = 160.000000
Cloud_Poor_NimbusCover = 170.000000
Cloud_Poor_CloudSliceHeight = 3048.000000
Cloud_Inclement_RainStrength = 1.000000
Cloud_Inclement_FogDensity = 1.000000
Cloud_Inclement_FogEndMult = 0.400000
Cloud_Inclement_CloudCover = 220.000000
Cloud_Inclement_CloudDensity = 254.000000
Cloud_Inclement_CloudSliceHeight = 3048.000000
Cloud_Inclement_NimbusCover = 200.000000
EPI_Y_RADIUS = 10.000000
PAN_SPEED_FACTOR = 3.000000
DIFFUSE_FACTOR = 1.000000
SPEC_FACTOR = 1.000000
HIRES_LANDSCAPE_OFFSET = 0.400000
ART_HORIZON_SIZE = 40.000000
EPI_RADIUS = 50.000000
UI_REFRESH = 60.000000
TEMP_AGTL_DIST = 3000.000000
TEMP_AG_DIST = 3000.000000
RIM_TREE_DIST_TO_NEXT_TREE = 1000.000000
RIM_TREE_DIST_TO_FOREST = 200.000000
RETICLE_SIZE_BIAS = 1.000000
Jump_Test_Tool_Percent_X = 0.000000
Jump_Test_Tool_Percent_Y = 0.000000
Jump_Test_Tool_Percent_Z = 0.000000
Novice_AI_Airspeed_Fraction = 0.750000 #Set to a fraction you want to reduce AI's speed (EX. 0.50)
Flak_Size_In_Meters = 11.000000 #The flak size is used to force major damage to an A/C when the flak overlaps the A/C. Used to Simulate a A/C flak hit.
External_View_Starting_Distance = 3.100000 #Sets the starting distance from the A/C in external view NOTE: set to 1.3 to get the old distance
External_View_Zoom_Distance = 50.000000 #Sets the max zoom distance from the camera (player A/C) in external view NOTE: default = 50 to zoom out farther set to 60,70,80,etc. for movie makers like MP
Player_Spin_AOA_Control = 18.250000 #Used/reserved by Buddye for spin control processing, Note - Value does not matter
Player_Spin_Rotational_Velocity_Control = 8.000000 #Used/reserved by Buddye for spin control processing, Note - Value does not matter
Player_Spitfire_Spin_AOA_Control = 18.250000 #Player Spitfire,set to 0.0 Means no spins for Player
Player_Spitfire_Spin_Rotational_Velocity_Control = 8.000000 #Player Spitfire
Player_Hurricane_Spin_AOA_Control = 17.500000 #Player Hurricane,set to 0.0 Means no spins for Player
Player_Hurricane_Spin_Rotational_Velocity_Control = 10.000000 #Player Hurricane)
Player_BF109_Spin_AOA_Control = 20.500000 #Player BF109,set to 0.0 Means no spins for Player
Player_BF109_Spin_Rotational_Velocity_Control = 10.250000 #Player BF109
Player_BF110_Spin_AOA_Control = 20.500000 #Player BF110,set to 0.0 Means no spins for Player
Player_BF110_Spin_Rotational_Velocity_Control = 10.250000 #Player BF110
Player_JU87_Spin_AOA_Control = 19.250000 #Player JU87,set to 0.0 Means no spins for Player
Player_JU87_Spin_Rotational_Velocity_Control = 9.750000 #Player JU87
Player_Tiger_Moth_Spin_AOA_Control = 0.000000 #Player Tigermoth,set to 0.0 Means no spins for Player
Player_Tiger_Moth_Spin_Rotational_Velocity_Control = 8.000000 #Player Tigermoth
AI_Spin_AOA_Control = 0.000000 #Used/Reserved by Buddye for AI spin control processing, Note - Value does not matter
AI_Spin_Rotational_Velocity_Control = 0.000000 #Used/Reserved by Buddye for AI spin control processing, Note - Value does not matter
AI_Spitfire_Spin_AOA_Control = 18.250000 #AI Spitfire,set to 0.0 Means no spins for AI A/C
AI_Spitfire_Spin_Rotational_Velocity_Control = 8.000000 #AI Spitfire
AI_Hurricane_Spin_AOA_Control = 17.500000 #AI Hurricane,set to 0.0 Means no spins for AI A/C
AI_Hurricane_Spin_Rotational_Velocity_Control = 10.000000 #AI Hurricane
AI_BF109_Spin_AOA_Control = 20.500000 #AI BF109,set to 0.0 Means no spins for AI A/C
AI_BF109_Spin_Rotational_Velocity_Control = 10.250000 #AI BF109
AI_BF110_Spin_AOA_Control = 20.500000 #AI BF110,set to 0.0 Means no spins for AI A/C
AI_BF110_Spin_Rotational_Velocity_Control = 10.250000 #AI BF110
AI_JU87_Spin_AOA_Control = 19.250000 #AI JU87,set to 0.0 Means no spins for AI A/C
AI_JU87_Spin_Rotational_Velocity_Control = 9.750000 #AI JU87
AI_Tiger_Moth_Spin_AOA_Control = 18.250000 #AI Tigermoth,set to 0.0 Means no spins for AI A/C
AI_Tiger_Moth_Spin_Rotational_Velocity_Control = 8.000000 #AI Tigermoth
Spin_AISkill_Equal_Veteran = 150.000000 #In Cseconds (100xSec),the Delay before AI Spin Recovery for Veteran)
Spin_AISkill_GreaterOrEqual_Ace = 100.000000 #In Cseconds (100xSec),the Delay before AI Spin Recovery for Ace and Hero)
Spin_AISkill_LessOrEqual_Regular = 200.000000 #In Cseconds (100xSec),the Delay before AI Spin Recovery for Novice,Poor, and Regular)
Wind_Effects_Fraction = 0.250000 #Set to a fraction you want to reduce the winds (EX. 0.50)
Collision_Avoidance_Rear_End = 10.000000 #Set to seconds
Collision_Avoidance_Head_On = 15.000000 #Set to seconds
GEAR_IMPACT_THRESHOLD_1 = 0.166600
GEAR_IMPACT_THRESHOLD_2 = 0.330000
GEAR_ROLLING_SOUND = 1.000000
SPITFIRE_Aileron_Boost_Delta = 1.150000 #FM Adjustment for FM Engineer, default = 1
SPITFIRE_Rudder_Boost_Delta = 0.550000 #FM Adjustment for FM Engineer, default = 1
SPITFIRE_Elevator_Boost_Delta = 1.100000 #FM Adjustment for FM Engineer, default = 1
HURRICANE_Aileron_Boost_Delta = 1.000000 #FM Adjustment for FM Engineer, default = 1
HURRICANE_Rudder_Boost_Delta = 0.500000 #FM Adjustment for FM Engineer, default = 1
HURRICANE_Elevator_Boost_Delta = 1.050000 #FM Adjustment for FM Engineer, default = 1
BF109_Aileron_Boost_Delta = 0.900000 #FM Adjustment for FM Engineer, default = 1
BF109_Rudder_Boost_Delta = 0.550000 #FM Adjustment for FM Engineer, default = 1
BF109_Elevator_Boost_Delta = 1.100000 #FM Adjustment for FM Engineer, default = 1
BF110_Aileron_Boost_Delta = 0.950000 #FM Adjustment for FM Engineer, default = 1
BF110_Rudder_Boost_Delta = 0.550000 #FM Adjustment for FM Engineer, default = 1
BF110_Elevator_Boost_Delta = 1.100000 #FM Adjustment for FM Engineer, default = 1
JU87B_Aileron_Boost_Delta = 0.850000 #FM Adjustment for FM Engineer, default = 1
JU87B_Rudder_Boost_Delta = 0.500000 #FM Adjustment for FM Engineer, default = 1
JU87B_Elevator_Boost_Delta = 1.000000 #FM Adjustment for FM Engineer, default = 1
Tiger_Moth_Aileron_Boost_Delta = 0.200000 #FM Adjustment for FM Engineer, default = 0.2
Tiger_Moth_Rudder_Boost_Delta = 0.220000 #FM Adjustment for FM Engineer, default = 0.22
Tiger_Moth_Elevator_Boost_Delta = 0.250000 #FM Adjustment for FM Engineer, default = 0.25
AUTO_SHAPE_CHANGE = 000000
DEBUG_STUTTER = 0
LANDSCAPE_TEXTURE_SIZE = 2048
OPTIMISE_OBJECTS_DURING_RUNTIME=OFF
DELETE_MODELS_FOLDER_CONTENTS=OFF
FIX_OBJECTADDS=ON
EVERYTHING_OBSCURES_TERRAIN=OFF
ALLOW_ULTRA_HIGH_FOVS=OFF
ENABLE_FOREST_RIM_TREES=OFF
ENABLE_MOUSE_PLACEMENT_MODE=ON
ADD_SHEEP_COWS_AND_HAYSTACKS=OFF
DRAW_MENU_ON_3D_SCREEN=ON
DISABLE_ALL_2D_ELEMENTS=OFF # not completely implemented yet?
ENGINE_ALWAYS_RUNNING=OFF
HEAD_BOBBING=ON
SHOW_INFOLINE_BACKGROUND=OFF
SKINNERS_MODE=OFF
CHECK_TEXTURES_ARE_AS_EXPECTED=OFF
AUTO_TEXTURE_CHANGE=OFF
USE_HIRES_LANDSCAPE_TILES=ON
BOB_DISABLE_ENGINE_CUTOUT=OFF
BOB_DISABLE_STALL_HORN=ON
BOB_BOMBERFIX=ON
NO_HEAD_BOBBING_WHILE_PADLOCK=OFF
BOB_FIGHTERFIX=ON
BOB_PADLOCKFIX=OFF
CONTINUE_QUIT_BOX_CAMPAIGN=ON
CONTINUE_QUIT_BOX_QUICK=ON
FIX_KEYBOARD_RUDDER=OFF
DEBUG_ROLL=OFF
PRELOAD_STANDARD_FILES=ON
AUTOMATIC_PRELOAD=ON
VIEW_TIME_FUDGE=OFF
DEBUG_RUDDER=OFF
SKIP_QUICKVIDEOS=OFF
SKIP_VIDEOS=ON
SHORTENED_LABELS=ON # short Label example – ME109
HIDE_AMMO_COUNTER=ON
ALWAYS_BEHIND_GUNSIGHT=ON
BOB_SMOOTHER_DEADZONE=ON
Bullet_DragGravity=OFF
Bullet_Dispersion=ON #This is the primary switch for Bullet Dispersion ON= apply Dispersion or OFF= No dispersion
No_Spinning_Death=OFF #This is the switch for the death effect OFF = spinning death (Rowan) or ON = red your dead death effect
Friendly_Fire=ON #ON = permit friendly fire (historic), or OFF = no friendly fire permitted
Remove_SPC_Warning_Message=ON #ON = Remove warning [Couldn't fix up recursive waypoints], or OFF = Leave Warning
Allow_Commander_Campaign_Sack=ON
Campaign_Break_Off_Code=ON
Do_You_Want_Random_Mixed_Squad_skills=ON #For Instant Action, SPC, and the Commander Campaign assignment of Random Mixed skills within a squad
Permit_Annoying_Radio_chatter=OFF
Use_The_Spinout_Maneuver=ON #Do_You_Want the AI A/C_to use the new SpinOut maneuver
Do_You_Want_AI_AC_To_Spin=OFF #Global setting, set OFF if you want no spins by any AI-flown aircraft
Do_You_Want_To_Fight_The_Terminator_AI=OFF #Note: Only valid for IA Missions
Padlock_Enemy_AI_Targeting_Player=OFF #Note: Set to ON to padlock the enemy AI targeting/shooting the player using the AIUNFRIENDLYVIEW (ALT+F1) Key, if possible
Novice_AI=OFF #Only valid in Instant Action missions
Novice_Target_Size=OFF #Note: Larger target for easy kills (practice or testing)
Novice_Gunnery_Predictor=OFF # NOTE Must padlock target to see predictor, switch to view F8 to practice
Testing_Do_Not_Shoot=OFF # NOTE Used For Testing to Prevent the AI from shooting, OFF means permit the AI to shoot as always, ON means do not permit the AI to shoot
Player_Stronger_Bullets=OFF #NOTE Only the player has the stronger bullets (not the AI)
Do_You_Want_Increase_Firing_Rate_Of_Hand_Held_Gunners=ON # ON = Increased Firing rate to Historic for hand held guns OFF = Leave the firing rate as implemented currently
Do_You_Want_The_JU87_To_DogFight=OFF # ON = After being fired on (and a evasive maneuver) the JU87 will dogfight OFF = No JU87 dogfighting after being fired on (and an evasive maneuver)
Rain_Switch=ON
Collision_Detection_And_Avoidance=ON #NOTE CDAA must be set to ON to do Collision Detection And Avoidance. Also check the other two CA BDG.txt parameters for correct values, if needed
BF109_Bf110_Slats_Open_Close_Sounds=ON
Increase_Flak_and_AAA_Rate_Of_Fire=OFF # ON = increase the Ground Flak and AAA rate of Fire or OFF = Stay with the same rate of fire as always
Do_You_Want_Flak_Over_France=ON # ON = Player Gets Flak Over France or OFF = Player Gets No Flak Over France
Do_You_Want_Flak_And_AAA_Fire=ON # ON = Player 'Gets' Flak and AAA fire or OFF = Player Gets 'No' Flak and AAA fire. For saving processor resources
Do_You_Want_Flak_And_AAA_Fire_if_Friendly_within_1000_Meters=OFF # ON = Flak and AAA when friendly is within 1000 meters or OFF = No Flak and AAA fire when friendly is within 1000 meters
Scott_PS_Log=OFF
Do_All_SAG_Checks_For_Buddye=OFF #ON = Do all SAG Checks to try and Trap BOBII SAG problems (for Testers) or OFF = do not do SAG checks. You will get a printout called ,Text60.txt, in the BOBII folder. Post for Buddye
Your_2dGauges_Work_In_Autopilot=OFF #Set to ON to have your 2dGauges work in AutoPilot, NOTE: Only Works in Auto combat for AI testing
AutoPilot_Kludge=OFF #For our FM engineer only. Ken set to ON to fly autopilot at constant speed,heading,and Alt. , NOTE: Ken, you must set Bdg.txt parameter, Your_2dGauges_Work_In_Autopilot = ON, as well
DEATH_BREAKS_PADLOCK=OFF
Show_MoveCodes=OFF # For testing AI maneuvers and getting debug and performance data
Single_Chararacter_Labels=OFF # the default is a single character [w] for wingmen (friendly) and an [e] for enemy (target)
RAF_Breaksoff_Before_France=OFF #RAF Fighters Break off and Go Home before reaching France
AI_Always_Sees_Enemy=OFF
Wingmen_Always_Sees_Enemy=OFF
PLAYER_REDUCE_SURFACE_DEFLECTION=ON # the Rudder, Ailerons, and Elevators surface deflections are realisticly reduced based on the Player A/C's Speed, Altitude, and Dynamic Pressure
AI_REDUCE_SURFACE_DEFLECTION=ON # the Rudder, Ailerons, and Elevators surface deflections are realisticly reduced based on the AI A/C's Speed, Altitude, and Dynamic Pressure
START_FROM_PEN=OFF
HIDE_POWER_INFO=ON
USE_NATIONAL_UNITS=ON
FADING_LABELS=ON
LOCK_GUNNER_VIEW_TO_GUN=ON
OBJECT_PLACEMENT_MODE=OFF
NO_PILOT_IN_ROVING_CAM=OFF
3D_MODELLER_MODE=OFF
VIDEO_MAKING_MODE=OFF
TEXT_REMINDERS=ON
TRACKIR6DOF=OFF
CUSTOM_HEAD_POSITION=OFF
USE_DESKTOP_RESOLUTION=OFF
INVERT_EXTERNAL_PAN=OFF
NO_FOV_RESET=OFF
ENABLE_AUTO_TEXTURE_RES=ON # Change to 'OFF' will affect one session only, IOW BoB will write 'ON' back over it.
ENABLE_TOWN_AND_FOREST_RAISES=OFF # Change to 'ON' will affect one session only, IOW BoB will write 'OFF' back over it.
USE_PCX_OR_DDS=ON # Change to 'OFF' will affect one session only, IOW BoB will write 'ON' back over it.
SELECT_QS_SQUADRONS=ON
GAME_PAUSE=OFF #Note: This enables\disables pause on mission start

# AutoGen stuff (experimental):
ENABLE_AUTO_GEN=OFF

# AutoGen TreeLine stuff (experimental):

User avatar
Buddye
BDG
Posts: 12465
Joined: 30 Jul 2005, 12:59
Location: South East Texas, USA

Re: Crash to desktop

Post by Buddye »

Thanks for the crashlog and BDG.txt data. I assume you are running BOBII version 2.11.

You CTD occurred in a program to determine the 3D distance. This program is used 1000's of times in each second of game play.

I would guess that your savegame data has become corrurpted. I am not an expert on the campaign but try to go to a previous savegame (back in time) and try to replay the the mission over. I am hoping the same corrurpted data will not occur and you can continue your campaign.

I also hope that some of our campaign players will have some information to get around this problem.
Buddye

Intel I7 920 4 core processor (2.66GHz, 8MB cache), 6GB DDR3 Triple Channel @1333MHz, 1.8GB NVIDIA GeForce GTX 295, Sound Blaster X-Fi PCI Sound Card, Windows 7 Home Premium 64 Bit , CH Fighter Stick & Pedals ,TrackIR4 Pro

CHThree
Airman Basic
Posts: 9
Joined: 10 Aug 2008, 06:47

Re: Crash to desktop

Post by CHThree »

Hi,

Thanks for that.

I just tried flying the mission again anyway and it lasted well (at least until I had to bail out :oops:) but when I reached the end of the day the screen went black again. I randomly clicked the mouse and the report screen came up saying "RAF Prevails" so I wonder if there should have been a screen depicting victory (dumped lifejackets, crashed heinklel or something?) that wasn't loading properly?

Anyway, I am going to start a new campaign and I will let you know if there are any further problems.

Cheers

Ranj

User avatar
Buddye
BDG
Posts: 12465
Joined: 30 Jul 2005, 12:59
Location: South East Texas, USA

Re: Crash to desktop

Post by Buddye »

The 2.12 Update is mostly Campaign enhancements and fixes.

The Campaign enhancement like the AI enhancements will be a long and winding road to improvement.
Buddye

Intel I7 920 4 core processor (2.66GHz, 8MB cache), 6GB DDR3 Triple Channel @1333MHz, 1.8GB NVIDIA GeForce GTX 295, Sound Blaster X-Fi PCI Sound Card, Windows 7 Home Premium 64 Bit , CH Fighter Stick & Pedals ,TrackIR4 Pro

User avatar
Cherkassov54
Staff Sergeant
Posts: 345
Joined: 01 Sep 2005, 15:54
Location: Dundee

Re: Crash to desktop

Post by Cherkassov54 »

Thats the end of the campaign , the first time I saw it I thought it was a crash and replayed the save only to get shot down and killed, I then still got the black screen again at the end of the day. If you click it it gives you the end message no fanfare.

congrats on making it to the end, not many do.

S!

see http://simhq.com/forum/ubbthreads.php/t ... ost3096828 :D

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