#"BatchedParallelRaycaster was fired but the jobs were already dispatched!"
1 messages · Page 1 of 1 (latest)
Also getting this same error. Received it in two different lobbies last night on Combat ops with full lobbies. One in linux with proton, the other on Windows 11 Pro.
Here is my log as host, and @dry root as a client.
Here is a video of the graphics going bonkers on the server as performance tanked before the game crashed
ai generated 26 cockbit
It was so jarring in VR, very nauseating
that's a t55
Classic GenAI mistake
clearly this is the new F-55 Light Strike Fighter
@normal trench appears to be a consistent issue once the mission runs long enough?
The error in OP title can be caused by various things. The one in the logs posted today are a new issue which I'm fixing
Yeah I thought it couldn't have much to do with batched raycasters, but this symptom matches the previous report and the log is indeed filled with the same error.
Glad you're working on it, thanks. Do you have a better title/description for it?
Hmm well the OP log was caused by MFDRadarUI.SetIconObject and the recent logs are caused by Health.get_receiveFriendlyDamage (). The title error is caused by an exception thrown in any function that uses the parallel raycaster
These two have been addressed so I'll close this now
I noticed it happen my second time when the flak sam exploded in the air near me. Fps pretty much froze, and I had a repeating sound of the warhead detonation for about 30 seconds before the game crashed
Both were full or nearly full lobbies with lots of energy units and higher CPU frame times.