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FSXA module shuts down

I got that problem too in FSX. The menu and SODE objects just disappear.
I am use Windows XP. So it might not be from Windows version.
I have got this window. It might help

The instruction at "0x0042535e" ferenced memory at "0x2e706f6f". The memory could not be "read".
 
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Testing home made jetways, I have experienced that a bad format of the sound triggered by the jetway animation causes the module to shut down.
 
Testing home made jetways, I have experienced that a bad format of the sound triggered by the jetway animation causes the module to shut down.
What format are they? To be sure, use 8-bit mono as stated in the documentation.
 
Wow, that test set-up was really nice!
I could draw following conclusion from your files:
  • M06 and M08 which crashed both had the lines "TransmitClientEvent:ObjectID=0, EventID=36, dwData=0, GroupID=1, Flags=16" which resulted in ">>>>> EXCEPTION=1, SendID=1225, Index=2 <<<<<"
    • This comes from the watchdog thread I mentioned earlier which should terminate SODE when it detects a disconnection. There was a bug which is fixed, but I decided to remove all watchdog code just to be sure. So these lines in your log files indicate that the watchdog is active and faulty.
  • All logs show "SetDataOnSimObject:DefineID=10, ObjectID=127, Flags=0, ArrayCount=1, cbUnitSize=8, pDataSet=1462366380" which floods SimConnect with unnecessary send commands to set the object heading to the wind direction every 2nd frame. I have changed the code so that it will only set the heading when the wind direction has actually changed! This makes SODE much more quiet.
The main problem was the EventID=36 and EXCEPTION=1 fault. I was able to reproduce this error and indeed, all SimObjects are removed and the menu disappears.

Attached you find the latest SimObjectDisplayEngine.exe incorporating all those fixes. Please overwrite the existing one with this version and give it another try.
Thank you.
 

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Thank you Jeffrey,

But the last version do not wotk at all !
See 'SODE_120_150702.txt'
The native version 120 is the only one that loads into memory in P3D25 !!!!
Changes should be made from this version ...

Rem : I also tested without any AI-traffic, same result !

Friendly.
 

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Seems that the TAB+S key cannot be registered and all the text-menu related code is not loaded. I found a missing line in that code and I hope it was the root of all evil. Updated file in attachment...
 

Attachments

Patrick, that's sad to hear. I have written an e-mail to you with a new version attached. Thanks.
 
Hello Jeffrey,
I have very good news :

Today, it was probably the last tests,

I set up the latest version 7.2.15 1569Ko 3:45 p.m.,
I tested: Crash before the full start of the simulator ...
See simconnect_126_01.log and SODE_126_01.log.
I made several manipulations:
> Stop autogen,
> Stop all traffic,
> Anitivirus disabled ...
Always the same result, I thought having a haunted PC !!!

And then I changed my airplane:
I always used to put in place the objects in the scenery: 'Crosshairs_Plus'
I replaced the C172SP default FS-X ... and then, everything is good.
I handed SODE_LFSQ.xml full version,
I handled all the objects many times, everything remained active ... a miracle!
I changed both many airplanes, everything works.
See simconnect_126_02.log and SODE_126_02.log.

So I think the problem was this airplane, I'll see what we can change for the acceptance by SODE.

Good night !!!
 

Attachments

And then I changed my airplane:
...

That was a crucial hint there, Patrick! I have downloaded the Crosshairs_Plus SimObject and inspected the aircraft.cfg. Of course, this crosshairs has no wheels, so the [contact_points] had no entry for that. SODE tries to detect the nosewheel of the user aircraft for the upcoming VDGS feature. Because that detection code was not thoroughly tested, it crashed when no nosewheel could be detected! This is fixed now. So you can use your crosshairs_plus again.

All those reports here in this thread helped make SODE more stable however. I have released a version 1.2.1 with some new features, see here: Latest News: V1.2.1 available. I hope I did not break stuff again:duck:

Thanks again to everyone who helped.

-Jeffrey
 
Hi Jeffrey,

I uninstalled SODE 120 by the control panel,
> The SODE folder P3D2 was emptied except the files I had added, it's okay!
> But, the files 'DLL.xml' and 'EXE.Xml' for P3D2 have not been modified and the articles have disappeared in SODE files 'DLL.xml' and 'EXE.Xml' for FS-X!
> I cleaned by hand 'DLL.xml' and 'EXE.Xml' for P3D2.
> The SODE folder in FS-X has not changed, I deleted the files by hand that were to be removed.

Installing 'Installer_SODE_v1.2.1_P3D.msi':
> The SODE file P3D2 is filled properly with the files,
> Files 'DLL.xml' and 'EXE.Xml' for P3D2 are properly informed.
> Files 'DLL.xml' and 'EXE.Xml' for FS-X are not affected, it's okay.

> Test SODE_121 in P3D2:
With the Cessna172SP :
LFSQ_150703_01.jpg


LFSQ_150703_04.jpg


Is all OK ... I'm going to test over time, but I have confidence !

With a FinneyGround Crosshairs_Plus :
LFSQ_150703_06.jpg

It was he who did not suit SODE !

I will test SODE in FS-X later ...

Just a note:
In the file 'SimObjectDisplayEngine.ini':
[General]
WatchdogEnable=True
JetwaySoundEnable=True
SecondaryTextMenuHotkey=SHIFT+VK_MINUS
[AISystem]
DetectionEnable=True
JetwaySoundEnable=True
It has the same variable 'JetwaySoundEnable = True' in two different places, is this correct?

Jeffrey you're a genius !!!
A big MERCI to you.
 
Just a note:
In the file 'SimObjectDisplayEngine.ini':

It has the same variable 'JetwaySoundEnable = True' in two different places, is this correct?

Yes that is correct. One is for the user-aircraft, the other for the AI-aircraft.

Have fun!
 
Hello Jeffrey,

When install the latest version of the module, he created a folder '\\Misc\SODE' with objects.
This folder, apparently, replaces the folder '\\Misc\SODE_Demo'.

Should we keep both files, with the risk of having duplicate object definition ?

Best regards

Patrick
 
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