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Error Message

DaleRFU

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Afternoon All,

Has anybody ever seen this error message before? If so, what does it mean?
attachment.php


Kind Regards
Dale
 

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I am just flying around the UK. It seems to be because of an AI model as when I remove the FSX NBAI Hawk T1 converted model from the sim directory I no longer get the issue.
 
More info Henk?

Henk,

Do you happen to have the link to the specific forum post?
Used search with multiple queries with no results.
Would like to read more about their findings.

This bug has been a pain since FSX came out,
especially during the RTWR where a certain popular
plane causes this during multiplayer sessions,
ruining official race legs.
It propagates across a multiplayer network! UGGH!
We did know it was effect related but couldn't pinpoint.

Looked at the replacement .fx you linked (THANKS!),
WOW -- it is much different!
Don't understand why 3 complete element sets are used
when 1 is enough & why there's a Z (or Y? dont recall now)
offset.. Will look into it more when time allows and more info is found.

Thanks alot!

Roman
 
Roman, here is the link to the conversation on the MAIW forum. Please note that fx_dummy.fx is not the only FX file causing visualfx.dll C runtime crashes in FSX. In the past I have found several afterburner FX files doing the same thing. Interestingly, in the case of the MAIW Hawk and F/A-18 Hornet AI FSX/P3D conversions, less than 5 people out of almost 2,000 downloaders reported this issue. I predominantly use P3Dv4 these days and I have not yet seen this problem there.

Henk.
 
Thank You very much Henk.. :)

Same observations too! It only affects a few of us.
We did nail it down to the Piaggio Avanti (free), low and behold, in the aircraft.cfg are multiple calls for the dummy within the [lights] section.
I assume the dummy was used to provide current draw when the light is is on while using a 3D modelled light.
That's how it works -> no effect = no current draw in the light section.
 
That is the same reason I used fx_dummy.fx for the FSX/P3D NBAI Hawk and Hornets. For beacon (type 1) / strobe (type 2) lights to work, the sim requires at least one [lights] nav light entry (type 3). Nowadays I do not use fx_dummy.fx anymore, instead I assign beacon/strobe light effects to type 7 (recognition).
 
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