#[MOD][0.32] NOBlackBox - Tacview recording utility for Nuclear Option

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solid rain
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ye we convert the unity coordinates to geodetic

north pelican
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noice.

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i'm guessing it adds a tiny bit to distance measurements but not enough to matter?

solid rain
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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

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codebase grew arms and legs a bit, will need a cleanup ^^

solid rain
north pelican
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for sure.

solid rain
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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

north pelican
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"people were to busy figuring out whether they could to ask the question of whether they should..."

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i think that applies lmao

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"I am become death, destroyer of coordinate systems"

solid rain
north pelican
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out of curiosity- are targeting vectors accessible in memory like locks would be in DCS or BMS?

solid rain
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yes

north pelican
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i can think of about 4 different ways that would add extra complexity but it would be interesting haha

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that moment when a darkreach decides to drop 70+ PAB-250s on individual targets

solid rain
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i think we record locks by default, but in tacview you have to toggle it on to see them

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idk if it works for everything but it is implemented

solid rain
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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!

solid rain
opaque depot
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the future is now lol

solid rain
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300mbps down, ISDN speed up lmao

solid rain
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@leaden bolt latest version should help with performance issues ^^

oblique lichen
north pelican
solid rain
oblique lichen
opaque depot
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positions and interpolation seem ok, but rotations are broken, and static objects sometimes start to wander off for some reason

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and the code is such a hackjob that even i dont understand it

solid rain
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pretty neat

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๐Ÿป

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happy to collab

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if u want

opaque depot
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i've been throwing crap at a wall and see what works

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i refused to read docs lol

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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

solid rain
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either way gotta see the code if you can grant access somehow and then i can see if i can help

meager monolith
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Seeing my dream coming to life rn ๐Ÿฅณ

solid rain
leaden bolt
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how do I get tacview to display player names?

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haven't figured that out

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new to the software

opaque depot
leaden bolt
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oh

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i was looking at AI planes

solid rain
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beat me to it! ๐Ÿ˜„

leaden bolt
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i'm reviewing the TT vs ATF match

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so I wanted to know how tf to find myself and other people at certain points

solid rain
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is the last pre-release better for you in regards to performance ?

leaden bolt
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i'm not running the mod rn because Tacview shits the bed under Linux

solid rain
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aah

leaden bolt
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so testing and reviewing functionality would require rebooting into Windows, then back into Linux, etc etc

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so I'm strictly playing back other tacview recordings

solid rain
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yeah the mod uses windows specific paths etc and generally unsure if tacview would work on linux anyway

leaden bolt
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rn it doesn't

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Tacview that is

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the next major overhaul is planned to add native Linux support tho

solid rain
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tacview 2 allegedly will have native os support for more platforms indeed

leaden bolt
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even if Tacview worked on Linux via Wine/Proton I could do all the mod shit NOBlackBox needs

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the Wine Prefix is basically just an emulated Windows disc

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can navigate to programdata there

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ez dubz

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ok so this is 100% a tacview thing

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how come the labels I want don't show up

opaque depot
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wdym

leaden bolt
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I want to see altitude and speed, so I click those options, but tacview doesn't show them

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oh wild

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tacview just

opaque depot
leaden bolt
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doesn't display IAS

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for some reason

solid rain
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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.

opaque depot
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oh yeah, ias doesnt work

solid rain
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does the game even have IAS, or does it only have TAS

leaden bolt
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only TAS

solid rain
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oh ya we just dump the unit.speed as TAS value into the .acmi

opaque depot
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tool assisted speedruns? in my NO?

solid rain
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if that is incorrect I'm happy to make changes that make sense

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I am not aeronautik

leaden bolt
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NO actually doesn't have IAS in any shape or form

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I simply prefer it

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TAS is ok tho

solid rain
leaden bolt
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one question

solid rain
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also writing state machines is tedious af

leaden bolt
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how do I get object names to display for player objects?

opaque depot
leaden bolt
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I want to see what missile got fired but the name just says Senhara (Senhara)

solid rain
leaden bolt
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ahh

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ok

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so it's developer error

solid rain
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when is next NOCS i will try to push a fix before then

leaden bolt
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8th of August is when NOCS starts

solid rain
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ah ok plenty of time

leaden bolt
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prolly a simple fix anyways

solid rain
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it won't help old recordings but new ones made with the new version will be fine

leaden bolt
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ye

opaque depot
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will the NOCS matches be recorded?

solid rain
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idk but just in case ^^

opaque depot
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i hope they will

solid rain
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the stuttering should be gone from the recorder anyways so shouldn't have any impact on servers

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or clients for that fact

opaque depot
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how are the nocs matches usually organised btw? mitch or someone just hosts a normal private game?

solid rain
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i wish i had time to play in a nocs team but I travel too much lol

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can't keep a consistent routine for gaming

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Tacview Beta 11 just dropped

we be coding tonight

solid rain
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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!

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updated patch notes

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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

solid rain
leaden bolt
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Ok ok

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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?

solid rain
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hmm I didn't think about that but I know how to fix it

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would that look OK

leaden bolt
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Yeah

solid rain
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or aircraft short name (playername)

leaden bolt
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uhhh

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Hold on lemme see how DCS Tacview data shows up

solid rain
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latter would look more consistent with the ai planes

leaden bolt
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DCS Tacview data goes AircraftShortname (Playername)

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So the shortname would be proper

solid rain
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sure thing

leaden bolt
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Cool cool

solid rain
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ok now the missiles are named after the owner again i am getting confused here

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gonna take another look tomorrow DespairGe

solid rain
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finally

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i lost some commits because "we accidentally the version control"

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that' why the missiles names got screwed up again xd

solid rain
solid rain
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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

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historically, they would always just stay neutral like this

opaque depot
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WOHOO

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Awesome work as always

solid rain
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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

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so very soon nobody will need to manually swap xml files to switch terrains in Tacview

solid rain
leaden bolt
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I'm glad Tacview is so willing to work with y'all

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And go "huh having this feature makes sense, let's do that"

solid rain
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its fantastic

marble flame
low pasture
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Wait tacview is working wit hyou guys? That's awesome

opaque depot
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Yes, its awsome

solid rain
solid rain
leaden bolt
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Ooh, experimental nuke blast radius?

leaden bolt
# solid rain

Is this a new feature of Tacview or something wacky the mod is doing?

solid rain
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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

leaden bolt
solid rain
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that would be way too complicated I want to save some FPS for playing the game ๐Ÿ˜„

leaden bolt
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True

solid rain
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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

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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

solid rain
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doesn't include the explosions

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But Tacview Beta 12 is out

solid rain
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i will patch it after the weekend, im away for a short vacation VeryGood

solid rain
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  • fixed the errors mentioned in previous message
  • added explosion tracking
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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....

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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....

solid rain
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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.

solid rain
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[MOD][0.30.95] NOBlackBox - Tacview recording utility for Nuclear Option

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coulnd't test MP yet but recording as host is unaffected by patch

solid rain
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MP also successfully tested

solid rain
pale charm
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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)

solid rain
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I need to readd zipping!

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used to compress it into archive in older builds but when we changed to the current ACMI writer architecture it was dropped

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i am aware of the tacview command line options and did think about using it previously once the writer closes but keep forgetting ๐Ÿ˜„

oblique lichen
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:( no money for beta build

solid rain
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mod works with stable too just no auto map switching in tacview

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but next stable release should include that too

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as far as I know

pale charm
opaque depot
leaden bolt
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some systems, like mine, don't have Tacview installed on recording

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calling native system functions to pack it into a zip would be better imo

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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

solid rain
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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

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a lot of features i wanted to implement are now in place so maybe its time to revisit it

bronze dove
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Unity has zip file support built in. It just risks rendering the file difficult to read if the recorder gets interrupted for whatever reason

low pasture
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the .acmi file is just a zip anyway I think

solid rain
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but tacview can read zipped acmi directly

solid rain
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I will try to put it in a separate thread so a new recording can begin seamlessly on mission restart etc

viral dagger
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What is the last full Release with bepinex cfg?

solid rain
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bepinex config will create itself when you run it the first time on a clean install

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there is no config in the mod release

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when the mod loads the first time bepinex will generate the config with the default values

solid rain
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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

GitHub

Tacview Recorder for Nuclear Option. Contribute to KopterBuzz/NOBlackBox development by creating an account on GitHub.

solid rain
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also added a map switcher script to make it a little bit easier to use Tacview Free/Stable for the time being ^^

viral thorn
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ok so I havent updated my tacview in a bit, are these manual installs or updates?

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im assuming the former

ember summit
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Hey lads, u guys probs get this alot but having a hard time with the Map not showing up

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been trying to follow these steps but its still not working and dont know if im doing something wrong

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"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."

solid rain
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also read the next section about switching maps

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your text is referencing old instructions. they were recently updated.

ember summit
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thank you ill give this a go, do i need to remove anything from the old instructions ?

solid rain
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actually i need to fix something give me 30 minutes

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the asset installer script meant for free tacview is missing from the package...

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"we accidentally the version control"

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ah nvm it is there but its called install_stable.bat

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idk why i wrote install_standard in readme...

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i need more coffee just woke up lol

solid rain
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fixed the bad script name in instructions

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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

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and in that case also don't forget to set tacview terrain setting to falcon 4

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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

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as long as you are viewing a recording that was made with noblackbox 0.3.6 or newer

ember summit
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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 pepeThumbsUp

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im pretty awful with these types of stuff hahahha

solid rain
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re-ran the install script, ran map switcher script, changed terrain layer

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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

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switch to other terrain with the script

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๐ŸŽบ

ember summit
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@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 ?

solid rain
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you don't need to generate your own heightmap

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it is in he asset pack

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i mean you can if you want but its not necessary

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its there to future proof the mod so people with custom terrains will be able to create heightmaps for tacview

ember summit
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ahhhhh gotch yea,

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yea looks pretty good man thank you lots bro

solid rain
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you are welcome

leaden bolt
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or do you not have a git environment

solid rain
# leaden bolt I mean wouldn't a git push only update the selected files?

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 ๐Ÿคฃ (and i spend my time between my place and her place in chunks as we live in different countries)

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i can manage the assets separately without packaging releases for them

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and the mod dll files are small

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and yes i do have a git environment

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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

viral dagger
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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...

solid rain
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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...

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you can right click/properties/unblock => apply and it will run

viral dagger
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<--- Noob @ programming ๐Ÿคทโ€โ™‚๏ธ Sorry for that.

solid rain
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it is not your fault at all, code signing costs money, and windows sucks

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it is a general problem with free software these days

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cert mafia at large

viral dagger
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Okay, even I didn't know that. ๐Ÿ˜…

viral dagger
opaque depot
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maybe a javascript or python script? .exe's are scary to people :D

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but if it works it works VeryGood

solid rain
viral dagger
opaque depot
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i unironically loved javascript when i was learning programming. i could write the most incoherent mess and it just worked

solid rain
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i did the same but with powershell tbh

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whenever I have to fix old code at work that I wrote years ago I need to take a nap from the pain

bronze dove
# solid rain

Some of these are kinda obvious if you are familiar with javascript and the underlying data types and code

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And are true for all languages

solid rain
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but its funny for ignorant fools like me DogeLaugh

stone void
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silly question

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the nuclear option terrain layer is in the tacview beta right

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or is it in the stable version

solid rain
wild mason
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will there be an option to declutter ejected pilots and dead units

solid rain
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ye

burnt hollow
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Is there an updated guide? Still haven't been able to figure out how to get the terrain to load on the Tacview side.

solid rain
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yes the links in the OP are up to date and point to latest docs and versions

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OP is Pinned in case you are on phone and don't have "go back to top" button

solid rain
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if the text is hard to understand I'm aware that I wrote it in raving lunatic mode xd

burnt hollow
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Klaw's vid, but the terrain still won't load in tacview

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As for updating. Do i just delete the old BepinEX files?

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Figured I would try it again and update it while in the process.

burnt hollow
stone void
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Is that not normal

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I thought you could only get the terrain on the tacview beta

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With the nuclear option terrain layer

solid rain
solid rain
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pls check pin, i even wrote install scripts for the assets for different tacview versions (free or stable and beta)

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and there is also a script you can use to switch the active terrain in free tacview

prime heart
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I created a Replay-Bot in our discord to fetch recordings automatically regardless of time zone that the server records in

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So admins can fetch a direct link to that specific replay in reference to a ticket

prime heart
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Google drive syncing footage is a bit of a headache

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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

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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

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*15 mins

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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

solid rain
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ya i would follow a similar pattern if i had to set up smth like that

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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

solid rain
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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)?

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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

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(and results in smaller acmi files as well hopefully)

opaque depot
solid rain
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awesome!

solid rain
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50 mins escalation with 16 ai, only 60 megabytes
promising gains

solid rain
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hopefully performance is still good ^^

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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

solid rain
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haha

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first time I managed to truly wreck the game with modding

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i have unlimited FPS though! ๐Ÿ˜„

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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.

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but idk how because I'm not patching any networking code

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or more like not patching any existing code to begin with

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i think i fixed it

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  • 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.
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also implemented something to make destroyed objects invisible but it only kinda works half the time.

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I have no idea why and I lost too much hair in the process of obsessing over it.

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I'm literally setting objects to Visible=0.0 in the tacview file which should make them invisible but it doesn't always happen.

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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.

solid rain
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when the Visual Studio code metrics hit just right

solid rain
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there might be a bug with explosions

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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

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50 minutes of escalation with no bullets: 60mb
20 minutes of escalation with bullets: 180mb DespairGe

strange wigeon
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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

solid rain
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was tacview running while you ran the asset installer acript

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if yes, restart tacview

solid rain
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try to run the installation script from an admin command prompt

strange wigeon
solid rain
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if not , the admin elevation didn't work

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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

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and then run the tacview map switcher script

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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)

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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

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so if you followed every step I just outlined above,
you should see this

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I just reinstalled my tacview stable version + cleaned the tacview programdata folder, and re-ran the scripts

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so it definitely works

solid rain
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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

strange wigeon
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It works now

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And unblock all files

solid rain
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ya I can't do anything about windows defender not trusting the files

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but the code is open so you can check it yourself if you don't trust it ๐Ÿ˜„

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glad u got it working

prime heart
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I followed the steps why is my computer speaking to me in mandarin?

solid rain
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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

prime heart
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Sorry I was joking man DogeLaugh

solid rain
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i know VeryGood

solid rain
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i think i finally figured out how to make sure small explosives don't generate massive explosion visuals in tacview

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they were looking kinda silly

solid rain
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I might have also finally figured out how to clean up greyed out objects....

zealous thorn
solid rain
#

the answer lies in the heart of battle

solid rain
#
  • 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.
solid rain
#

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

solid rain
#

i also need to reimplement sensor ranges and target locking

solid rain
#

and also need to add extensible tacview object type designations for supporting modded units

solid rain
solid rain
#

oh nvm I'm dumb

#

so we can do targeting for everything, but only up to 10 targets per thing DespairGe

sinful fable
solid rain
#

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 ๐Ÿ˜ข ).
  • Added Configuration settings for Recording Indicator

Update 4

  • Fixed incorrect unit name tags for guided munitions.
GitHub

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.
Add...

#

probably won't touch anything now until 0.31 releases

solid rain
#

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)

solid rain
#

finally figured out why stratolance launchers weren't showing

opaque depot
#

they have stealth technology

solid rain
solid rain
#

ooo I'm curious what slingloading will look like in tacview ๐Ÿ˜„

opaque depot
#

2 completely unrelated units hovering above eachother

solid rain
#

I'm hoping there won't have to be any trickery with the units and it is gonna just work out of the box

opaque depot
#

Are the steamid's being recorded now too btw? atleast in mp lobbies

solid rain
#

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

opaque depot
#

yay

solid rain
#

the hunt for red october truefalse DogeLaugh

opaque depot
#

btw have you seen the replay file in question? its wild lmao

solid rain
#

nope but I have seen vids uploaded to one of the chats here

prime heart
solid rain
#

i just woke up

anyone tried this with 0.31 yet?

opaque depot
#

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

solid rain
#

testing fix

#

ayy I think I got it working

opaque depot
#

yeah seems this mod is only lightly maimed

solid rain
#

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 ๐Ÿ˜ข ).
  • 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
GitHub

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.
Add...

#

[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 DespairGe

#

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

solid rain
#

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 ๐Ÿ˜ข ).
#

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.

solid rain
#

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

deep ridge
#

I have windows working since beta.

solid rain
solid rain
solid rain
deep ridge
#

I'm gonna reopen that hellhole of a project.... and strip all server stuff from it and just keep rcon/ban

solid rain
#

you are the best

deep ridge
#

didnt realize people actually used my rcon ;-;

solid rain
#

I need to implement recording building repairs DespairGe

deep ridge
#

anyways done, rcon and ban

solid rain
#
  • 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

fallow solar
#

Yay

solid rain
#

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

junior jacinth
#

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?

solid rain
solid rain
solid rain
#

0.3.7.3 is the latest stable

junior jacinth
solid rain
#

ah nice i must have had a weird bug yesterday then

wild mason
#

why dont i see the lethal ranges no more on tacview

solid rain
#

i want to do it in an extensible way so probably in 0.3.8

wild mason
#

ah

solid rain
#

i rewrote a lot of the codebase for performance reasons so some features were gone and im building things back up as time permits

pale charm
#

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

opaque depot
opaque depot
solid rain
#

if you are using 0.3.7.x any player aircraft should have steamid in the acmi objects Registration label

pale charm
solid rain
#

and the hex label you see in the unit names, is the object ID inside the acmi

opaque depot
solid rain
#

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

tepid elm
pale charm
tepid elm
#

oh

solid rain
#

to replay the file you need tacview

#

otherwise its just structured text so you can look at it in any text editor

pale charm
#

If you train you probably can imagine small files just by reading raw text

tepid elm
weary talon
#

i just installed the blackbox mod thing cause of what happened at mnocs with the cheater, and it works and logs steam ids perfectly

solid rain
#

did you read the installation instructions

weary talon
#

but is there a way to see the steamids without opening the .acmi file in a text editor? maybe inside tacview itself?

solid rain
#

you have to download the asset pack and install it

solid rain
#

u have to enable the registration number label

weary talon
#

ahhh nice thanks

#

thats good but also i cant copy/paste it though

tepid elm
weary talon
#

is there a list like the event log or something?

#

dawg

#

he just told you

tepid elm
weary talon
#

man i shouldve installed this mod a long time ago i couldve had some cool saves ๐Ÿ˜ญ

solid rain
#

you have to run the switcher script

#

if you use free tacview

#

and then set the terrain layer in tacview to falcon 4

tepid elm
#

just says a bunch of errors

solid rain
#

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

tepid elm
#

it works now

#

thx

solid rain
#

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 ๐Ÿ˜›

solid rain
weary talon
#

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

solid rain
#

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

weary talon
#

well yeah obviously you cant change the app itself but maybe it had something built in, dw about it though

solid rain
#

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

weary talon
#

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!!!

weary talon
#

i appreciate all the settings in the config text file also lol

solid rain
#

config needs to be tidied up and the documentation updated, I do apologize ๐Ÿ˜„

weary talon
#

i was almost about to ask how to get rid of the "REC" but i found it myself

#

nah its good actually

solid rain
#

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

weary talon
#

or the one i was looking for

#

it wasnt too hard to find

weary talon
#

this is how you do it

pale charm
solid rain
# pale charm actually, not sure if i will have any strength for this any time soon, but wonde...

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 DogeLaugh
now you can look at sorce code as well since many NO mods are open source now

prime heart
#

@solid rain Am I doing something wrong?

solid rain
#

wdym

prime heart
#

installed latest release on the server and when i boot no config is generated

solid rain
#

set
HideManagerObject =True
in bepinex.cfg

prime heart
solid rain
#

yes

prime heart
#

It was set true already

solid rain
#

hm

#

OH

#

change the recording path

prime heart
#

how do i do that with no config?

solid rain
#

by default it points to the games appdata folder which might not exist on a server that only has the dedicated server installed

prime heart
#

hmmm should have appdata

solid rain
#

I will make up a config for you

prime heart
#

thank you

solid rain
prime heart
#

i should be able to just drag and drop the noblackbox folder in plugins right?

solid rain
#

change the value at line 76

#

like C:/where/recording/go/

#

ill patch it tomorrow

prime heart
#

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

solid rain
#

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

prime heart
#

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

solid rain
#

they will have different PID

prime heart
#

are the PID static?

solid rain
#

no its new id every time a process is launched

#

processes have paths those are static

#

path to the .exe

prime heart
#

gotcha

solid rain
prime heart
#

updating my script rn

#

Thanks for the help!

solid rain
#

This mod is tested and working on Linux Dedicated Server VeryGood

weary talon
solid rain
# weary talon how do you get bepinex on the dedicated? where exactly is the "game root" in thi...

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

weary talon
#

ahh ok thanks!

solid rain
#

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

weary talon
solid rain
#

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

weary talon
#

i did 55000 TCP as you suggested a while ago and also 7777 UDP

#

im running debian 13 if it matters

solid rain
#

7777 never gets reserved for me

weary talon
#

ahhh sorry 7778 UDP

solid rain
#

7778 ye that's always on UDP

weary talon
#

those are the only 2

solid rain
#

i was monitoring what ports get reserved when its in dmz and then trial and error

#

on the ones that were always present

weary talon
solid rain
#

yes, replace the originals with the ones from linux64

weary talon
#

ahhhh

solid rain
#

for some reason steam puts the 32bit ones in the default location

weary talon
#

i did it the other way and overwrote the ones i need

#

lol

#

time to reinstall

solid rain
#

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 been๐Ÿฅƒ ๐Ÿ‘ฝ

#

#ask-for-help message
kept that chat updated as I was going through it earlier

weary talon
#

it worked

#

the folders got populated n shi

#

thanks for the help!

solid rain
#

you are welcome VeryGood

weary talon
#

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

weary talon
#

@solid rain

weary talon
solid rain
#
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$
weary talon
#

wtf even runserver wont work ./RunServer.sh: line 12: 32634 Aborted ./NuclearOptionServer.x86_64 -logFile server.log -limitframerate 30

weary talon
solid rain
#

if you use bepinex on linux you have to launch the modded application with the run_bepinex.sh

weary talon
#

okay so my hashes dont match i guess somehow i copied it over wrong

solid rain
#

also the server will crash if you have another one running already that takes the same port

weary talon
#

oh

#

maybe i do by accident

solid rain
#
    "Port":
    {
        "IsOverride":true,"Value":7777
    },
    "QueryPort":
    {
        "IsOverride":true,"Value":7778
    },

you can override the ports in the server config json

weary talon
#

mine are

d719d7e93116e53b9e318823e36dd50a4186ea3193485c7a54d8a759495bb759  libsteamwebrtc.so
d647f656ea8063f21e49efe782f05b4d5c8a9b9ffc4920c3553f2b8f9ffc8ef9  steamclient.so
#

i guess those are the 32 bit ones

solid rain
#

it doesn't actually use 7777

#

but I would still change it in case it triggers crash

weary talon
#

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

#

actually nvm

#

yeah i have the same hashes

#

but i think i have another server open

#

yuuuuuuuuuuuuup

#

that was it ๐Ÿ˜…

#

thanks again

#

i closed it by doing ctrl z but i guess that doesnt kill the server itself?

solid rain
#

that should be correct

weary talon
#

yeah they match

weary talon
#

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

solid rain
#

[MOD][0.31.1] NOBlackBox - Tacview recording utility for Nuclear Option

solid rain
#

I don't see any breaking changes caused by 0.31.1 but if anything funny pls let me know

junior jacinth
solid rain
#

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

dark hill
#

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

solid rain
#

did u change the terrain layer to falcon 4 ?

solid rain
#

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

dark hill
#

powershell spits out an error at me

solid rain
#

traverse to the directory and then run the script

dark hill
#

oh i see

#

wait

solid rain
#

also make sure u run powershell as admin, as the final destination for all the stuff tacview needs is in %programdata%

mint heron
solid rain
weary talon
#

hmmm seems completely random

solid rain
# weary talon 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

narrow tree
#

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

narrow tree
#

does anyone have any help

solid rain
#

there is another script to set the terrain

narrow tree
#

Oh, thanks

solid rain
#

[MOD][0.31.2] NOBlackBox - Tacview recording utility for Nuclear Option

solid rain
#

added support for recording Scenery Objects

#

[MOD][0.31.3] NOBlackBox - Tacview recording utility for Nuclear Option

#

not everything works perfectly

but now custom sceneries are recorded

#

hoping to tackle cities and bridges next

viral dagger
#

๐ŸŽ‰ ๐Ÿฅณ ๐ŸŽ‰

surreal vortex
#

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

primal acorn
viral dagger
solid rain
solid rain
#

๐Ÿป

viral dagger
surreal vortex
#

blowover in an ifrit lmao

solid rain
#

figured out how to turn the buildings off so we can scan cleaner heightmaps ๐Ÿป

#

(and it also should be able to put the buildings back in Tacview ^^)

pale burrow
#

How do I set this up?

#

Also I got the steam tacview just for this and jt says trial-21 days remaining

eternal sandal
#

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

dark hill
#

i love to see it

meager monolith
#

But what more would this do?

weary talon
meager monolith
#

Ok that's very cool

weary talon
#

i wonder how they were able to legally sell tacview with it including the map files and models

primal acorn
weary talon
#

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

primal acorn
#

We worked with the Tacview team on this. They have Shockfront's permission. Really great team over at Tacview. ๐Ÿ™‚

weary talon
#

neat

stone void
#

once its fully done and released you'll be able to get it for free

weary talon
#

if there's an agreement then it's fine though

pale charm
#

Tacview have much longer development cycle compared to NO
Wonder if assets in Tacview will be few patches older than game

solid rain
solid rain
#

I wonder if its possible with Tacview's Lua interface to build a plugin that updates the NO assets from github...

solid rain
final sandal
#

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

solid rain
final sandal
#

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

solid rain
#

im on phone its midnight here m8

solid rain
#

you can change it in the mods config if u want

#

outputpath value

final sandal
#

Alr I wanted to verify that

#

But the recordings aren't being saved/it's not being recorded

final sandal
#

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

solid rain
#

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

final sandal
#

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?

opaque depot
#

can you share the games log file?
Player.log located in C:\Users\USERNAME\AppData\LocalLow\Shockfront\NuclearOption

final sandal
solid rain
#

as in
upload the file here

#

we will see whats going on

final sandal
#

I'm sorry which file?

#

The player text doc?

solid rain
#

yes

final sandal
solid rain
#

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

final sandal
#

Yeah I did it

bronze dove
#

Unity is killing the game manager

final sandal
#

How can I fix that?

opaque depot
#

#1262110297070632992 message

#

try this

solid rain
final sandal
#

Whattttttt

#

Hold on

#

It didn't save

#

It says true when I open it but it isn't saving?

solid rain
#

umm

#

yeah thats how computets work

#

if you dont save the file the change is not written to disk

#

most text editors dont autosave

final sandal
#

Let me run the game

solid rain
#

notepad caches the change

#

probably

final sandal
#

Now it says it's recording but it's in the middle of my screen

solid rain
#

then its working

final sandal
#

Can I remove it or do I have to deal with it?

solid rain
#

you can turn off the indicator if you want, or move it elsewhere

#

check the configuration reference in the install instructions

final sandal
#

Yeah the replay folder just popped up

#

What a stupid mistake sorry ๐Ÿ˜ญ ๐Ÿ˜ญ

solid rain
#

no worries mate

final sandal
#

Do I have to download the bepinex config manager? @solid rain

solid rain
#

we got there in the end

solid rain
#

but cobfiguration manager lets u change settings whitout having to restart the game

#

i normally have it installed

final sandal
#

Nice, thank you so much for the help!

solid rain
#

you are welcome, and thank you for trying the mod VeryGood

solid rain
#

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

solid rain
#

[MOD][0.32] NOBlackBox - Tacview recording utility for Nuclear Option

#

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

solid rain
#

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 ๐Ÿซ 

solid rain
#

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 ๐Ÿป

junior jacinth
#

cool

solid rain
#

@tawny dirge post bepinex log and player.log

tawny dirge
#

Got it

solid rain
#

also post your bepinex.cfg from the games bepinex/config folder

tawny dirge
#

Cant find player log

#

No clue where it is

solid rain
#

its in the appdata/locallow/shockfront/nuclearoption folder

tawny dirge
solid rain
#

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

tawny dirge
#

Let me check rq

#

One

#

Unless it also coutns this one

solid rain
#

is there another one in plugins, on folder up?

tawny dirge
#

Nope

solid rain
#

if yes, delete it

tawny dirge
#

There is only one

solid rain
#

bepinex is finding 2 plugins do you have other mods

tawny dirge
#

Nope its clean

solid rain
#

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

tawny dirge
#

I see

#

Lemme try

#

Still no

solid rain
#

i just reinstalled it on my computer from scratch and it works on my machine so I don't know what to tell you

tawny dirge
#

Dog i can stream it for you

#

If you want

#

Wait hold on

solid rain
#

I don't have time for more hands-on support

tawny dirge
#

All good let me try smth rq

#

Yeah ive got no clue on why it wont work

solid rain
#

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

tawny dirge
#

yeah let me try that real qucik

solid rain
#

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

tawny dirge
#

Ill try that

#

Yeah still did not work

solid rain
#

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

solid rain
#

i can see in the log that bepinex can't access the default in the user profile

tawny dirge
#

LEt me uhh try

tawny dirge
#

So change this to smth else?

solid rain
#

yes

tawny dirge
#

Still wont work

solid rain
#

then i have no clue

#

do other mods work?

tawny dirge
#

Uhhhh not sure tbh never tried other mods

solid rain
#

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"

tawny dirge
#

Yeah ill see if i can do that

#

But i gtg sleep so ill see if it works tmr

#

Thanks for helping big man โค๏ธ

solid rain
#

I was able to replicate this by using the admin account of my computer

#

so its definitely related to that

leaden bolt
#

running things as the inbuilt ADMIN breaks things no matter the OS

#

things start running with wrong permissions and variables get changed

solid rain
#

imo its very unwise to do so

#

its not 1997 anymore

leaden bolt
#

yeah

#

as far as I'm concerned I think running as ADMIN or root should be unsupported behavior, but that's me

solid rain
#

i added a disclaimer to confirm this is considered an unsupported configuration before your message came through ^^

leaden bolt
#

gotcha

leaden bolt
#

which makes it uninteractive to most userland tools

solid rain
#

my linux servers appear to be fine

#

thankfully

#

but I should harden the containers to not run stuff as root inside them ๐Ÿ™ˆ

leaden bolt
#

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

solid rain
#

im still learning how to do things properly on linux tbh, I'm an SCCM/Intune engineer by trade

leaden bolt
#

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

tawny dirge
#

IM not really that well versed in PC so i am sorry for that

solid rain
tawny dirge
#

Im so confused lmao

solid rain
#

it may be pointing at old invalid outputpath

tawny dirge
#

Would it still work of its a shared folder?

#

IT just wont work dude im bouta loose my mind

solid rain
#

soz im away making gingerbread houses

#

wdym shared folder

tawny dirge
#

Still wont work sadly

opaque depot
tawny dirge
solid rain
#

lets see a new player.log

tawny dirge
#

Yup

opaque depot
#

1 plugin to load

solid rain
#

are you logged in as ikd96?

tawny dirge
#

Yeah you said switch accounts

solid rain
#

do u have any 3rd party antivirus software installed?

tawny dirge
#

No

solid rain
#

can you change the output path again to idk something like c:/temp/replays/

also create the folder manually

tawny dirge
#

Alright

#

Still none

solid rain
#

show us the log again

tawny dirge
solid rain
#

did you restart the game after editing the config

#

i assume you did

tawny dirge
#

I did idk why its doing that

solid rain
#

try turning off windows defender application guard

#

in windows security settings

#

i think its trying to sandbox the game

tawny dirge
#

Its not activated

solid rain
#

can you show me plauer.log instead of logoutput log pls

#

thatogoutput.log file looks old

tawny dirge
solid rain
#

show me your xyz.kppterbuzz.noblackbox.cfg file from the nuclear option/bepinex/config directory pls

tawny dirge
solid rain
#

can you make a c:/temp/replays folder

tawny dirge
#

I did why did it not change

#

AHhhhh give me a sec

solid rain
#

then change the output path in the config to that

#

did u save the file after editing ๐Ÿง 

#

make sure in the cfg file the path ends with /

so
OutputPath = C:/temp/replays/

tawny dirge
#

Still no

tawny dirge
#

@solid rain yo dude i got it working but i cant load the map for everon

solid rain
#

you need to have tacview 1.9.5 and then you can just select the nuclear option terrain layer in tacview settings

solid rain
#

@celest marlin lets continue here

#

ask for help is for general game help

celest marlin
#

Thank you

solid rain
#

try to make a recording then send me the Player.log file from c:/users/your user name/appdata/locallow/shockfront/nuclearoption

celest marlin
#

Problem solved I think

#

One sec to confirm

#

We're good

solid rain
#

nice

#

what was it if i may ask

celest marlin
#

Turns out I was in roaming (I am computer illitarate)

#

Illiterate

solid rain
#

aah

celest marlin
#

frick

solid rain
#

happens

celest marlin
#

Now I just need to figure out how to get TacView to not just do a top down view

solid rain
#

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

celest marlin
#

Cockpit view is broken I think or I'm probably doing something wrong again

#

Yep, it was the latter

solid rain
#

you need to select a unit then it should work

#

idk what it does for ground or naval units though

celest marlin
#

I really appreciate your help with all this btw, thank you!

solid rain
#

for aircraft it also records trackir input/cockpit camera rotation

#

idk if tacview standard can replay that though