#[MOD][0.32] NOBlackBox - Tacview recording utility for Nuclear Option
1 messages ยท Page 3 of 1
noice.
i'm guessing it adds a tiny bit to distance measurements but not enough to matter?
have to rewrite some code because i think the math between the terrain and units is slightly different as there seems to be a slight offset between building unit positions and where the static buildings end up on the raycast export of the terrain
codebase grew arms and legs a bit, will need a cleanup ^^
i dont think it matters much from the perspective of being able to clearly see what is going on inside tacview
for sure.
but for example if you want to go full evil genius and convert the tacview file into active mission state in-game, it would be distorted a bit
"people were to busy figuring out whether they could to ask the question of whether they should..."
i think that applies lmao
"I am become death, destroyer of coordinate systems"
out of curiosity- are targeting vectors accessible in memory like locks would be in DCS or BMS?
yes
i can think of about 4 different ways that would add extra complexity but it would be interesting haha
that moment when a darkreach decides to drop 70+ PAB-250s on individual targets
i think we record locks by default, but in tacview you have to toggle it on to see them
idk if it works for everything but it is implemented
if anyone wants to try here is a test build that should solve the autosave stutter problems
shoutout to @north pelican for the pull request!
Works great for me!
the future is now lol
it took 3 hours to upload my GF has weird internet
300mbps down, ISDN speed up lmao
@leaden bolt latest version should help with performance issues ^^
Casually flexing to single people
This message brought to you by DOCSIS 3.0
i feel like its gotta be more like docsis -30.0 if my math is more or less correct
Counterflex: Imagine having shitty internet
So i had a thought that maybe its possible to read the blackbox data ingame, and after many goat sacrifices and cooking spaghetti, i have "some" progress.
positions and interpolation seem ok, but rotations are broken, and static objects sometimes start to wander off for some reason
and the code is such a hackjob that even i dont understand it
yes ingame demo player pls
pretty neat
๐ป
happy to collab
if u want
sure! you know a lot more about how to parse the file
i've been throwing crap at a wall and see what works
i refused to read docs lol
i think a more basic version that uses the tacview models should be relatively easy, but having the objects use their ingame models and be actual "units" might be a bit more complicated
ya we could just use the simplified representations, but having textures on them would be nice
either way gotta see the code if you can grant access somehow and then i can see if i can help
Seeing my dream coming to life rn ๐ฅณ
Taken from 4chan, uploaded here because it's beautiful.
All ad revenue from this video goes directly to EMG so I encourage you to use adblock.
how do I get tacview to display player names?
haven't figured that out
new to the software
the names are displayed by default for me, but maybe one of these settings could do it?
beat me to it! ๐
i'm reviewing the TT vs ATF match
so I wanted to know how tf to find myself and other people at certain points
is the last pre-release better for you in regards to performance ?
i'm not running the mod rn because Tacview shits the bed under Linux
aah
so testing and reviewing functionality would require rebooting into Windows, then back into Linux, etc etc
so I'm strictly playing back other tacview recordings
yeah the mod uses windows specific paths etc and generally unsure if tacview would work on linux anyway
rn it doesn't
Tacview that is
the next major overhaul is planned to add native Linux support tho
tacview 2 allegedly will have native os support for more platforms indeed
even if Tacview worked on Linux via Wine/Proton I could do all the mod shit NOBlackBox needs
the Wine Prefix is basically just an emulated Windows disc
can navigate to programdata there
ez dubz
ok so this is 100% a tacview thing
how come the labels I want don't show up
wdym
I want to see altitude and speed, so I click those options, but tacview doesn't show them
oh wild
tacview just
theres selected objects labels and unselected objects labels
not all data might be in the recording
Tacview will attempt to calculate/predict the data points that aren't directly available but unsure if that is done for everything.
oh yeah, ias doesnt work
does the game even have IAS, or does it only have TAS
only TAS
oh ya we just dump the unit.speed as TAS value into the .acmi
tool assisted speedruns? in my NO?
nah I was just expecting Tacview to get IAS data
NO actually doesn't have IAS in any shape or form
I simply prefer it
TAS is ok tho
i started writing an autopilot that can receive waypoints via api but got bored with the control model changing with every patch so put it on ice XD
one question
also writing state machines is tedious af
how do I get object names to display for player objects?
"i started, but got bored" story of my life lmao
I want to see what missile got fired but the name just says Senhara (Senhara)
I need to fix the code, at some point we did an oopsie so it just shows player name instead of munition name ๐ฅฒ
when is next NOCS i will try to push a fix before then
8th of August is when NOCS starts
ah ok plenty of time
prolly a simple fix anyways
it won't help old recordings but new ones made with the new version will be fine
ye
will the NOCS matches be recorded?
idk but just in case ^^
i hope they will
the stuttering should be gone from the recorder anyways so shouldn't have any impact on servers
or clients for that fact
how are the nocs matches usually organised btw? mitch or someone just hosts a normal private game?
i wish i had time to play in a nocs team but I travel too much lol
can't keep a consistent routine for gaming
Tacview Beta 11 just dropped
we be coding tonight
I forgot to put in the patch notes, but of course the mod still supports older stable versions of Tacview as well, not just the latest beta!
updated patch notes
If you have Tacview Beta 11, you will need to copy the TacviewAssets folder's content again to make sure you have all the files in place for automatic map switching
munitions should no longer be labelled with owner's player name
Ok ok
And the planes being named like Senhara (Senhara) is fixed too or did I misconfigure something so it doesn't show aircraft type in Tacview itself?
Yeah
or aircraft short name (playername)
DCS Tacview data goes AircraftShortname (Playername)
So the shortname would be proper
sure thing
https://github.com/KopterBuzz/NOBlackBox/releases/tag/0.3.6.0
just did a quick update to the same releas to include that
Cool cool
ok now the missiles are named after the owner again i am getting confused here
gonna take another look tomorrow 
finally
i lost some commits because "we accidentally the version control"
that' why the missiles names got screwed up again xd
also, faction buildings will now properly change color
because we start recording before the game actually initializes the airbases, many buildings didn't get assigned to their factions correctly
historically, they would always just stay neutral like this
thank you for the bug report, I never even noticed the building issue XD
there will be one more Tacview beta to fix/improve the automatic map switching a little bit, and then it will soon make it to the Tacview stable releases as well
so very soon nobody will need to manually swap xml files to switch terrains in Tacview
- added ejected pilot tracking
- added faction change update to buildings
waiting on new Tacview beta to drop then will make an actual github release
I'm glad Tacview is so willing to work with y'all
And go "huh having this feature makes sense, let's do that"
its fantastic
How big 15min record of escalation now?
Wait tacview is working wit hyou guys? That's awesome
Yes, its awsome
if you have spare 15 minutes you can find out ๐
Ooh, experimental nuke blast radius?
Is this a new feature of Tacview or something wacky the mod is doing?
tacview supports displaying explosions
currently we just grab the shockwaves from the game and give em to tacview, but it looks a bit wacky, a 250kt nuke's shockwave will propagate way beyond the exclusion zone that gets marked on the ingame map so it looks quite misleading in tacview
Ahh, cause y'all can't extract the point it gets too weak to kill someone and terminate it there?
that would be way too complicated I want to save some FPS for playing the game ๐
True
I did a bit of manual experimentation and the exclusion zone the game puts on the map for ingame nukes seem to roughly line up with the surface burst blast radius of an equivalent yield warhead on NUKEMAP calculator so I might just be lazy and put a lookup table in to stop updating the propagation once the radius hits the corresponding value
although the fact that I can now visualize the actual shockwave propagation is pretty nice, could help me back my argument when I'm raving about my conspiracy theory regarding some inexplicable damage while idling in a hangar could be caused by rogue shockwaves
doesn't include the explosions
But Tacview Beta 12 is out
there is a bug in this release that can cause a bunch of errors but they dont break recording, just dirty up the logs. it settles once all airbases have registered
i will patch it after the weekend, im away for a short vacation 
- fixed the errors mentioned in previous message
- added explosion tracking
this release doesn't contain any tacview asset files, for whatever reason when I upload a large-ish zip to github it gets throttled to 20-80kbps....
the tacview asset files from the previous 0.3.6.2 release should do fine https://github.com/KopterBuzz/NOBlackBox/releases/tag/0.3.6.2
I will break the tacview assets off into a separate repository and set something up so I can create release artifacts without having to upload stuff manually....
the assets are compatible with both tacview stable (so the version you can use without a license) and latest tacview betas, but tacview stable doesn't have automatic map switching yet. install instructions explain how to do the manual map switching.
[MOD][0.30.95] NOBlackBox - Tacview recording utility for Nuclear Option
coulnd't test MP yet but recording as host is unaffected by patch
MP also successfully tested
Just found this feature in Tacview, but you can use
Tacview.exe -Open:"File.acmi" -Save -Quiet -Quit
It will convert file into .zip.acmi, but looks like its do same thing as packing acmi into zip by hand (also tacview open .zip just fine)
I need to readd zipping!
used to compress it into archive in older builds but when we changed to the current ACMI writer architecture it was dropped
i am aware of the tacview command line options and did think about using it previously once the writer closes but keep forgetting ๐
:( no money for beta build
mod works with stable too just no auto map switching in tacview
but next stable release should include that too
as far as I know
also loooks like it compress faster than 7zip do
:3
bad idea to have that dependency
some systems, like mine, don't have Tacview installed on recording
calling native system functions to pack it into a zip would be better imo
alternatively if you use Tacview's cli options, just make it an optional it does if it spots a Tacview install and does nothing if it can't find it
at that point might as well just not call tacview and save the effort
used to have it implemented but didnt make it to the rewrite
a lot of features i wanted to implement are now in place so maybe its time to revisit it
Unity has zip file support built in. It just risks rendering the file difficult to read if the recorder gets interrupted for whatever reason
the .acmi file is just a zip anyway I think
whatn noblackbox spits out atm is just a plain text file
but tacview can read zipped acmi directly
I think I would only want the zipping to happen once recording is ended
I will try to put it in a separate thread so a new recording can begin seamlessly on mission restart etc
What is the last full Release with bepinex cfg?
bepinex config will create itself when you run it the first time on a clean install
there is no config in the mod release
when the mod loads the first time bepinex will generate the config with the default values
I moved the Tacview assets into their own repository
https://github.com/KopterBuzz/NOBlackBoxTacviewAssets/archive/refs/heads/main.zip
Updated installation instructions to reflect
https://github.com/KopterBuzz/NOBlackBox/blob/main/INSTALL.md#the-tacview-assets
since the assets do not change every time the mod gets an update, this way I don't have to reupload the assets with the releases every time I fix a typo in the c# code xd
also added a map switcher script to make it a little bit easier to use Tacview Free/Stable for the time being ^^
ok so I havent updated my tacview in a bit, are these manual installs or updates?
im assuming the former
Yep, they all manual
Hey lads, u guys probs get this alot but having a hard time with the Map not showing up
been trying to follow these steps but its still not working and dont know if im doing something wrong
"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."
also read the next section about switching maps
your text is referencing old instructions. they were recently updated.
thank you ill give this a go, do i need to remove anything from the old instructions ?
actually i need to fix something give me 30 minutes
the asset installer script meant for free tacview is missing from the package...
"we accidentally the version control"
ah nvm it is there but its called install_stable.bat
idk why i wrote install_standard in readme...
i need more coffee just woke up lol
fixed the bad script name in instructions
so yea I recommend just download the latest asset pack and then run the correct install script, and then if you are using free tacview, use the map switcher script to set up the terrain
and in that case also don't forget to set tacview terrain setting to falcon 4
if you have a paid license for tacview, and therefore you can use tacview beta, you don't need to do any switching yourself, the software will do it
as long as you are viewing a recording that was made with noblackbox 0.3.6 or newer
thanks alot @solid rain its still not working tho but im going to chill for abit and try again, maybe im missing something on my end but yea ill keep in touch with yea on how it goes or if i got anymore questions 
im pretty awful with these types of stuff hahahha
cleaned my tacview install (so I don't have anything custom in its programdata folder)
re-ran the install script, ran map switcher script, changed terrain layer
when in doubt, you can always delete c:\programdata\tacview (NOT PROGRAM FILES, PROGRAMDATA!!!!! [its a hidden folder in case you don't know])
and then if you run tacview once, it will recreate the folder structure and regenerate its default files
switch to other terrain with the script
๐บ
@solid rain Sweet thank you it looks like its working im just up to getting the Heightmap gen going, im in a game and press F10 does it tell you when its done or ?
you don't need to generate your own heightmap
it is in he asset pack
i mean you can if you want but its not necessary
its there to future proof the mod so people with custom terrains will be able to create heightmaps for tacview
you are welcome
I mean wouldn't a git push only update the selected files?
or do you not have a git environment
I don't have a release pipeline set up so every time i make a release i have to upload a 90mb zip file
my girlfriends isp throttles github traffic so the upload fails for anything bigger than a few MBs ๐คฃ (and i spend my time between my place and her place in chunks as we live in different countries)
i can manage the assets separately without packaging releases for them
and the mod dll files are small
and yes i do have a git environment
and also the asset files do not change as frequently as the code so its just a waste of bandwidth to package them together every single time there is a new release
With the help of AI, I created a small tool that allows you to adjust recordings for Tacview afterwards. The tool reads the ACMI file. Then you can select what you want to remove. Currently, you can remove buildings, ships, ground vehicles, airframes, and parachutists. The parachutists were the reason I created it, but then I thought I'd add a few more filters... "Pilot only" creates a file that only stores airframes flown by pilots. I use this to better overlay different flights on race tracks...
FYI, for anyone who gets "Windows Protected Your PC" pop-up when running the exe, its not a virus, it is just not digitally signed...
you can right click/properties/unblock => apply and it will run
<--- Noob @ programming ๐คทโโ๏ธ Sorry for that.
it is not your fault at all, code signing costs money, and windows sucks
it is a general problem with free software these days
cert mafia at large
Okay, even I didn't know that. ๐
I see!
maybe a javascript or python script? .exe's are scary to people :D
but if it works it works 
Whoever can do it more elegantly, bring it on! ๐
i unironically loved javascript when i was learning programming. i could write the most incoherent mess and it just worked
i did the same but with powershell tbh
whenever I have to fix old code at work that I wrote years ago I need to take a nap from the pain
Some of these are kinda obvious if you are familiar with javascript and the underlying data types and code
And are true for all languages
but its funny for ignorant fools like me 
silly question
the nuclear option terrain layer is in the tacview beta right
or is it in the stable version
in stable u gotta choose falcon 4
will there be an option to declutter ejected pilots and dead units
ye
Is there an updated guide? Still haven't been able to figure out how to get the terrain to load on the Tacview side.
yes the links in the OP are up to date and point to latest docs and versions
OP is Pinned in case you are on phone and don't have "go back to top" button
which part are you struggling with
if the text is hard to understand I'm aware that I wrote it in raving lunatic mode xd
I followed Klaw
Klaw's vid, but the terrain still won't load in tacview
As for updating. Do i just delete the old BepinEX files?
Figured I would try it again and update it while in the process.
Looks like this, no terrain loads but everything else works as it should.
Is that not normal
I thought you could only get the terrain on the tacview beta
With the nuclear option terrain layer
that might be outdated now, pls check the install instructions from pinned
no you can get terrain in free, with falcon 4 layer
pls check pin, i even wrote install scripts for the assets for different tacview versions (free or stable and beta)
and there is also a script you can use to switch the active terrain in free tacview
I created a Replay-Bot in our discord to fetch recordings automatically regardless of time zone that the server records in
So admins can fetch a direct link to that specific replay in reference to a ticket
that's very cool mate
Google drive syncing footage is a bit of a headache
I tried having tacview write to the google drive saved folder but the issue is that google drive will continously upload the footage 24/7 since the file is always changing
Issue was it would use a lot of unneeded cpu and network usage. instead I opted for a python script that uses a staging folder then compresses and copies the footage every 30 mins to the synced folder. fixed the errors in drive I would get
*15 mins
Also saves space by compressing the footage and when the previous recording is done it verifies the file size is the same on the synced folder from the staging folder than deletes the footage when confirmed the previous recording isnt missing any data if a new recording started within that 15 minute window of the file copy
ya i would follow a similar pattern if i had to set up smth like that
what you could also do is have a job constantly check the bepinex logfile and if there is a recording ended log message you can know for sure the .acmi is finalized
for anyone interested, could you please try if this build has better performance than the current latest (if you are seeing bad framerate with the current version of the mod that is)?
it doesn't record flares bullets and explosions yet, but it does everything else. I'm rewriting stuff in a way that I think should behave better and produce better frametimes
(and results in smaller acmi files as well hopefully)
after a bit of highly unscientific testing in escalation with AI cranked to max, the improvement is very noticeable. previous version was <1fps at some points, doesnt happen in the new version
awesome!
50 mins escalation with 16 ai, only 60 megabytes
promising gains
reimplemented shockwaves, flares and bullet tracers
hopefully performance is still good ^^
now I can have granular control discovery and update rate for a bunch of things, so less storage is needed for acmi (and the explosions will look less choppy!)
this will all be configurable via the standard bepinex config as well
haha
first time I managed to truly wreck the game with modding
i have unlimited FPS though! ๐
so I'm working on implementing manual start/stop recording functionality, and I managed to cause a bug with it where if I use the manual stop start recording, exit the mission, then start a new one, the game thinks there is a mission running already and locks up.
but idk how because I'm not patching any networking code
or more like not patching any existing code to begin with
i think i fixed it
- rewrote much of the codebase as MonoBehavior to better align with how Unity works. This should help with performance issues.
- added manual toggle to start/stop recording. Default keybind is F8. When a mission loads the recording still starts automatically but I will make that optional for actual release (this is just pre-release test build).
- added different update rates for different object types to conserve storage footprint and further reduce frame time impact.
- both of the above are configurable either in the BepInEx config file of the mod, or by using BepInEx Configuration Manager.
- fixed a bug caused by in-game units having 0 as their persistentId. Id 0 is reserved by Tacview for other purposes so I implemented an internal and external id for all tracked units.
also implemented something to make destroyed objects invisible but it only kinda works half the time.
I have no idea why and I lost too much hair in the process of obsessing over it.
I'm literally setting objects to Visible=0.0 in the tacview file which should make them invisible but it doesn't always happen.
I also removed the "Destroyed" event messages as it seemed to annoy a lot of people.
I can add them as an optional setting in case anyone wants them back.
when the Visual Studio code metrics hit just right
there might be a bug with explosions
also the main culprit of storage seems to be the bullets. I will make it so only a fraction of them will be recorded, it saves a ton of space with the acmi
50 minutes of escalation with no bullets: 60mb
20 minutes of escalation with bullets: 180mb 
https://github.com/KopterBuzz/NOBlackBox/releases/tag/0.3.7.0-pre
fixed the shockwave bug + reduced the number of bullets recorded
Can someone tell me whats wrong? Why i can't see NO map?
I'm new to this system and maybe i just skip something important
did u get it to work?
try to run the installation script from an admin command prompt
On a screenshot moment already did. Restart, admin, reinstall
do u have these 3 files in C:\ProgramData\Tacview\Data\Terrain\Custom
if not , the admin elevation didn't work
this is how I do it
right click the start menu, then you will get Terminal (Admin), or Command Prompt (Admin), or Windows PowerShell (Admin), depending on the version of windows you use
either one will work
then in the admin command prompt/terminal/powershell CD to the directory where you unzipped the asset pack
and then run the install script
and then run the tacview map switcher script
tacview stable doesn't yet know about Nuclear Option, so you both have to switch the terrain layer to Falcon 4 and then run the switcher script once to have one of the terrains installed (and if you want to switch from Hearland to Ignus or vice versa, u have to run the script again and target the terrain you want)
an upcoming release of stable will include support for Nuclear Option natively thanks to the devs being awesome and collaborating with me, so it won't need the manual map switching, and the beta already has support built in.
if Shockfront is cool with it, they will even include the Nuclear Option asset pack we made in the tacview base data, so the assets won't have to be installed separately
so if you followed every step I just outlined above,
you should see this
I just reinstalled my tacview stable version + cleaned the tacview programdata folder, and re-ran the scripts
so it definitely works
that looks good, just make sure to run the switcher script so it sets the customheighmaplist.xml for the terrain you want to see in Tacview
Ok, there what i did (Admin Command Prompt and Unrestricted policy)
It works now
And unblock all files
ya I can't do anything about windows defender not trusting the files
but the code is open so you can check it yourself if you don't trust it ๐
glad u got it working
fun fact it can happen with some pieces of software that their logged events come up in windows event viewer as gibberish made of chinese characters because they use text encoding that the event viewer can't read
Sorry I was joking man 
i know 
i think i finally figured out how to make sure small explosives don't generate massive explosion visuals in tacview
they were looking kinda silly
I might have also finally figured out how to clean up greyed out objects....
what if i already have the files installed?
is anything going to break?
the answer lies in the heart of battle
- Rewrote much of the codebase as MonoBehaviour to better align with how Unity works. This should help with performance issues.
- Added manual toggle to Start/Stop Recording. Default keybind is F8.
- Added different update rates for different object types to conserve storage footprint and further reduce frame time impact.
- Both of the above are configurable either in the BepInEx config file of the mod, or by using BepInEx Configuration Manager.
- Fixed a bug caused by in-game units having 0 as their persistentId. Id 0 is reserved by Tacview for other purposes so I implemented an internal and external id for all tracked units.
Update 1:
- Fixed shockwaves not deleting.
- Reduced number of bullets recorded to reduce acmi size.
Update 2:
- Limited Destroyed Events to Aircraft, Ships, Buildings and Nuclear Weapons only.
- Improved Shockwave Propagation recording. Small bombs will no longer create confusingly large shockwaves. Nuclear Weapon shockwaves should more or less be the same maximum size as their blast radius as seen on the in-game tactical screen.
- Ejected Pilots and destroyed Ships and Vehicles should now declutter. This does not always work (yet).
- Added option to disable recording Destroyed events and Ejected Pilots.
hm it appears that the shockwaves still look a bit silly I just did not notice it in testing
regardless, now I know how to control them better so I will do something about it
after playing 1.5 hour escalation yesterday, I still see a lot of frozen parachutes that don't disappear, so there is probably a logic error somewhere
i also need to reimplement sensor ranges and target locking
and also need to add extensible tacview object type designations for supporting modded units
nvm currently we can only do this for guided munitions.
Also Tacview has a hard limit on up to 10 locked targets per unit, so it won't be possible to properly visualise target locks.
oh nvm I'm dumb
so we can do targeting for everything, but only up to 10 targets per thing 
mod update looking great, good shit
https://github.com/KopterBuzz/NOBlackBox/releases/tag/0.3.7.0-pre
- Rewrote much of the codebase as MonoBehaviour to better align with how Unity works. This should help with performance issues.
- Added manual toggle to Start/Stop Recording. Default keybind is F8.
- Added different update rates for different object types to conserve storage footprint and further reduce frame time impact.
- Both of the above are configurable either in the BepInEx config file of the mod, or by using BepInEx Configuration Manager.
- Fixed a bug caused by in-game units having 0 as their persistentId. Id 0 is reserved by Tacview for other purposes so I implemented an internal and external id for all tracked units.
Update 1:
- Fixed shockwaves not deleting.
- Reduced number of bullets recorded to reduce acmi size.
Update 2:
- Limited Destroyed Events to Aircraft, Ships, Buildings and Nuclear Weapons only.
- Improved Shockwave Propagation recording. Small bombs will no longer create confusingly large shockwaves. Nuclear Weapon shockwaves should more or less be the same maximum size as their blast radius as seen on the in-game tactical screen.
- Ejected Pilots and destroyed Ships and Vehicles should now declutter. This does not always work (yet).
- Added option to disable recording Destroyed events and Ejected Pilots.
Update 3:
- Reimplemented Target Lock Visualisation for Guided Munitions and Aircraft (and also for ground units and ships but it doesn't work for those two ๐ข ).
- Added Configuration settings for Recording Indicator
Update 4
- Fixed incorrect unit name tags for guided munitions.
probably won't touch anything now until 0.31 releases
here is a bit of gameplay recorded with the latest test build (minus the last touch up that fixes the incorrect name tags for munitions)
finally figured out why stratolance launchers weren't showing
they have stealth technology
It was an XML issue, reinstalling the asset pack should fix it
https://github.com/KopterBuzz/NOBlackBoxTacviewAssets/archive/refs/heads/main.zip
ooo I'm curious what slingloading will look like in tacview ๐
2 completely unrelated units hovering above eachother
I'm hoping there won't have to be any trickery with the units and it is gonna just work out of the box
Are the steamid's being recorded now too btw? atleast in mp lobbies
should be
u gotta use the pre-release build though
it's stable
just haven't finished with the rewrite yet
but its leaps and bounds above 0.3.6
yay
the hunt for red october truefalse 
btw have you seen the replay file in question? its wild lmao
nope but I have seen vids uploaded to one of the chats here
Good work man
i just woke up
anyone tried this with 0.31 yet?
something seems off, theres an error flood of [Error : Unity Log] MissingFieldException: Field not found: int .Unit.persistentID Due to: Could not find field in class Stack trace:
since i already have the project set up ill see whats what
there is a new class for PersistentID, its not just an integer anymore
testing fix
ayy I think I got it working
yeah seems this mod is only lightly maimed
https://github.com/KopterBuzz/NOBlackBox/releases/tag/0.3.7.0-pre
- Rewrote much of the codebase as MonoBehaviour to better align with how Unity works. This should help with performance issues.
- Added manual toggle to Start/Stop Recording. Default keybind is F8.
- Added different update rates for different object types to conserve storage footprint and further reduce frame time impact.
- Both of the above are configurable either in the BepInEx config file of the mod, or by using BepInEx Configuration Manager.
- Fixed a bug caused by in-game units having 0 as their persistentId. Id 0 is reserved by Tacview for other purposes so I implemented an internal and external id for all tracked units.
Update 1:
- Fixed shockwaves not deleting.
- Reduced number of bullets recorded to reduce acmi size.
Update 2:
- Limited Destroyed Events to Aircraft, Ships, Buildings and Nuclear Weapons only.
- Improved Shockwave Propagation recording. Small bombs will no longer create confusingly large shockwaves. Nuclear Weapon shockwaves should more or less be the same maximum size as their blast radius as seen on the in-game tactical screen.
- Ejected Pilots and destroyed Ships and Vehicles should now declutter. This does not always work (yet).
- Added option to disable recording Destroyed events and Ejected Pilots.
Update 3:
- Reimplemented Target Lock Visualisation for Guided Munitions and Aircraft (and also for ground units and ships but it doesn't work for those two ๐ข ).
- Added Configuration settings for Recording Indicator
Update 4:
- Fixed incorrect unit name tags for guided munitions.
Update 5:
- Now Works with Nuclear Option Update 0.31
[MOD][0.31*] NOBlackBox - Tacview recording utility for Nuclear Option
so far it looks like nothing else broke
the new persistentID class is easy to work around
ofc new Tacview models etc will have to be taken care of
oh noes the maintainability index is no longer nice
68 
3000 lines of code boy did this thing grow arms and legs over time
i remember when it was a baby and barely hit 1000
gotta make this work with the new dedicated server somehow
https://github.com/KopterBuzz/NOBlackBoxTacviewAssets/archive/refs/heads/main.zip
udpated asset pack for 0.31
https://github.com/KopterBuzz/NOBlackBox/releases/tag/0.3.7.0
- Now works with 0.31. The Asset Pack has also been updated, which needs to be updated/installed separately.
- Rewrote much of the codebase as MonoBehaviour to better align with how Unity works. This should help with performance issues.
- Added manual toggle to Start/Stop Recording. Default keybind is F8 and there is also a Recording Indicator for the GUI.
- Added different update rates for different object types to conserve storage footprint and further reduce frame time impact.
- Both of the above are configurable either in the BepInEx config file of the mod, or by using BepInEx Configuration Manager.
- Fixed a bug caused by in-game units having 0 as their persistentId. Id 0 is reserved by Tacview for other purposes so I implemented an internal and external id for all tracked units.
- Improved Shockwaves.
- Improved/Decluttered "Destroyed" Events to be less annoying, but still useful for tracking Events in the Tacview Event Log widget.
- Ejected Pilots and destroyed Ships and Vehicles should now declutter. This does not always work (yet), but it is a significant improvement to visual clutter issues.
- Added option to disable recording Destroyed events and Ejected Pilots.
- Reimplemented Target Lock Visualisation for Guided Munitions and Aircraft (and also for ground units and ships but it doesn't work for those two at the moment ๐ข ).
updated latest release
ffs I forgot the ground vehicles
fixed
[MOD][0.31] NOBlackBox - Tacview recording utility for Nuclear Option
@prime heart @opaque depot I forgot to add to patch notes but steam id recording is also added from the pull request, there is also a configuration setting for it (turned on by default). It puts the steamid in the "Registration" attribute of the player aircraft object in Tacview.
I think this should work with official dedicated server on windows - if anyone managed to get that working...
or maybe not because the loading manager needs to be changed
will check later
I have windows working since beta.
https://github.com/KopterBuzz/NOBlackBox/releases/tag/0.3.7.1
Added support for the official Dedicated Server binaries (Windows only, for now).
working for me too now, I forgot to port forward
I think it might be beneficial for the community if the rconserver from your dedicated server mod was branched out into a separate bepinex plugin to maintain compatibility with the other plugins that depend on rcon.
I'm gonna reopen that hellhole of a project.... and strip all server stuff from it and just keep rcon/ban
you are the best
didnt realize people actually used my rcon ;-;
I need to implement recording building repairs 
anyways done, rcon and ban
- Destroyed buildings will reappear on the Tacview map after repair.
known issues: containers and jackknife is not being recorded for some reason
will fix hopefully soon
Yay
https://github.com/KopterBuzz/NOBlackBox/releases/tag/0.3.7.3
- Fixed bug that would prevent some vehicles from appearing in Tacview.
- Added "Has been repaired" events that trigger when a Building is repaired from its Destroyed state.
I think that will be the last patch for a short while, I have guests on the weekend so won't have much more time to fix any other bugs etc.
hopefully current state is good enough and no more crazy bugs come to light
What could be the problem, the recording file is not being created?
I'm using the beta version
It's solved
But is there a way to move this REC text to another location?
yes recordingindicatorx and y in the config
i think currently doesn't work in spectator mode as a client, only if you join a faction in online matches, but needs verification
try the latest, the beta is behind latest now as the code has been merged
0.3.7.3 is the latest stable
It's fixed and it works fine in spectator mode too
ah nice i must have had a weird bug yesterday then
why dont i see the lethal ranges no more on tacview
it needs to be reimplemented
i want to do it in an extensible way so probably in 0.3.8
ah
i rewrote a lot of the codebase for performance reasons so some features were gone and im building things back up as time permits
i wonder if its possible to write player joining/disconnecting events into file
since your mod used for moderation, it would be nice to have that
you can just add comments with that into file, so its wont break parsing by tacview
just read what happened ๐ฅ, player log files might have steamid's of joining players
Wait, there is log file somewhere?
in C:\Users\###\AppData\LocalLow\Shockfront\NuclearOption same place as replays and user mission files there is player.log and player-prev.log
if you are using 0.3.7.x any player aircraft should have steamid in the acmi objects Registration label
Yea, i mean it would be nice if joining get you into log
If we imagine some exploit that can be used without actually spawning in plane Tacview would not help with that
and the hex label you see in the unit names, is the object ID inside the acmi
nvm, SteamConnection isnt the same as steamid
will look into it but please also note that pull requests and contributions are welcome
the project is open source
the only thing I am not willing to merge pull requests for is tacview live mode
we already have enough cheats by the looks of it, don't want people "wallhacking/radarhacking" with tacview live mode
how do i open the Acmi file?
You need to download Tacview
oh
to replay the file you need tacview
otherwise its just structured text so you can look at it in any text editor
If you train you probably can imagine small files just by reading raw text
Everything works, but i dont see terrain
i just installed the blackbox mod thing cause of what happened at mnocs with the cheater, and it works and logs steam ids perfectly
did you read the installation instructions
but is there a way to see the steamids without opening the .acmi file in a text editor? maybe inside tacview itself?
you have to download the asset pack and install it
u have to enable the registration number label
How do you see terrain
i already have it
man i shouldve installed this mod a long time ago i couldve had some cool saves ๐ญ
and after u installed it
you have to run the switcher script
if you use free tacview
and then set the terrain layer in tacview to falcon 4
It broken for me
just says a bunch of errors
you have to run it from an admin terminal and also might have to change powershell executionpolicy to bypass
open powershell as admin
set-executionpolicy -executionpolicy bypass -scope process -force
that should change the executionpolicy only for the powershell window you opened not for your machine
and then run the switcher script again
but before you run the switcher script maybe try running the installer script one more time
awesome
the scripts are not signed with a trusted certificate authority's cert so windows panics by default
code signing certs costs too much money so I won't get them signed ๐
look for that object id in the text file and you can grab it easily
i mean i can get it from the acmi text file just fine but i was wondering if theres another way to do it within tacview
if not thats fine, its just a tiny thing
its structured text so you could easily write a bot to do it for you if you want to use tacview for admining, Chad's got some back-end admin stuff set up for his server
I can't make tacview let you copy paste stuff from the labels I'm afraid
well yeah obviously you cant change the app itself but maybe it had something built in, dw about it though
it's not really designed for what we are using it for, but its the best tool we have for these kind of things atm
i was just hoping to catch the steamid of the cheater who keeps going around and abusing the cargo hook to kill people
and it would make it better but yeah i can always just open it in notepad
thanks though and really really awesome mod!!!
i appreciate all the settings in the config text file also lol
config needs to be tidied up and the documentation updated, I do apologize ๐
i was almost about to ask how to get rid of the "REC" but i found it myself
nah its good actually
I added a bunch of new configuration items that aren't in the docs yet
like the recording indicator toggle
you can also turn off recording parachutes
and you can also turn off event recording if you want
but i made that work a bit better so nonsense destruction events don't get recorded anyway
only aircraft, anti air, buildings,ships and nukes
destruction for some anti air might not be recorded actually
esp new ones
yeah thats the one i saw
or the one i was looking for
it wasnt too hard to find
I just set opacity to 0
actually, not sure if i will have any strength for this any time soon, but wonder if you have any resources that can introduce to bepinex modding?
you need a decompiler like dnspy or ilspy or similar, if you want to snoop around the assets you can use asset ripper, and you can get bepinex templates for visual studio
basic understanding of how to code for unity engine helps
I kinda just learned how to mod the game by opening other people's mods in the decompiler and see how they do things 
now you can look at sorce code as well since many NO mods are open source now
@solid rain Am I doing something wrong?
wdym
installed latest release on the server and when i boot no config is generated
set
HideManagerObject =True
in bepinex.cfg
yes
It was set true already
how do i do that with no config?
by default it points to the games appdata folder which might not exist on a server that only has the dedicated server installed
hmmm should have appdata
I will make up a config for you
thank you
i should be able to just drag and drop the noblackbox folder in plugins right?
quoted path or no?
[NOBlackBox 0.3.7.3] because of process filters (NuclearOption.exe, NuclearOptionServer.exe)
@solid rain found the issue
our servers are named different exe wise to control them seperately.
so it skips the mod
yeah pls don't do that lol
idk if its safe not to filter for process names and I can't have thousands of those in there in any way that would be sane to manage
as far as I know
but I will look into it just to be sure
i have to do it this way to manage them via my server control panel
if they all have the same names will they have different process ids? if not I have no way to control the servers status
they will have different PID
are the PID static?
no its new id every time a process is launched
processes have paths those are static
path to the .exe
gotcha
This mod is tested and working on Linux Dedicated Server 
how do you get bepinex on the dedicated? where exactly is the "game root" in this case
https://gist.github.com/James-Frowen/fb12f73c28ff455430dcc288b7010319
https://docs.bepinex.dev/articles/user_guide/installation/index.html?tabs=tabid-nix
and edit the run_bepinex.sh line executable_name="";
executable_name="NuclearOptionServer.x86_64";
and also u need to replace the steamclient.so and libsteamwebrtc.so files in the folder u installed the server to with the ones from the linux64 folder inside
otherwise bepinex will crash the process
ahh ok thanks!
and then its just up to configuring the server and installing the mod into the bepinex/plugins folder as usual
don't forget to set [Chainloader] HideManagerGameObject = true in bepinex.cfg
and edit the OutputPath in the noblackbox config file to one that makes sense on linux
port forwarding for some reason doesn't work for me but I'm just running a vm that I put in the DMZ on my router so I can turn it off any time I don't need it open to the internet
oh i have the server running fine i was just wondering about bepinex specifically
cool
what ports did u have to forward I tried the ones from the github gist but it didn't work for me
on Windows I was able to get it working by forwarding 7778 and 27000-27100
i did 55000 TCP as you suggested a while ago and also 7777 UDP
im running debian 13 if it matters
7777 never gets reserved for me
ahhh sorry 7778 UDP
7778 ye that's always on UDP
i was monitoring what ports get reserved when its in dmz and then trial and error
on the ones that were always present
so i take the .so files in the linux64 and replace them with the ones at the base folder? or other way around
yes, replace the originals with the ones from linux64
ahhhh
for some reason steam puts the 32bit ones in the default location
so if u try to run bepinex it just crashes due to 32-64bit mismatch
that's why u have to replace the files
oh lol sorry I didn't realised you were asking if doing them in that order is right
i may have been๐ฅ ๐ฝ
#ask-for-help message
kept that chat updated as I was going through it earlier
ahhh thx
yay
it worked
the folders got populated n shi
thanks for the help!
you are welcome 
bruhhhh ok so i installed the mod and then it crashed so i reinstalled everything now it cant even do the ./run_bepinex.sh without crashing
i did the cp -r ./linux64/* . -f exactly
the same
#22 0x007fdd66255c21 in mono_set_break_policy
#23 0x007fdd6623c7c0 in _init
#24 0x007fdd6623e9f6 in _init
#25 0x007fdd66242688 in mono_jit_set_domain
#26 0x007fdd662c05fb in mono_install_ftnptr_eh_callback
#27 0x007fdd662c0064 in mono_install_ftnptr_eh_callback
#28 0x00000041118396 in (Unknown)
#29 0x00000040ea6f33 in GroundVehicle:Finalize ()
#30 0x000000410dc924 in (wrapper runtime-invoke) object:runtime_invoke_virtual_void__this__ (object,intptr,intptr,intptr)
#31 0x007fdd664399b1 in mono_marshal_ilgen_init
#32 (nil) in (Unknown)
Aborted
that happens when you dont copy over the .so files oddly enough
could you give me the sha256 hashes of the correct steamclient.so and libsteamwebrtc.so? maybe im going insane
@solid rain
well, it populates everything then crashes like this even with nothing in the plugins folder too
cavem@cavem-vm-ubuntu:~/NuclearOptionServer$ echo steamclient.so | sha256sum
bbf7ef6d5fa66a47c2d9b29c924b42df63449a74fb50a89dc14472bcf48ac148 -
cavem@cavem-vm-ubuntu:~/NuclearOptionServer$ echo libsteamwebrtc.so | sha256sum
ce92b191758cf18c32af07c6eee017353d2a8ef330b498586bbc74155890e75c -
cavem@cavem-vm-ubuntu:~/NuclearOptionServer$
wtf even runserver wont work ./RunServer.sh: line 12: 32634 Aborted ./NuclearOptionServer.x86_64 -logFile server.log -limitframerate 30
what about 32 bit if you have it
if you use bepinex on linux you have to launch the modded application with the run_bepinex.sh
yea i did but that crashes thats the one that gets the first error message
okay so my hashes dont match i guess somehow i copied it over wrong
also the server will crash if you have another one running already that takes the same port
"Port":
{
"IsOverride":true,"Value":7777
},
"QueryPort":
{
"IsOverride":true,"Value":7778
},
you can override the ports in the server config json
mine are
d719d7e93116e53b9e318823e36dd50a4186ea3193485c7a54d8a759495bb759 libsteamwebrtc.so
d647f656ea8063f21e49efe782f05b4d5c8a9b9ffc4920c3553f2b8f9ffc8ef9 steamclient.so
i guess those are the 32 bit ones
steamclient.so: ELF 64-bit LSB shared object, x86-64, version 1 (SYSV), dynamically linked, BuildID[sha1]=e67e1d35d044a8dc36afa42a25bea9456cd91947, not stripped hmmm
it is still 64bit
idk why we have different hashes
oh wait a minute
you did the hash of the literal string "libsteamwebrtc.so" not the file
actually nvm
yeah i have the same hashes
but i think i have another server open
yuuuuuuuuuuuuup
that was it ๐
thanks again
i closed it by doing ctrl z but i guess that doesnt kill the server itself?
cavem@cavem-vm-ubuntu:~/NuclearOptionServer$ cat libsteamwebrtc.so | sha256sum
d719d7e93116e53b9e318823e36dd50a4186ea3193485c7a54d8a759495bb759 -
cavem@cavem-vm-ubuntu:~/NuclearOptionServer$ cat steamclient.so | sha256sum
d647f656ea8063f21e49efe782f05b4d5c8a9b9ffc4920c3553f2b8f9ffc8ef9 -
cavem@cavem-vm-ubuntu:~/NuclearOptionServer$
that should be correct
yeah they match
idk i always try ctrl+c
ok i think ctrl c is the correct way to exit
yeah
ctrl z just kills the script but not the background server
works! captured from my server
[MOD][0.31.1] NOBlackBox - Tacview recording utility for Nuclear Option
I don't see any breaking changes caused by 0.31.1 but if anything funny pls let me know
I don't know if it was like this from the beginning, but the machine gun bullets are not displayed.
bullets are only checked for infrequently because there is so many of them they bloat the .acmi file size
you can try playing with these config values
i haven't updated the descriptions yet so they are incorrect, its not how many times per second, its a time interval in seconds
so 1 = every 1 second
0.2 = every 0.2 seconds
etc etc
bulletsim discovery checks if there are any active gameobjects that own tracers in specified time interval
and then tracer update reads the positions every time interval.
so I'd recommend to try fine tuning both to get a better result, but do be aware that it will have a storage impact.
I will reimplement zipping the finalized acmi file, the stuff already exists in the codebase for it its just not in use atm
can i get a instruction on how to swap the maps manually since the powershell file does not work for me?
neither does the ahk script that i wrote for myself
did u change the terrain layer to falcon 4 ?
btw if you have a tacview license and use the latest beta, its no longer necessary to install the assets
next stable (free) tacview release will include the assets too
yea i did
powershell spits out an error at me
traverse to the directory and then run the script
also make sure u run powershell as admin, as the final destination for all the stuff tacview needs is in %programdata%
Does that mean NO is shortly to be officially supported - I'm a falcon 4 user, so I've held back on this mod so far?
yes, the beta version of tacview already has full support with its own terrain layer for Nuclear Option
how often do stable releases get pushed out?
hmmm seems completely random
i think their main focus has been on Tacview 2 for some time, with the currently available software only seeing occasional "maintenance mode" updates, also its like a small indie dev operation, even smaller than Shockfront from what I can tell
okay so
I cannot get the nuclear option map to load
I
- downloaded the blackbox, put it in the plugins, (BepInX works fine with other mods), ran the game
then downloaded tac view, downloaded the tacview assests, ran the asset installer
then opened tacview, set the terrain to falco 4
closed, tried again, nothing
opened NO files, the assets load in correctly/at the correct coordinates, but still nothing
does anyone have any help
there is another script to set the terrain
Oh, thanks
[MOD][0.31.2] NOBlackBox - Tacview recording utility for Nuclear Option
added support for recording Scenery Objects
[MOD][0.31.3] NOBlackBox - Tacview recording utility for Nuclear Option
asset pack has also been updated
https://github.com/KopterBuzz/NOBlackBoxTacviewAssets/archive/refs/heads/main.zip
not everything works perfectly
but now custom sceneries are recorded
hoping to tackle cities and bridges next
๐ ๐ฅณ ๐
seems like i can't get this to work
i just installed Tacview via steam, the free version
it won't let me switch to the NO map
regardless of what i try
Why am I looking at a bacteriophage ๐
We fixed it.
It's one of Klaw's maps
๐ป
blowover in an ifrit lmao
figured out how to turn the buildings off so we can scan cleaner heightmaps ๐ป
(and it also should be able to put the buildings back in Tacview ^^)
How do I set this up?
Also I got the steam tacview just for this and jt says trial-21 days remaining
You have to download bepinex, and the mod itself and apply them to the game as the instructions say
The 21 day trial is of the standard and advanced versions of tacview, so in 21 days your program is going to revert to the most basic version, which for the most part should work good enough
i love to see it
But what more would this do?
you dont have to do any file setup for the models and everything to load now i think
Ok that's very cool
i wonder how they were able to legally sell tacview with it including the map files and models
Specifically for NO, or what do you mean?
yeah, unless they were given an exception it seems weird to charge money for some versions of tacview that include nuclear option's models and maps
We worked with the Tacview team on this. They have Shockfront's permission. Really great team over at Tacview. ๐
neat
also im pretty sure thats because its a beta
once its fully done and released you'll be able to get it for free
I meant they still sell copies on steam for money of nuclear option assets even after its made free (with extra features)
if there's an agreement then it's fine though
Tacview have much longer development cycle compared to NO
Wonder if assets in Tacview will be few patches older than game
this could very well be the case
and for that reason the asset installer script will remain available and maintained
I wonder if its possible with Tacview's Lua interface to build a plugin that updates the NO assets from github...
https://github.com/KopterBuzz/NOBlackBox/blob/main/INSTALL.md updated install instructions to reflect the changes latest Tacview version brings
I'm in the process of setting up blackbox but I'm having some difficulties finding the game recordings if it's being recorded at all. To my knowledge, once you have the blackbox files in the bepinex plugins folder it should start recording automatically, I don't know if I'm missing files or something along those lines
did you do this
Yeah I did that and I've been following that guide
Do you mind sending a picture of your plugins folder to compare it to mine?
Also where should the recordings be saved to? Are they supposed to be saved here?
C:\Users\User\AppData\Locallow\Shockfront\NuclearOption
im on phone its midnight here m8
yes
you can change it in the mods config if u want
outputpath value
Alr I wanted to verify that
But the recordings aren't being saved/it's not being recorded
I just realized that apart from the bepinex plugin folder NO also has it's own plugin, idk if that has anything to do with what's going on with the recordings not saving
bepinex is the modding framework
noblackbox is the tacview recorder plugin
you need to have noblackbox in the plugins folder of the modding framework, so it can load the plugin
otherwise nothing will happen
Alr let me give it a shot
And see if it works
It's still not working for me
What kind of file are the recordings saved as?
can you share the games log file?
Player.log located in C:\Users\USERNAME\AppData\LocalLow\Shockfront\NuclearOption
yes
can u upload your bepinex.cfg
the mod loads but does nothing beyond initializing its settings
i must ask you again
did you change this in bepinex.cfg
#1262110297070632992 message
Unity is killing the game manager
How can I fix that?
bro

Whattttttt
Hold on
It didn't save
It says true when I open it but it isn't saving?
umm
yeah thats how computets work
if you dont save the file the change is not written to disk
most text editors dont autosave
It sounds stupid but every time I open the file it displays true
Let me run the game
then its working
Can I remove it or do I have to deal with it?
you can turn off the indicator if you want, or move it elsewhere
check the configuration reference in the install instructions
no worries mate
Do I have to download the bepinex config manager? @solid rain
we got there in the end
it is not necessary u can just edit the settings in the xyz.kopterbuzz.noblackbox.cfg
but cobfiguration manager lets u change settings whitout having to restart the game
i normally have it installed
Nice, thank you so much for the help!
you are welcome, and thank you for trying the mod 
I started to work on updating the assets for 0.32 but I do not have a lot of time to allocate to it so it might take a few days to get it published
as far as I see the recorder should still work but it might not pick up and record all new units
apologies for the delay
[MOD][0.32] NOBlackBox - Tacview recording utility for Nuclear Option
I also updated the asset pack
instructions are in this bit from step 2@
https://github.com/KopterBuzz/NOBlackBox/blob/main/INSTALL.md#the-tacview-assets
the cas1 is facing the wrong way, I will fix it tomorrow
its ๐ป o clock now
or if anyone fancies fixing it, please do so and send a PR
i have horrible internet and any git push is a pain in the ass
should be fixed now
i realised i accidentally committed a higher triangle count model for CAS1 and not the low poly version, that's why my git push didn't want to complete ๐ซ

some of the models are beyond 4k triangles so the pack still needs some love but things appear to work as intended so far
enjoy ๐ป
cool
@tawny dirge post bepinex log and player.log
Got it
also post your bepinex.cfg from the games bepinex/config folder
its in the appdata/locallow/shockfront/nuclearoption folder
same place whete the replays directory will be generated
how many copies of the noblaclbox.dll do u have in the plugins folder
its trying to load twice
is there another one in plugins, on folder up?
Nope
if yes, delete it
There is only one
bepinex is finding 2 plugins do you have other mods
Nope its clean
then delete bepinex and try again, its trying to load the mod twice, the only logical explanation to that is having 2 copies of the plugin
i just reinstalled it on my computer from scratch and it works on my machine so I don't know what to tell you
I don't have time for more hands-on support
also you are running an older version of the mod can you try the latest 0.3.7.5
its the latest release and the permalink in the docs should be pointing you to that anyway
yeah let me try that real qucik
all I can say for sure is that your bepinex load events in the player.log should be looking like this:
[Message: BepInEx] BepInEx 5.4.23.4 - NuclearOption (15/12/2025 14:45:11)
[Info : BepInEx] Running under Unity v2022.3.62.7762112
[Info : BepInEx] CLR runtime version: 4.0.30319.42000
[Info : BepInEx] Supports SRE: True
[Info : BepInEx] System platform: Bits64, Windows
[Message: BepInEx] Preloader started
[Info : BepInEx] Loaded 1 patcher method from [BepInEx.Preloader 5.4.23.4]
[Info : BepInEx] 1 patcher plugin loaded
[Info : BepInEx] Patching [UnityEngine.CoreModule] with [BepInEx.Chainloader]
[Message: BepInEx] Preloader finished
[Message: BepInEx] Chainloader ready
[Message: BepInEx] Chainloader started
[Info : BepInEx] 2 plugins to load
[Info : BepInEx] Loading [Configuration Manager 18.4.1]
[Info : BepInEx] Loading [NOBlackBox 0.3.7.5]
[Debug :NOBlackBox] Loading Settings.
[Debug :NOBlackBox] UpdateRate = 5
[Debug :NOBlackBox] OutputPath = C:/Users/cavem/AppData/LocalLow/Shockfront/NuclearOption/Replays/
[Debug :NOBlackBox] AutoSaveInterval = 60
[Debug :NOBlackBox] UseMissionTime = True
[Debug :NOBlackBox] RecordSteamID = True
[Debug :NOBlackBox] RecordSpeed = True
[Debug :NOBlackBox] RecordAOA = True
[Debug :NOBlackBox] RecordAGL = True
[Debug :NOBlackBox] RecordRadarMode = True
[Debug :NOBlackBox] RecordLandingGear = True
[Debug :NOBlackBox] RecordPilotHead = True
[Debug :NOBlackBox] CompressIDs = False
[Debug :NOBlackBox] MetersPerScan = 4
[Debug :NOBlackBox] HeightMapResolution = 8192
[Debug :NOBlackBox] Generate Heightmap key = F10
[Debug :NOBlackBox] EnableHeightmapGenerator = True
[Debug :NOBlackBox] RecordEjectedPilots = False
[Debug :NOBlackBox] DestructionEvents = True
[Debug :NOBlackBox] AutoStartRecording = True
[Debug :NOBlackBox] EnableAutoSaveCountDown = False
[Debug :NOBlackBox] EnableRecordingIndicator = True
[Debug :NOBlackBox] AutoSaveCountDownX = 0.1
[Debug :NOBlackBox] RecordingIndicatorX = 0.2
[Debug :NOBlackBox] RecordingIndicatorX = 0.2
[Debug :NOBlackBox] AutoSaveCountDownX = 0.1
[Debug :NOBlackBox] TextColorR = 1
[Debug :NOBlackBox] TextColorG = 1
[Debug :NOBlackBox] TextColorB = 1
[Debug :NOBlackBox] TextColorA = 1
[Debug :NOBlackBox] EnableUnknownUnitLogging = True
[Debug :NOBlackBox] EnableEncyclopediaExporter = True
[Debug :NOBlackBox] EncyclopediaExporterKey = F11
[Debug :NOBlackBox] StartStopRecordingKey = F8
[Debug :NOBlackBox] LOADED.
[Debug :NOBlackBox] Wait Time = 0.2
[Message: BepInEx] Chainloader startup complete
(ignore the bepipnex configuration manager related things)
but yours looks like this
[Message: BepInEx] BepInEx 5.4.23.3 - NuclearOption (11/3/2025 9:22:10 AM)
[Info : BepInEx] Running under Unity v2022.3.62.7762112
[Info : BepInEx] CLR runtime version: 4.0.30319.42000
[Info : BepInEx] Supports SRE: True
[Info : BepInEx] System platform: Bits64, Windows
[Message: BepInEx] Preloader started
[Info : BepInEx] Loaded 1 patcher method from [BepInEx.Preloader 5.4.23.3]
[Info : BepInEx] 1 patcher plugin loaded
[Info : BepInEx] Patching [UnityEngine.CoreModule] with [BepInEx.Chainloader]
[Message: BepInEx] Preloader finished
[Message: BepInEx] Chainloader ready
[Message: BepInEx] Chainloader started
[Info : BepInEx] 2 plugins to load
[Warning: BepInEx] Skipping [NOBlackBox 0.3.4] because a newer version exists (NOBlackBox 0.3.4)
[Info : BepInEx] Loading [NOBlackBox 0.3.4]
[Info :NOBlackBox] [NOBlackBox]: Loading Settings.
[Info :NOBlackBox] [NOBlackBox]: UpdateRate = 5
[Info :NOBlackBox] [NOBlackBox]: OutputPath = C:/Users/ADMIN/AppData/LocalLow/Shockfront/NuclearOption/Replays/
[Warning:NOBlackBox] [NOBlackBox]: Invalid OutputPath! Setting default value C:/Users/ADMIN/AppData/LocalLow/Shockfront/NuclearOption/Replays/!
[Info :NOBlackBox] [NOBlackBox]: AutoSaveInterval = 60
[Info :NOBlackBox] [NOBlackBox]: UseMissionTime = True
[Info :NOBlackBox] [NOBlackBox]: RecordSpeed = True
[Info :NOBlackBox] [NOBlackBox]: RecordAOA = True
[Info :NOBlackBox] [NOBlackBox]: RecordAGL = True
[Info :NOBlackBox] [NOBlackBox]: RecordRadarMode = True
[Info :NOBlackBox] [NOBlackBox]: RecordLandingGear = True
[Info :NOBlackBox] [NOBlackBox]: RecordPilotHead = True
[Info :NOBlackBox] [NOBlackBox]: CompressIDs = False
[Info :NOBlackBox] [NOBlackBox]: MetersPerScan = 4
[Info :NOBlackBox] [NOBlackBox]: HeightMapResolution = 4096
[Info :NOBlackBox] [NOBlackBox]: Generate Heightmap key = F10
[Info :NOBlackBox] [NOBlackBox]: EnableHeightmapGenerator = False
[Info :NOBlackBox] [NOBlackBox]: EnableAutoSaveCountDown = False
[Info :NOBlackBox] [NOBlackBox]: AutoSaveCountDownX = 0.1
[Info :NOBlackBox] [NOBlackBox]: AutoSaveCountDownX = 0.1
[Info :NOBlackBox] [NOBlackBox]: TextColorR = 1
[Info :NOBlackBox] [NOBlackBox]: TextColorG = 1
[Info :NOBlackBox] [NOBlackBox]: TextColorB = 1
[Info :NOBlackBox] [NOBlackBox]: TextColorA = 1
[Info :NOBlackBox] [NOBlackBox]: EnableUnknownUnitLogging = False
[Info :NOBlackBox] [NOBlackBox]: EnableEncyclopediaExporter = False
[Info :NOBlackBox] [NOBlackBox]: EncyclopediaExporterKey = F11
[Info :NOBlackBox] [NOBlackBox]: LOADED.
[Info :NOBlackBox] [NOBlackBox]: Wait Time = 0.2
its trying to load the same plugin twice
are you logged into the computer with the built in administrator account?
maybe try to run the game as admin
I am
Ill try that
Yeah still did not work
try to change the OutputPath value in the xyx.kopterbuzz.noblackbox.cfg file to something that is not in the built in administrator accounts user profile
and for the record using a computer as a daily driver with internet access with the built in administrator account is not a very good idea and i strongly encourage you stop doing it
sorry its called OutputPath, not DefaultPath
i can see in the log that bepinex can't access the default in the user profile
Yeah so i dont know any of that stuff
LEt me uhh try
So change this to smth else?
yes
Still wont work
Uhhhh not sure tbh never tried other mods
its probably a big ask but you should really try not being logged in with the built in administrator, and see if it works that way
it could be that the OS is sandboxing random stuff and stopping it from working properly because its "trying to protect you from yourself"
Yeah ill see if i can do that
But i gtg sleep so ill see if it works tmr
Thanks for helping big man โค๏ธ
I was able to replicate this by using the admin account of my computer
so its definitely related to that
running things as the inbuilt ADMIN breaks things no matter the OS
things start running with wrong permissions and variables get changed
yeah
as far as I'm concerned I think running as ADMIN or root should be unsupported behavior, but that's me
i added a disclaimer to confirm this is considered an unsupported configuration before your message came through ^^
gotcha
this can be really fvcky on Linux cause whenever something makes a file it automatically gets slapped as root:root
which makes it uninteractive to most userland tools
my linux servers appear to be fine
thankfully
but I should harden the containers to not run stuff as root inside them ๐
oh absolutely not
ideally you use nobody
but I'm not sure nobody works here
which means you might make an account specifically for the server, which you should do anyways in some instances
im still learning how to do things properly on linux tbh, I'm an SCCM/Intune engineer by trade
ahhh you don't use nobody
you create a custom user and lock it down as necessary
nobody is strictly used when you never touch anything like disk operations
or rather, for NFS
that's why nobody exists
sddm:x:459:459:SDDM daemon:/var/lib/sddm:/usr/sbin/nologin
vnc:x:458:458:user for VNC:/var/lib/empty:/usr/sbin/nologin
senhara:x:1000:1000:Senhara:/home/senhara:/usr/bin/zsh
games:x:457:457:Games account:/var/games:/usr/sbin/nologin
chrony:x:456:456:Chrony Daemon:/var/lib/chrony:/usr/sbin/nologin
svn:x:455:455:user for Apache Subversion svnserve:/srv/svn:/usr/sbin/nologin
dockremap:x:451:451:docker --userns-remap=default:/:/usr/sbin/nologin
fwupd-refresh:x:450:450:Firmware update daemon:/var/lib/fwupd:/usr/sbin/nologin
nvidia-persistenced:x:449:449:User for NVIDIA Persistenced Service:/var/lib/nvidia-persistenced:/usr/sbin/nologin
pesign:x:446:446:PE-COFF signing daemon:/var/lib/pesign:/usr/sbin/nologin
mpd:x:445:490:Music Player Daemon:/var/lib/mpd:/bin/false
yeah you just, make a user and lock it down
Right i have a little bit of free time for now
IM not really that well versed in PC so i am sorry for that
How do i exactly do that?
Learn how to add user accounts in Windows 10 and Windows 11. With an account, each person has separate files, browser favorites, and a private desktop.
Yeah i did it and still wont work
Im so confused lmao
delete the noblackbox config file
it may be pointing at old invalid outputpath
Would it still work of its a shared folder?
IT just wont work dude im bouta loose my mind
Could you show your plugins folder?
lets see a new player.log
1 plugin to load
are you logged in as ikd96?
Yeah you said switch accounts
do u have any 3rd party antivirus software installed?
No
can you change the output path again to idk something like c:/temp/replays/
also create the folder manually
show us the log again
This one?
I did idk why its doing that
try turning off windows defender application guard
in windows security settings
i think its trying to sandbox the game
Its not activated
can you show me plauer.log instead of logoutput log pls
thatogoutput.log file looks old
show me your xyz.kppterbuzz.noblackbox.cfg file from the nuclear option/bepinex/config directory pls
then change the output path in the config to that
did u save the file after editing ๐ง
make sure in the cfg file the path ends with /
so
OutputPath = C:/temp/replays/
Still no
@solid rain yo dude i got it working but i cant load the map for everon
you need to have tacview 1.9.5 and then you can just select the nuclear option terrain layer in tacview settings
Thank you
try to make a recording then send me the Player.log file from c:/users/your user name/appdata/locallow/shockfront/nuclearoption
aah
frick
happens
Now I just need to figure out how to get TacView to not just do a top down view
the bottom ribbon has the different cameras
also i think f1 is a cheat sheet for all hotkeys
or ctrl-f1, i never remember
one of them
Cockpit view is broken I think or I'm probably doing something wrong again
Yep, it was the latter
you need to select a unit then it should work
idk what it does for ground or naval units though
I really appreciate your help with all this btw, thank you!