#[MOD][0.32] NOBlackBox - Tacview recording utility for Nuclear Option
1 messages Β· Page 2 of 1
im so confused
its wasnt even creating conf file first 2 reinstall of mod, i dont really understand why, but it should be last version because of bullets traces
I wonder what happens if I join a server that is not running the mod
btw, have you consider add comment with mod version in acmi file?
yeah that's a good call
can you try to record a SP mission with this and let me know if the formatting works
fixing MP recording will take some π§ and its getting late here ^^
i think I just forgot to set the position coordinates to output with invariantculture, everything else looked ok in the file
Still same problem
nope

how about this
btw I changed the decimal separator in my windows settings on purpose and using the release from earlier today and still can't replicate 
arent separator tied to language?
Still nope
I even cleared cache of browser so i can be sure its not downloading same file every time for some reason
its really looks like i doing something wrong, because no way that problem isnt just 1 line fix
I think something is messing with the formatting of the string after the numbers have been crunched and printed
and no its not a 1 line fix
There is a change!
Its now just , instead of \,
Nope
gn i guess
Ill ask to test that in russian lang NO community, maybe that only for my device for some reason
something sneaks culture variance into the string I just can't find it
but also im pretty tired haha
how do i put the map in tacview?
still shows like this?
idk what to tell u. I uninstalled tacview, deleted tacview's programdata folder, reinstalled tacview, reinstalled the assets into the programdata folder
aight i'll try again
@rotund rapids sorry for the ping. is it normal for a neutral unit to have unit.persistentid = 0 in multiplayer? One of the radar stations in Escalation Co-op as BDF always seems to have 0 for id.
(but only in multiplayer
)
(and only if you join as a client, as host it's not 0)
@pale charm I got u an update
I'm not sure if the formatting issue is fixed, but this should be able to record again when you join MP
multiplayer working, separator still wrong
i swear if this doesn't fix it... π
It, in fact, did fix it
you'll notice the mission description no longer shows up in the tacview file
that was part of the reason recording didn't start in MP
some of the variables aren't yet set when we try to initialize the recorder
gonna work it out
TackView need 30 seconds to open 32 Kb round table
I wonder will it be able to even open hour-long escalation
for me 32kb isn't that crazy but when I want to view a 2 hour long escalation game that's 400MB
that takes some time
if you have cpu that has an integrated gpu, or if you are on a laptop with dual graphics, windows might be assigning the integrated graphics to tacview by default
esp if u are on windows 11
going into the graphics settings inside windows display settings, adding the tacview executables to the list and enforcing the high performance mode so it always picks the dedicated gpu might help
well maybe not with the load times
but with general performance of the 3d view
well, there is some delay when opening last version, but i found old record that weight 23 Kb and it open instantly
I wonder could new data like TAS, AoA, Mach impact load time that badly, because record without it have no delay
yeah probably because we collect lots more data now
we can expose configuration settings later
Its loading to 50% bar and stop for some time at that mark
because some things like AoA and speed, tacview can predict them from the position and rotation changes of the objects
so they aren't really essential
but TYKHUN2 did such a good job with the current system, it covers a lot more data points than my original version of the recorder code
but it has some bugs and quirks that I want to iron out before i can add some quality of life features
fire mission
you can now assume that if i join session, you being recorded
https://github.com/KopterBuzz/NOBlackBox/releases/tag/0.2.3
-Fixed various bugs that prevented recording from starting when joining a multiplayer game as a client.
-Fixed remaining formatting issues caused by various different Windows locale settings.
@pale charm nice nuke
What is the R-3 and AT-9?
i think they are typos the R-3 is probably S3s
sometimes tacview will assume an object is something based on its name, and it can make mistakes
it has its own database of things like aircraft, weapons and vehicles, which include a lot of real-world stuff
and when it encounters something it cant quite designate, it makes a best guess
we extend the default database with NO specific types, but its not fully complete
at-9 is stratolance
should be R9
Ahh
@solid rain hey do you need to be a host to record the match?
no atm it records everything no matter what
it was originally only recording from your datalink as client but the way it was doing it hurt performance a lot
I want to change it so that stuff that's not on your datalink can become transparent to show as "undetected"
Hmm okay then
Can you flare the heightmap up at the edges to compensate for the curvature?
I might be misunderstanding but that seems to be the source of height discrepencies
we will have new heightmap in the next release that has much better accuracy
Ooh
new optional data config settings. check install guide for details
new heightmap
added Callsign to recorded aircraft objects, so playernames will be displayed appropriately
woops
@solid rain chicane has no model
bruh, i cant update it
?
tried to put newest zip file in umm and it wont work
not bepinex π
im to stupid to install bepinex
@solid rain ima need a tutorial on how to install bepinex
did u read the docs?
?
dont understand how to install bepinex at all
all u gotta do
is put the bepinex folder into the game root folder
and launch the game once so it initializes
u dont necessarily need the pdb file only the .dll
i don't think we have models for everything atm so tacview just makes best guess
Btw if you change path make sure you have / at the end, other way it will not work
either that or i have the wrong files in the release
the defult is just a paper plane
yeah I just reinstalled the tacview customisations and I don't get these issues so I think u didn't install the tacview assets correctly @gloomy jungle
again, I invoke the read the docs spell
https://github.com/KopterBuzz/NOBlackBox/blob/main/INSTALL.md
installing the mod .dll only installs the mod
the mod doesn't know about tacview and doesn't care about tacview
u also have to install the tacview assets
I had some problems with steam version, do you installed it from steam or from Web?
then do it again because my cricket is not a super tucano and my chicane is not a paper plane and I use the same files from the 0.2.4 release π
are you viewing an old .acmi file?
because those might have incorrect definitions
which will not associate with the models
try recording a new one
stock cricket is simple plane
chicane is just tacview default rotating wing model
but not paper plane
again, if you are viewing an old recording, it is 99% guaranteed to not look as nice as a new recording
recorded 10 minutes ago
then idk
screenshots are from a recording taken yesterday with the same build
and I even reinstalled the tacview files
yes the tarantula will also default to paper chopper, same as the chicane, but idk why your cricket looks like that
assuming we are using the same files (i reinstalled everything with 0.2.4)
and it works on both of my computers
send me the recording
if u can
I'd like to see
maybe another stupid formatting bug again that only happens when the blue moon's rabbit spot is facing a sunstorm or something
nope there is my cricket
bruh
is the COIN.obj the one for it?
yes
am i able to send that to you so you can check it?
i highly doubt there is a difference we both use the same download
delete the data folder from programdata/tacview
redownload the mod
run tacview once to init the folder structure
and then copy them again
unless bill gates is trolling you, we have the same file
i deleted data, ran tacview, no new data folder
i just did the same thing on my second pc, it recreates the folder structure
and then you can copy all the stuff back in from the mod zip
restart tacview
i do fresh tacview install
uninstalling tacview might not clear its programdata folder I'd nuke it anyway
i zapped the programm 86 folder
zapping the program files folder won't do anything to programdata
its a hidden folder
:c
just like appdata in your user profile
zapped
fresh recording, bill gates can kill himself
@solid rain
i think it might just be kaput
idk what you are doing wrong, but it looks extremely wrong
im installing it correctly as the instructions say
i feel like allot is missing
@solid rain allot is missing right?
why does my scud look like a 68 π
@solid rain tacview is cooked

ima go to bed, sya mate
i agree the config is not fully complete but something is not correct with your setup for sure
on my second pc the tacview install's grace period has expired and I did not activate a license
and still, it looks the same as on my activated install on the laptop
and both were freshly reinstalled
with programdata cleaned up and reinstalled from the latest release of the mod
whole thing is cooked then
medium rare
gonna have new tacview config at some point
I'm gonna be social this weekend so probably not until next week
aight
@solid rain I get this error when I try to load the file.
pls send the acmi
@solid rain progress?
Wonderful mate
New heightmap seems to be wayyy more accurate
For reference this was recorded yesterday.
I see the problem in the text file, will have to find the bug in the .dll's code
thank you for the report
Youβre welcome, will I have to redo the installation steps or just put in the new .dll?
just gonna be a dll swap once its fixed
but do note that broken recordings will stay broken, you can edit them manually to get rid of the bad lines
Progress?
@wraith iron i wont be able to work on it until later this week, you can use the .dll from the last release, i think the bug does not exist in that one https://github.com/KopterBuzz/NOBlackBox/releases/tag/0.2.3
Just curious, will we see ports of ships and ground vehicle models?
tacview says my NO recordings are empty. What gives?
@solid rain I have it added to the server!
how do i view the recordings in 3D? im only seeing top down view
Press f8
u gotta fiddle with the camera settings
idk
if you have a bug like this send .acmi file
otherwise all I see is nondescript questions that don't tell me anything
Can I upload it directly here?
yes if its not too big
Here's one.
also can you try recording with the .dll from the previous release see if that works for you
#1262110297070632992 message
Okay, I've figured out what was wrong.
what did u find
My stupidity. I had the "[Chainloader] HideManagerGameObject = true" Twice in the cfg file
well actually I had "HideManagerGameObject = true" twice
is it working with your ticketing system now ?
yes! the server clock is perfect to go back to right when a ticket is sent to us automatically when it happens
[Wednesday, March 5, 2025 5:54 AM] Player: chair(76561198156320219) has been kicked for Unit player Helipad.
this is what the tickets look like^^
I also just made a powershell script that runs daily that will wipe any acmi files older than a couple days that runs every day to prevent build up
also was able to use rclone to copy the replay files to my google drive everyday so other people in our server can rewatch them
So when I pull off some crazy stuff in your server I can look here to find the recording?
based
Are you able to just send me the .dll?
Just download them from github.com? There is a button to do so
I'm trying to install the mod, it says to change a certain setting in the file "BepInEx.cfg," but I downloaded BepInEx and I don't see any file called that.
oh I need to run NO first ok
hmm... okay I'm at the last step, changing the TacView terrain to the NO terrain, and I'm not seeing where to do it.
found it!
okay, so after I record smth with NOBlackBox, playing it in TacView with the Falcon 4.0 terrain will show it?
cuz I personally still see a globe.
did you install the files in c:\programdata\tacview\data
if you did it should show
after selecting falcon 4
you will see the globe
but the NO terrain will be added to it
I did, but I extracted them directly to it instead of to a folder within it. Should I have done that?
wait, where would the NO terrain be?
on the equator just west of africa
it's there! yay!
it's just REALLY small!
yeah Primeva and Boscali are. small nations.
if you open an actual recording it will traverse the map directly to where the recording takes place
so won't have to mess with finding the map
ah ok makes sense
also there are different cameras
ah alr!
free cam/aircraft cam is perfect for setting up some cool shots
nice
i extracted the bepinex file (win x64 5.4.23.2) into the root folder and launched the game through the .exe and steam, but the config file is still not showing up for me
i should kinda look like this
this is what mine looks like, am i supposed to bring out the "BepInEx" folder instead of the "BepInEx_win_x64" one?
i tried doing that as well but it still didn't work
nononono
you need to put the content of the bepinex folder
into the game folder
you put the unzipped archive itself into the folder
so the directory tree is not how it should be
do you see
what I am getting at
you need the content inside the archive, not the archive
I can't explain it better I suck at teaching
ah i got it now, thanks
i think the problem was that i put only the "BepInEx" folder and not the four other files as well?
yeah you need all of them
well changelog.txt is probably not essential
but the rest of them are
anyone know how to fix this and add the NO map?
Possible that you installed the TrackView assets incorrectly?
got it fixed
ive been playing too much street fighter lately but still planning to add some features
at this point i might just wait until after 0.30 drops, just in case the patch breaks the mod...
@wraith eagle what did you do for the fix? Mine shows up this way too but the map looks normal
you should be putting things in c:\programdata\tacview\data
not program files
yea
found that out last night at like 2am
oh and dont record a 12gb scenario (4 hours ish) ive been gone for like 2 hours
i never had such a big file, but i usually only play escalation or confrontation
four hours 
lore accurate NO
What's your update rate set to?
I had mine set to 60 initially since that's what the tick rate of NO/Unity is and that was giving me huge file sizes
I think I've got it set to like 10 or 15 and the acmi files are still big but still less than 3-4gb per hour
you really dont need 60 lol
Haha no definitely not
it really only starts looking jank in tacview if you go down to like 1-2hz...
the default 5 is pretty good trade for storage footprint imho...
tacview itself interpolates and predicts everything based on the recording file, that's why we can get away with low rates...
offiry mentioned he might try to write a script to import the data from the tacview recording to blender for making videos based on recordings.
that would benefit from higher update rates to make sure its as close to the game as possible, that's why I made it configurable
but for general use with tacview the default 5hz is perfectly adequate
I think TO is set to like 5 or 10. Works perfectly fine for just moderation purposes
set it as low as possible to save space, 5 is perfectly fine
oh uh it was 300-600 last time lol
What the hell
to be fair I don't think the game can even run that fast to begin with
Certainly not
do you know if it will keep recording even if the mission ends. lets say bdf won cause it would just open the ESC menu tab and display the victory
i think it stops once you go quit to the main menu
also lol. lmao even
Nuclear Option only runs at 60 updates per second
so anything set above 60 isnt adding any more fidelity
ya the input filter iirc is tied to the phyisics tick
so you don't really get meaningful improvement in recording fidelity beyond 60
besides possibly with the client side interpolation on render frames, since those can go beyond 60
but the faster you crank noblackbox, the more it impacts your game performance also
nothing is free on the computer
it should keep recording until the gameworld scene unloads
out of curiousity, when you record with such high rates, do you get stutter on a regular cadence?
ehh i somtimes get around 20-30 fps in long bursts like 5-10 mins but even if i do record it i cant even open it cause its so large
also do you know how to deactivate this so i dont keep accidentally recording when i dont want to?
no on/off switch at the moment
honestly just stop using ridiculous update rates...
alright so i just remove it from the plugins folder?
yea i use 60 fornow
yeah that's what u can do at the moment
you can believe me 5 is more than enough to have decent recording
and a 2hr escalation will be less than 1gb...
yea i js love watching it
i have friends&family coming and going for visits until later this month then I can put some dev time in, will add on/off toggle 
alright
we need top update the mod to work with .30
it won't support new map in its current state
(just putting this here in case anyone comes asking)
do you have any idea how to implement multiple maps?
i can imagine that offset coordinates and place new map near old easyest solution
yeah just have to implement way to detect which terrain is loaded and apply offset
very excited to see the updated mod, would help a lot with data collection
Same. Ready for update π
its a busy time at my work as we usually ramp up projects in march/april
I'd like to remind everyone that the project is open source and is open to pull requests.
i have a free weekend so if nothing else, expect an update on sunday
when update
Can somene link me to a download link?
i need to spend some time figuring out how to deal with the map problem
we could just offset the coordinates to a different part of the tacview map, but what if we get so many maps in the future that we run out of space
im gonna dive into the vtol vr tacview mod code and see how they did it
Good call
i mean its unlikely we can fill an earth sized sphere with NO maps on a reasonable time scale but if we have to deal with unique coordinate offsets for every single terrain its just gonna become annoying to support for everyone
@solid rain can you ad a timer till next save so that we can prepare for the save because when it saves, game freezes for a few seconds, thx gng
did you increase the update rate?
under normal circumstances it shouldn't hitch unless you run the game on pretty weak hardware or if its saving to spinning disk not ssd
how often? i set it to 300 seconds
the longer the save interval the more data it has to dump so that explains why its hitching
what is UpdateRate set to?
(default is 5)
and AutoSaveInterval default is 60 (seconds)
with those settings i don't get performance impact on any hardware available to me but I have pretty good CPUs and everything is on ssd
update rate is 5, i changed it from 60 to 300 so that it wouldnt freeze as often
there is a permalink to current release in OP....
what hardware do you have?
I can totally add a a hud element that pops up when the mod is saving to disk, just curious about the performance characteristics
specs in bio and i have the files saving on my ssd
that's wild
I have 5900x and 13650hx and its not hitching on either of them
sorry to hear that
The code knows how long till it saves right? So you can ad a timer by converting the seconds into seconds and minutes then show a timer till next save
absolutely
put that in next update
Yes, but the op isn't pinned
So I have to scroll all the way up
At least on mobile
<@&1118065368657821747> could we have the OP pinned please?
i think there is no "go back to top" button on mobile discord
yes, thanks a lot!
@solid rain when update
NOW
Is there a way to turn off specific notifications in Tacview? I wanna turn off all the "<Missile/Bomb> was destroyed" type messages and keep it to just vehicles
I don't think so, but if there is i wouldn't know I never used tacview before making this mod
Damn.
It's clear Tacview is meant for larger scale games like DCS, Falcon 4.0, and ArmA, where there's not several dozens of munitions flying around at all times
yup, but its the best we have at the moment...
@solid rain when update
TackView lack some pretty basic features
I guess you can filter some stuff out with small python script tho
are there any detailed instructions on how to install bepinex?
New map for tacview when?
if anyone can export a height map pls let me know
Incase anyone wants source later...
β€οΈ
I might put this in the mod so we can autosave custom maps' heightmaps if you are ok with that ?
whatever you want lol
i was too lazy to get keypress working so i just did 30 seconds after launch to record heightmap
I'm planning to add some bells and whistles with bepinex configuration manager anyway, so gonna probably refactor and take care of activation on configuration manager gui button press or something
well hope it works for you
it kinda is, I'm currently rewriting the png export function to use unity code instead of having to supply System.Drawing assembly with the mod
and validating the raw export (that's what I actually need anyway)
raw might be broke i never actually got to test it lol
i dont have anything to preview it
https://docs.unity3d.com/530/Documentation/ScriptReference/Texture2D.EncodeToPNG.html
But apparently our texture import doesnt have it... @solid rain
Unity is the ultimate game development platform. Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, and connect with loyal and enthusiastic players and customers.
which is why i did system.drawing to be ghetto π
π
its weird because apparently they dont use terrain[] so it was harder to generate a heightmap...
modern problems require modern solutions
goodluck! lol
so i tried the vanilla code with system.drawing
and getting different result in png from your uploads
half the islands are missing 
I'm gonna try to f** around again later i just woke up and feeling algorithmically challenged
Half islands are missing from mine or yours...
this game's coordinate system is like 1.0f = 1 kilometer, right ?
That' I'm not sure of
nvm i think thats the assumption i took with coordinate conversions and it worked
I'm going in raw
ok so it looks like doing a raycast every meter is not a good idea
I think you could easily get away with half that resolution (2m)
it'd make it go 4x faster as well
ya still tweaking
Wow. You find way how to create map heights. Cool
for now its just small tiles of the map, need to stitch them together
Perfect
idk what i should to recomend you. But i usually run mesh to terrain script in unity, and then use cartographic soft to generate height lines...
I don't know how to find the mesh programmatically during runtime but if you know how to do that and willing to tell me please do so π»
I'm not trying to convert the asset, I want to build something into the mod that can just export the heightmap from the game so it can be easily done with ANY custom map in the future
ahh...
Then gl ig...
That goes beyond my ambition and knowledge, but sounds very cool...
we live in year 3077 here
VTOL VR tacview mod does the same thing, but I'm not sure if their method is directly applicable to the way this game renders terrain
i think VTOL uses heightmap texture to generate the terrain
not mesh tiles
Im pretty sure this is enough to understand what happening on map. But could be little better
yeah the bridge is annoying me
its spiky
same with buildings
should be possible to smoothen though
Probably because middle level of details. 0.5-1 meter should be enough to reach very good result.
P.S. Probably problem with bridge because in one place vertically coordinate have double height. One is road level, second level of floor or wire
P.P.S. if problem in bridge wire, you should install resolution at least twice smaller than wire
ok this is sad, last time I saw no eating this much chocolate was when I forgot to turn off my dedicated server for a week lol
deditated wam?
this has nothing to do with web account management tokens
but ye I got 64gigs in here
even though dell says this laptop only supports 32
it was a bit finnicky to get it to recognize all of it though
i hate dealing with coordinate systems
now it seems like its stitching in the right order at least
hopefully that's that and then onto several other learning moments as to why does it need 20GB of ram to get the work done
;>
the orientation is wrong
but I can fix that later
Yippee
i have to confess trying to vibe code a shader for this doesn't seem to be working out well so far
just getting weird scribbles like this
Shader "Custom/NOBlackBox_VertexYToColor"
{
SubShader
{
Tags { "RenderType"="Opaque" }
Pass
{
ZWrite On // Enable depth writing
ZTest LEqual // Use standard depth testing
Cull Off // Cull back-facing polygons (optional)
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float4 pos : SV_POSITION;
float yNDC : TEXCOORD0; // Normalized Device Coordinate Y
};
v2f vert(appdata v)
{
v2f o;
float4 clip = UnityObjectToClipPos(v.vertex);
o.pos = clip;
// Convert clip.y to NDC (Normalized Device Coordinates: -1 to 1)
float yNDC = clip.y / clip.w;
// Map NDC [-1, 1] to [0, 1] for texture-like use
o.yNDC = (yNDC + 1.0) * 0.5;
return o;
}
float4 frag(v2f i) : SV_Target
{
float brightness = i.yNDC; // already in [0, 1]
return float4(brightness, brightness, brightness,1.0); // grayscale gradient
//return float4(1.0,1.0,1.0,1.0); // grayscale gradient
}
ENDCG
}
}
}
I've never worked with shaders before so I have no clue what I'm doing wrong yet.
hm maybe i should use a camera.....
Blind man trying to describe color blue...
very strange, does it work in any capacity on heartland?
afaik the two terrains are rather different in, well, terrain
its the same on both
heartland is fully tiled out whereas ignus is where each mesh is just the island
strangr
scene still gets lit etc
I might just go back to raycasting lmao
at least that was a bit more straightforward
:p
Looks very good
no it doesnt look good at all, actually
lookin like synthetic aperture radar shots
what we need, should look more like this
I'm just gonna use raycasting instead, its much simpler, albeit the end result might look a bit like voxel terrain from old novalogic games
should still be good enough for functional representation of the environment in tacview
How i can understand, this is not height map. Just photos. Chat gpt probably will can help get from this height mapπ€
you can't make a heightmap from a rasterized image, unless the pixel color information is the vertical position coordinate of the vertex underneath
that's what I tried to do with custom shader, but I can't get around the render pipeline
so instead I'm just gonna go back to raycast, the raycast hit has info on the exact position of that was hit by the ray so we can get elevation info that way, and then write it to a texture and save it in the right format
just need to optimize it so it doesn't take 1 hour to generate a high detail map...
if you want to, send me the code and tell me how to run it, and i will leave my pc running overnight
I'm gonna fix it up after work, the main issue is that I was literally casting rays every meter π
I'm gonna relax the sample resolution and implement a gaussian blur algorithm to make the elevation changes less jagged
every meter is awesome for buildings thoughπ
yeah you can actually see bridges and buildings on the output but they are "spiky" - applying blur should help with that
i have some ideas to speed things up + manage the memory better, current version of the code leaks 20GB of ram
https://gist.github.com/zulfajuniadi/ab63483e44f9f9ae29f3a4581d642e3e
ok so there is a built in raycast batch processor, hopefully that's available in unity 2022 also
so I have a problem with the output being slightly offset from center.
Im assuming this is due to floating origin, because I am using Datum.originPosition as an offset atm, otherwise it would be way worse
but otherwise its getting there, these are png files I'm using as output testing, not atcual heightmap file format (those would be at least hundreds of megabytes in decent resolution)
i fixed the memory leak
ok definitely the floating origin
I moved the spectator camera a bunch and got this
i guess I can just grab the position of the camera and use that to correct the raycast positions or something
never mind I am an idiot
notice the glaring typo
yessss
moray pattern is because of low scanning resolution so I can test quicker
thats awesome, congrats
its spaghetti code still, gonna turn it into a monobehaviour so it can run in update() and not block the main thread
but at least the basics are working now
i was just gonna say how clean it looks
I do try to keep the project itself tidy
compared to the thing i've "vibecoded" on coffee induced mania. (i'm not a programmer by any means)
I started out by tinkering with powershell at work (which is kinda my main job now), and just code recreationally otherwise
The final stretch
that looks sick
things are falling into place now
need to add automatic altitude adjustment based on Datum sea level or something and generation of the custom tacview XML manifests
that's the customheightmaplist.xml tuned for naval, and the heightmap
and thats the CustomTextureList.xml tuned for naval
(the "texture" is just the image from 0.30 patch notes)
the texture stuff goes to
C:\ProgramData\Tacview\Data\Terrain\Textures
the heightmap and its custom xml manifest goes to
C:\ProgramData\Tacview\Data\Terrain\Custom
the altitude offset in CustomHeightmapList.xml is inaccurate, needs to be lower
the islands are floating above sea level a bit
Ideally I want to do all of these things programmatically so generating this stuff for custom/future maps will just be a button press
Why don't try to use depth map?
cba with gpu programming for this to be honest
i don't understand very well how the renderer works
and using chatgpt etc for coding things I don't understand well is like pissing in the wind, but the wind direction and speed randomly changes every second
[MOD] NOBlackBox - Tacview recording utility for Nuclear Option
when I'm done with this update, I'm actually going to play the game a bit XD
I changed the post title so it now actually comes up when someone searches for Tacview in the forum π
Remind me after work in about 15 hours to look at the raycasting code to maybe multithread it.
would appreciate
Managed to get the computation down to seconds instead of hours, but I get all zeroes so I guess there are drawbacks lol
@solid rain has it been updated?
no we are working on a heightmap generator
so when we are done with that ill make a new relase
i will also add the countdown to next autosave timer you were asking for
thx pookie
im away for a few days but no plans from wednesday onwards besides finishing the update and playing doom 
hey 7ep3s! I installed the latest update but I have an issue of it using the old map and not changing to the new one
you need to change between tacview terrain and texture programdata stuff depending on which map you want to be present in tacview
I will provide supporting documentation when I actually make a new release
idk what you downloaded but we haven't released an actual update yet
I just posted some terrain data for naval some days ago in the chat but there is no new release
ah okay ill replace the terrain data, I appreciate you!
had a breakthrough with the height map generation's accuracy so getting closer to clean up the code, make configuration parameters, update documentation and release a new version ^^
@gloomy jungle
now with color ^^
test version with the work in progress heightmap generator, and the countdown timer
to access the settings GUI you can see on my screenshots:
install BepInEx configuration manager https://github.com/BepInEx/BepInEx.ConfigurationManager
latest release of the configuration manager for bepinex 5: https://github.com/BepInEx/BepInEx.ConfigurationManager/releases/download/v18.4/BepInEx.ConfigurationManager_BepInEx5_v18.4.zip
getting a bit carried away with this feature
now it creates texture automatically, as well as height map ^^
Wow. Looks very good!
Very good. And what about bridges?
you can see them on the textures but the geometry won't look perfect
Actually this still enough to have pretty not bad info about battle.
Great work!
Tacview only understands elevation in meters, and the data is stored as 16 bit integers where 1 unit = 1 meter, so the precision is limited
Enough for roads? Enough. Thats enough!
yeah roads look mostly OK, you can see their trail in the mesh itself also + the texture will show them too
And this mean only one... Update release soon?

yeah, just tidying up and updating docs ^^
Yeah. This pretty valuable for newbie users!
https://github.com/KopterBuzz/NOBlackBox/releases/tag/0.3.0
New Features:
-New Terrain data for Heartland and Ignus
-Implemented a Heightmap + Texture Generator so we can easily support any Terrain added in future.
-Updated documentation to explain how to switch between different Terrains in Tacview.
-Display Countdown to next Autosave
Known Issues:
After using the Heightmap Generator and exiting the mission, the game will spiral into an agressive memory leak very quickly.
The Heightmap Generator is DISABLED by default so this won't impact general use of the mod.
The terrain elevation map is much more accurate than before, so now the ground vehicles are actually on (or much closer to) the ground, and quirks like the Stratolance battery on Vigil Cay looking like it sunk inside the mountain will no longer happen
also some buildings/structures are captured in the elevation info, but its not very pretty. so the cities look like a bunch of very narrow very spiky pyramids
regardless, now when you analyse a dogfight around port maris etc, you can kind of see the buildings so its easier to read the situation
My hero
ooops it looks like I broke something...
recordings comingfrom this version are broken...
I'm checking
i found the problem

I accidentally deleted a line from the .acmi writer so the manifest at the beginning of the file was incorrect
uploading fixed release now
i love you pooks
so now that there is a visible countdown, I can evidently see and correlate some of the stuttering I experience with autosave.
but also sometimes the game just decides to throw itself into 20fps from 60+ for no reason at random times, so it was difficult to see previously
no, at the moment I am trying to sort out legal stuff so we don't get nuked for using game assets! π
so for now the only new models are the new terrain models for both maps + associated textures
bruh
bro has mitch's lawers contacting him
It's better to ask permission first, since we would have to rip the unit and ordnance models from the game
true
and we have a good case + don't have any monetary gain from this so I sent an email to the dev team to ask permission officially
new models might come with next update?
how long ago
we already have some aircraft models in the tacview dataset but its better to have things covered legally
height map is the altitude of every location of the map i assume
high resolution means more detailed mountains and buildings
meters per scan is how many meters are between each measurement
π
impresive. but with those clouds...
The issue is, that this texture remove all "depth" from scene idk.
I prefere topographic shading
yeah the scene gets lit unfortunately, don't know how to set up a Unity Camera GameObject to ignore lighting
You can toggle custom textures on/off in Tacview itself also
i guess i could try messing with the cloud layer and try different times of day for optimal texture outcome
or i could try shaders again
tbh "rename those files to switch terrains" sound pretty bothersome to do every time
wonder if saving maps in git branches and using script to check save name, switch branch if necessary and launching TacView would be more user friendly
i cant share details yet but there is a good chance we wont have a reason to bother putting any effort into workarounds like this soon π
what you are proposing could be implemented in a quite simple way without using git, all maps have a unique ID in the XML so could store everything locally and switch maps with simple GUI or command line app where you can select the terrain you want and it automatically creates a copy of the desired xml and overwrites CustomHeightmapList.xml and CustomTextureList.xml
I DID think about adding this, but again, soon we might not need it at all π
[MOD][0.30] NOBlackBox - Tacview recording utility for Nuclear Option
Looks like this mod is broken on 0.30.9
I'm not staying up, will look at it tomorrow
[MOD][not working with 0.30.9] NOBlackBox - Tacview recording utility for Nuclear Option
I've reviewed the cause of the crash and confirmed it is incompatible code changes. We'll be looking into it deeper soon.
need to dig up where to get Terrain dimensions from
fixed stuff that was broken by new patch
[MOD][WORKS WITH 0.30.9] NOBlackBox - Tacview recording utility for Nuclear Option
the heightmap generator is likely broken in this release, but since we provide heightmaps for the current terrains it should not be a breaking issue. the tacview recorder functions seem to be working fine
after work I'll fix it up properly and update the manifests to support the new weaponry 
this will be delayed, ive been summoned to a party 
ah so recording of ordnance is completely broken right now by the looks of it...
Discovered a new issue: ordnance is not getting recorded due to the Missile rework impacting our code.
We have a fix in the works already just needs code review.
updated dll for the time being
includes a workaround to allow weapon recording to work
@solid rain
are u using this?
#1262110297070632992 message
woops
working now
has mitch said yes for the models?
yes, I started working on them ^^
also
check out latest tacview beta:
^^
need to update the mod to support it, but we are getting our own terrain layer ^^
YES
huh, did you asked TV devs to add NO or its possible to add custom terrain layers options?
I asked them to give me some advice re heightmap data structure.
They did that + also decided to add better support for NO ^^
We are currently discussing how to do the terrain switching.
I think it will be possible to make it work without getting the user to do any manual switching and maintain support for custom terrains.
oh, that cool
Also i guess you just made free addvertisement for NO
yup! ^^
oh that's really cool
i totally definitely didn't need to set up an entire toolchain of processes written in 3 languages to get this working XD
if it work, it works
there are some kinks that need to be worked out, but I can pretty much get all the models processed into tacview compatible .obj files with a few button presses at this point
Can you lift up its radar?
maybe in the future, for now I'm focussing on getting all the models configured
I'm trying to write automation for as much as possible so every update I just have to run a couple of scripts and push to git
some things need to be adjusted because there are some naming and casing discrepancies in model names, and Tacview is case sensitive with basically everything
how about that
[MOD][WORKS WITH 0.30.91] NOBlackBox - Tacview recording utility for Nuclear Option
to make sure Tacview gets all the updated assets, I would delete all the old Nuclear Option XMLs from
C:\ProgramData\Tacview\Data\Database\Default Properties
and also delete all old meshes from
C:\ProgramData\Tacview\Data\Meshes
and then replace it with the new stuff from the release's TacviewAssets folder
and then the inevitable bugs π
some models look a bit wacky due to how the automatic processing pipeline works, will fix it later
Looks awesome. You make great work
hoverfrit isn't real, it can't hurt you
hoverfrit:
@oblique lichen lets continue here
did you install BepInEx 5 or 6 ?
actually im not quite sure, its been here for a while
yes
did you maybe screw around with it so it doesn't load
do these exist in your NO root folder
theres a log file if you want to take a gander at it
based on that timestamp
OOF
I'd wager it hasn't worked in a while
ya reinstall BepInEx
oh yeah, i thought aircraft models were imported? i only see generic models
did u copy the tacview files
Too late now, already shut off PC will check tmr
I deleted all the Tacview customizations from my programdata, reinstalled the files from the release's TacviewAssets folder and it works
Β―_(γ)_/Β―
oh its also possible that because these models havent got polygon reduction done yet, tacview is taking its time to stream all of them in especially if you are opening a big replay file
i seen that a few times
it doesnt like models with polygon count over 4000
hmmm lemme try a smaller file
when that happens every unit will looke like boxes and paper planes then after a while if you move the camera in and out they might refresh
i watched a 1 hour file, the new models never showed up unfortunately
im away til the afternoon (BST) but im pretty sure the release files are good
@solid rain Hey the new update looks great! I was curious would there be anyway to build in map swapping? a simple exe that we can click that will swap modify our tacview files so if people use different maps its easy to swap maps
Tacview dev is working on implementing auto switching for NO in Tacview 
i started writing a launcher as a backup option but they seem to be happy to add NO support
awesome news!
is this soemthing with tacview or something with blackbox? sometimes the labels of an aircraft dont show up, and it ignores unit scaling sizes
i think its tacview trying to automatically prioritize which labels to show
can you send me your tacview log file after opening a replay so i can see if its finding the xml manifest for loading models
as i said i reinstalled on mine from scratch and it worked so not sure why it is not loading models for you
Busy rn, will give soon
no rush
if you don't see this line in the log the files are not in the correct place
same goes for these yellow warnings
huh yeah its in the wrong place it seems
but i thought this is the right spot/
no
ProgramData
not Program Files
ProgramData is hidden
but if you type C:\programdata
or %programdata%
into the file explorer's address bar
it will reveal itself
no the defualt install directory is in program files
no tacview folder in program data'
nvm i see it now
Why are the tris so high I'm sobbing
its automated export + conversion im still figuring it all out
π
Compass unit type has typo
Air+FixedWing*t*
while(obj.data.polygons > 4000) {automatic decimation go brrrrrrrrrrr}
One way to save on polygons is remove all the internals since we don't need them in Tacview
yeah I just gotta update the keywords for what to reject before exporting obj
currently too many components are grabbed
orginially I was hoping every model has meshes with LOD1 in their names but that's not the case
Also probably make the cockpit glass solid and remove those internals
I wonder if you could do some rendering check to see if a given mesh is rendered from an external camera
I'd say thats too much effort but if you want to look at it i won't complain 
although i guess it would be possible with a unity editor script relatively painless?
on a second thought
so the undesired components wouldn't even make it to the fbx export to begin with
current process just grabs the whole prefab, and exports the fbx
and component rejection + face count reduction is done by blender processing
I think I gave u acces to the private repo that holds the scripts used
Between work (got a new promotion with lots of new responsibilities) and my other mods I can't guarentee I'll have a look
congrats for promotion, hope the pay bump also scales with the resposibilities! π»
Absolutely does not come close
I've been wanting to get a good job for a while but been struggling so.
job market is funny these days, I've been struggling to find a new one too
current one's not so bad but they won't let me work from the country I want to move to
if you'd like basic models i can add glass to the existing skin templates
thank you, that would be really cool while we work out the kinks in the the automation pipeline π»
sure thing, i have the assets available so if you need anything else let me know!
"what weird universe is this" type ifrit
it also messed up the scale so looks more like rc model
ya if you could get me those aircraft models with the canopy added that would be awesome, the vehicles, buildings and other misc stuff doesnt seem to be problematic from this perspective
@placid topaz
@solid rain do you happen to know what kind of format TV prefers? fbx, obj, etc.
as well as the orientation, as the models i have are all 90 degrees on x axis
also, what angle to put the tarantula at
DYNAMIC TARANTULAS
any angle from 0 to 90
or if that's not possible, 45
ill send you the details when im back home
cheers
π»
so,
obj is good
they just need to be rotated 180 degrees
currently they fly backwards ^^
but I can take care of that with a bpy script 
@solid rain quick question, what options would make the mod have minimal performance impact?
Lowering the updates per second (I forget the exact config option name) to like a value between 2-6.
Lower is less taxing on performance
you can try reducing the polling rate https://github.com/KopterBuzz/NOBlackBox/blob/main/INSTALL.md#updaterate and disable some of the optional data points that are described in the same section of the document
also try JetFox's FPSBooster
the only performance hit I get is when the autosave occurs, you can control that with AutoSaveInterval (https://github.com/KopterBuzz/NOBlackBox/blob/main/INSTALL.md#autosaveinterval)
there is a short hitch while its dumping to disk - need to think of a better way to write progress in the background, should be possible with less of a performance hit
default is 5, imho there is no much point to go beyond that, it will let you do anything up to a 1000 but realistically even 60 might be pushing what the game can actually give you in regards to useful data (since physics are 60hz...)
(tacview also does its own interpolation of the supplied data from the replay, so even 5hz looks OK when replayed...)
!!Speculation alert!!
Increasing the autosave interval will reduce the rate of hitches, but will almost certainly make them stronger as more data has to be flushed.
I wonder if there is a point where more frequent autosave would actually cause less noticeable hitches because there is less data to write
also could make it so it only autosaves under specific circumstances, like opening the menu, or when entering the aircraft selection screen, but that carries the risk of not saving for too long and potentially lose too much data if the game crashes or alt f4 occurs or something like that
Tbf the guy knew alt f4ing won't save anything
autosave is more people-proof than any disclaimers or documentation, in my experience π
how often are the autosaves? would it be viable to save when the player changes aircraft, to keep the hitches to when you are not flying.
ya I guess that's a good idea to only save as a client when not in air
but then if you run a long bomber sortie
there is a chance you won't be saving for 10-20 minutes
or more
smartest solution would probably be moving autosave to a separate cpu thread
and if you dont save for 20 min the hitching will be glorious
so the main unity thread is not getting blocked by it
or idk if doing it async would be enough to be honest
need to do some research
Hey 7ep3s im ahivng an issue where the recording is not displaying player controlled planes in the recording
can u send me it
theyre all here
if u have player log from the same session can i have that as well
i will try to replicate anyway
also, was this recording made by a server?
if yes which mods did u use
actually i'd like to know which mods regardless
thats a big list
btw seems to be working fine on my new tacview install on my laptop
when viewing them
it was made by the server
no worries i can try to replicate if i know the circumstances. but if it works fine on a different tacview install im not sure if the mod is at fault π
I'm going to be away a lot this summer and probably won't have much time to work on new features for a while.
Once new Tacview version comes out with full support for NO, I will definitely update the mod for that ASAP.
But I would also like to hear what you all would like to see added to the mod also, in case I get some productive downtime between trips etc π
The only thing I want if possible, is more performant saving
it's on the list! ^^
Cool cool
Not sure if you're interested but here are two very simple ps1 scripts to help users change maps for now as since I am swapping maps frequently it is a bit daunting.
cheers mate
hand-made airport from Rund Table looks so fire now on tacview
@mighty sparrow
it is amazing how this "just works" thanks to how the game is engineered 
we gotta figure out the city buildings too
trying to git push from hotel wifi is a pain
I'll try to release a mini patch tomorrow
no autosave performance improvement for now, but I got some better looking aircraft models thanks to @placid topaz and @viral dagger ^^ I also reduced them to below the 4K triangle threshold so should play nicer with Tacview + fixed a typo that could cause compass to be not detected by Tacview correctly
thought I'll try my hotspot because surely its better than the hotel wifi
but alas, throttling is still a thing
at my cell provider
ya hotel wifi is even worse
need a proper release pipeline so I don't need my laptop to make new releases
we should return to CD's/floppy disks
im hoping my laptop battery doesnt give in while im out and it uploads by the time i get back to the hotel lol
no power in the sockets when the key is removed and i dont have a spare ;')
gonna try to set up a github action for this moving forward when im back from my travels
haha, happens to the best of us
i will find a way to get this out tonight
pro tip for when its impossible to figure out what goes wrong between the OEM and Microsoft's power management and the computer goes to sleep anyway: put youtube on loop in fullscreen
Patreon: https://www.patreon.com/joshstrifehayes
Twitch: https://www.twitch.tv/joshstrifehayes
Discord: https://discord.gg/joshstrifehayes
Twitter: https://www.twitter.com/joshstrifehayes
Reddit: https://www.reddit.com/r/joshstrifehayes
JoshStrifeHayes Main Youtube Channel:
https://www.youtube.com/c/JoshStrifeHayes
JoshStrifePlays (2nd YouTube...
perfect case study on the same issue! π
finally
- improved aircraft models
- fixed typo that would cause Compass to be not categorized correctly
- π΄
im going to be at a festival with no computer for the rest of the week so if there are any other stupid bugs that reveal themselves, i can fix them when I'm back next week
Good luck
Thank you so much for your efforts, I have so much fun with the MOD and you keep making it better! Have fun at the festival, have a good time and live in the moment!
Has anyone ever had the problem that a recording has been created by the mod, but it is only 255 bytes in size and TacView rejects it as βemptyβ?
fixed it for m
e
Thank you!
#nuclearoption #tacview #mod #noblackbox #bepinex #replay #tutorial #installation #guide
Get Nuclear Option:
https://store.steampowered.com/app/2168680/Nuclear_Option/
Get Tacview:
https://store.steampowered.com/app/1174860/Tacview/
Get BepInEx:
https://github.com/BepInEx/BepInEx/releases/tag/v5.4.23.3
Get NOBlackBox:
https://github.com/Ko...
idk if I can post here or not, but I cannot get the map portion of tacview to work and im not sure why. It wont ever display nuclear option's maps or the jets.
@solid rain sorry I hate to be that guy but ^^
models and stuff works, but there is no map
fantastic video, however I am having the same issue as @viral thorn above. Selecting the "Falcon 4.0" option does not give the heartland map as it appears to in your video. I instead get this result.
any help appreciated
yeah I think we have the same problem
We fixed it. I write an explanation!
Awesome! I'll look out here for the explination.
it will be in the pinned comments of his video
I did so, but for the quick check:
If the game map does not display after loading a replay, it may be due to missing files. In the folder C:\ProgramData\Tacview\Data\Terrain, there are two subfolders: "Custom" and "Textures". Open the "Custom" folder, which contains two .xml files: Terrain_naval_CustomHeightmapList.xml (Ingus Archipelago) and Terrain1_CustomHeightmapList.xml (Heartland). If your replay is on Heartland, do the following: Copy the file Terrain1_CustomHeightmapList.xml and rename the copy to CustomHeightmapList.xml. Then, go back one folder and open the "Textures" folder. Here, you will find two files: Terrain_naval_CustomTextureList.xml (Ingus Archipelago) and Terrain1_CustomTextureList.xml (Heartland). Proceed as you did in the "Custom" folder. The map should now display correctly after loading a replay.
this did work, but now of course my followup question is if i have to go through that same process every time i want to have tacvicw display the other map. I've now got it displaying heartland correctly -- do I have to go do all of that the next time I want to switch to Ignus?
https://github.com/KopterBuzz/NOBlackBox/blob/main/INSTALL.md
Scroll down to:
Switching between Different Tacview MAPS
I'm afraid the current answer is yes.
I'm afraid the current answer is yes. π¦
But I've heard rumors that there may soon be an auto-installer for the mod. Tacview will soon support the Nuclear option natively. I could imagine that Tacview will either automatically select the correct map in the future, or that you can conveniently change it in the program via a menu.
this would be very nice. im not the most savvy person with modding but I can get by, especially with your video to guide, but I could completely understand if someone just decided to not due to the complexity of the installation process
thanks for the video
and for this correction
Agreed.
@viral dagger just considering how the mod is made, shouldnt there be a way to tie the terrain of heartland to one of the presets, and ignus to another preset? from what I understand, the current function of the mod hijacks the Falcon 4.0 map option in Tacview -- why not just have it do the same thing but with the IL2 option, and with Ignus, for example?
im a bit lacking on what actually occurs to make the tie between the NO assets and the Falcon 4.0 map happen, but conceptually wouldn't this work?
I can understand your way of thinking and also appreciate that it could be approached in this way. But my assumption is based on total ignorance. Creating a mod is far beyond my current imagination. I'm glad to have got it up and running. Not because it's bad or particularly difficult. Rather because it's a completely new area for me. Getting it done motivated me to help others get it done too.
Mine as well. After a very rudimentary review of the files used to modify tacview, I can find no reference to Falcon 4.0. I'm sure that it is, but I'm just not aware enough of how to find it haha.
If someone more inclined to modding reads this thread, maybe try to have ignus replace the map of another preset. Or better yet, have two new presets both for heartland and ignus.
@viral dagger thanks for the setup video it helped out a lot
My only problem is the terrain for some reason didn't load in and acts like everything is the ocean
But other than that I love it
#1262110297070632992 message
That does not help?
read docs
sorry im extremely hungover lmao
problem solved already, sorry about that
@viral dagger thanks β€οΈ
glad u got it π»
oh yeah wwhy did you ping
round table stupid
Smh that clearly says rund table
is the mod working for everyone with latest NO patch?
im back home in the mancave tonight will have a few days to work on updates
Yeay! WB Master π
I have a queston, Tacview pauses the replay every time a unit is destroyed and writes "-Something- has been destroyed". Is there any way to get rid of this?
Cancel, I found a check mark behind three doors.
I have several comments\suggestions:
- The names of the aircraft controlled by the player, the weapons used by the player have names like PlayerName(PlayerName). Please change it to objectName(PlayerName)
2)If possible, please add the option to disable event recording (as in the screenshot above) to the configurator.
yeah for 1) i have no idea what happened I'm also a bit confused by it! π do want to fix it though
2) is planned, will need a bit of re-engineering of the recorder object i think
actually in I'm not sure if we mean the same by 2)
i want to add an action to stop/start recording on demand
what you were asking in the screenshot question I that's not default Tacview behaviour, and this mod only adds assets to Tacview, and does not change any of its settings
Aah, no, that's not what I mean. Recorder spamming with some kind of events involving the destruction of objects. Is it possible to add to the config the ability to disable the recording of events about the destruction of something?
i see what you mean
so
I think there are 2 ways to remove objects, one is the Destruction event, the other one is a more silent method
we could make it configurable i think
I actually got sick over the festival (my immune system held up until yesterday) and I only have a few days at home, so no promises on anything.
I'm planning to add @viral dagger 's new model pack but not sure if I will make any code changes this week,
It's okay, it's not critical.
Unfortunately, the beta version is only for Standard and advanced licenses.
And this is the 9th beta from May 29th.
yes I was talking to the devs and they added this feature specifically to help us
I'm hoping i can work on it tonight
if I get a bit better XD
Cool, to be honest, I'm surprised they got in touch.
The Hyperion Class Carrier ist still missing. Im about to make it tomorrow.
well, the more supported games, the more licenses they can sell, so it is good for business! π
[MOD][WORKS WITH 0.30.94] NOBlackBox - Tacview recording utility for Nuclear Option
got a kinda technical question out of curiosity- does this mod need to take take into account conversions between the spherical world of tacview and a flat world in Nuclear Option? or is that not actually an issue?