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RustyGunner

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Everything posted by RustyGunner

  1. Penguin625, ghostmike, and Hawkeye60, I took Admiral's Oak Hill ship out for a spin today (latest OB update) and did not experience any of the problems reported above. I too do not have the AH-64D BLK.II module but did put an AI AH-64D BLK.II static model on the flight deck. All worked fine. RustyGunner
  2. prccowboy, Downloaded this mod the other day and was very impressed. Thanks for the great additions to the UH-60A. Your approach to handling the different kits and various loadouts is outstanding and brilliant. Suggest you add the following to the lua code (see attached) to activate the damage arguments for the UH-60A model. Picture shows some damage taken but it's a little hard to see the bullet holes etc. BTW that's one of your liveries (CLP Mexico UH-60L) for the UH-60A modified for use with the US Navy. Hope you don't mind as I really like that livery. You do very nice work. Many thanks for all your efforts. RustyGunner Damage Insert Text.lua
  3. Flappie, Thanks for taking a look at my issue. Updated to 2.7.7.15038 and still get the same results. If I load the Molniya.edm model and then add the Molniya-collision.edm model, ModelViewer2 will crash to desktop. Attached is the Modelviewer2 log for this test case. Hopefully, the log will help sort this issue out. This happens whenever I try to add any collision model to a loaded basic model. RustyGunner model_viewer2 Log.txt
  4. ModelViewer2, version 2.7.714727, is crashing when adding a model (specifically a collision model). Steps to reproduce: 1 - Start ModelViewer2 2 - Load model Molniya.edm (DCS World OpenBeta/Bazar/World/Shapes) 3 - Add model Moscow.edm (DCS World OpenBeta/Bazar/World/Shapes) Result: both models will show correctly. (you will need to offset one of the two models to see both) 4 - Close ModelViewer2 and Restart ModelViewer2 5 - Load model Molniya-Collision.edm 6 - Add model Moscow-Collision.edm Result: both collision models will show correctly. (again, you will need to offset one of the models to see both) 7 - Close ModelViewer2 and Restart ModelViewer2 ---> Now, for the problem 8 - Load model Molniya.edm (DCS World OpenBeta/Bazar/World/Shapes) 9 - Add model Molniya-Collision.edm (DCS World OpenBeta/Bazar/World/Shapes) Result: ModelViewer2 will abruptly quit. The same model types work fine but adding a collision model to a loaded non-collision model results in ModelViewer2 crashing. This used to work fine so I don't think my system is the issue. Anyone else have this problem? RustyGunner
  5. Admiral, the model I have a strong preference for is the model with the two helicopters in the bay (gives interest when the door is open). I also like the ship's numbers (great feature) and the uniform colored bridge windows. The latest model has less attractive ship numbers (gives a dark rectangle shadow at various angles) and strange colored bridge windows. We end users can be a fussy breed. I know you can't please all and I guess I will need to move on. The collision model for the ship I am using is 2.2 MBs in size and completely tanks my fps for some reason when its used. Model Viewer shows that collision model has tremendous detail right down to handrails and light fixtures (could be the cause of poor performance). So, I tried other collision models. Your final San Antonio release had a collision model that worked great for fps but off center and at the incorrect flight deck height for static objects as my previous post showed. The latest collision model provided this week still requires adjustment to be usable on the older model (and latest for that matter) as it shows weird behavior (see pictures). Objects will link to the ship at attitudes of 1500 feet at several different locations on the flight deck. Picture 1 shows my static object layout for the flight deck. Picture 2 shows the old misaligned collision model with static objects on the deck. All objects are all present just a little higher than the flight deck with the far right row swimming as the collision model is missing in this area. This is why a revised collision model was requested. Picture 3 shows the revised collision model. Many objects are much lower and now missing at different locations. Picture 4 shows the missing objects are way above the ship. Another mystery. I can't image all the work and problems you have to dealt with in creating these wonderful ships. Please keep your shipyard active as we love your work. Suggest you remove the links on page one to show only your final release of the San Antonio. RustyGunner
  6. Admiral, thank you for the shipyard time. I am not sure we are using the same base model. I think there were four base models that were posted. The base model I am using is dated 10-03-2020. Its size is 130,929 KBs, has 33 objects, and 2,454,312 triangles. Also of note, this model does not have any luna lights showing up during the day. Some of the other models had that problem. The collision model adjustment you made looks to be for a different date model. It is centered dead-on but needs to be moved back and up for the model I am using to achieve the fps performance increase. See pictures below. The collision model can be moved back quite a bit for the flight deck area. Again, don't worry about the front of the ship. As for the collision model height, it needs to come up quite a bit too or tires are going to disappear into the deck. RustyGunner
  7. Admiral, the collision model shown is the collision model provided with the base ship in, I believe, the last update posted. I mixed and matched the various base models (there are several out there) and collision models provided to find the combination that yielded the highest fps performance. The combination posted above provides good performance but the collision model and base model don't match as they were not packaged (created) together. I used Model Viewer to show both by; 1) Load Model (the base model is loaded) and then 2) Add Model (the collision model is loaded). Both models will then show as pictured above. The base model shown in the pictures has its regular textures applied. The collision model by its self looks like a collision model to me and it is only 360 KB in size. The solid colors coverings four sections looks similar to other collision models you provide. Removing this collision model results in the ship taking no damage and static objects will only link to the bottom of the ship. This model combination works well and eliminates the very low fps performance when doing a 360 view around the ship. The ship shoots and takes damage as it should. Unfortunately, the collision model and base model don't align up as they were for created for different updates. Is is possible to only adjust the overall position of this collision model to align the flight decks (height and center)? I wouldn't worry about the front of the ship moving back. Model Viewer shows the length of the collision model to be shorter than the base model. RustyGunner
  8. Admiral, I have been playing with the San Antonio and can get a fairly consistent 60 fps using the USS San Antonio LPD-17.edm model dated 10-03-2020 combined with the USS San Antonio LPD-17_Collision.edm model dated 11-22-2020 (two different releases). This combination gives me the highest FPS for this ship. Other model combinations can give poor fps performance and make looking around the San Antonio a slide show as stated in previous posts last year when first released. Perhaps DCS 2.7 helped improve performance as well. The collision model needs a slight adjustment to its (0,0,0) position to achieve alignment with the base model. The attached pictures show the collision model relationship to the base model. It needs to be lowered, moved to the right, and moved back. These changes would allow static objects to be added to the flight deck and increase overall looks when placed in service and running around. Just a thought to improve this excellent model. I know your "shipyard" is busy and we are all look forward to new releases. RustyGunner
  9. Admiral, thanks for the updated collision model. I like to "dress up" your ships with eye candy while they run about. Love your ships. That upcoming carrier looks very impressive. RustyGunner
  10. Admiral, Thanks for the new updated textures for the LCU 1627. They are excellent. Could you update the collision model so we can add static objects to transport. These tanks kind of sank into the LCU. Many thanks for your work. RustyGunner
  11. Admiral, tried out the new Montreal model and like the upgrades you made. Discovered two problems. First, the model has its hull separated at the waterline around the entire ship. Second, static objects now do not sit flush with the flight deck. They did before the change. Suspect the hull gap is causing this static height issue. RustyGunner
  12. Admiral, You have another ship in your mods with the same texture name. That texture is being shown as it is being called up first. Either rename the texture or remove the other ship with the same texture from your active mods. The proper texture will then display properly. Rusty Gunner
  13. Many thanks to all who made this great model possible. I noticed that after a carrier takeoff the launch bar does not retract and will protrude out the nose gear cover after the nose gear is retracted. Changing this line in the LaunchBar section of the .lua file will fix the problem. Change (should be the last line in the LaunchBar section): {Transition = {"Stage", "Extend"}, Sequence = {{C = {{"ChangeDriveTo", "Mechanical"}, {"Arg", 85, "from", 0.745, "to", 1.0, "in", 0.2}}}}}, To: {Transition = {"Pull", "Retract"}, Sequence = {{C = {{"ChangeDriveTo", "Mechanical"}, {"Arg", 85, "from", 0.745, "to", 0.0, "in", 0.2}}}}}, Rusty
  14. Admiral, I fully realize that a collision model is needed for statics to sit on the deck and for the ship to take damage. I only ran a test with and without the collision model to see what change in fps would result. The previous models for the San Antonio did not cause me concern as I never noticed "choppy" performance while looking at the ship from different angles. As another reference not reported in my first post is that the earlier San Antonio with the first "double hull" model released gave better fps performance. It ran around 37 to 84 fps with an estimated average of 50. Seemed smooth to me so never gave fps a thought. Checked static objects on the new model and see they now sit Ok deck height wise. Nice! As you noted objects will link to the bottom of the ship if on the port side from roughly the port white line to the edge of the landing deck. I like the white ship numbers and lighter colored bridge windows changes made. However, not keen on that bright red luna light shinning near the front deck gun. It's visible during daylight hours. If I am the only one reporting this fps issue move on to other tasks. I will be happy with the previous San Antonio and first "double hull collision" model. BTW: The static S-70B Seahawk is a nice static object. Keep those ships coming. Very much appreciate your work.   Rusty
  15. Admiral, tried the new collision model today. Unfortunately, this collision model makes the San Antonio unusable on my system (4.6 GHz machine, 32 GB ram, 1080Ti). The fps are running from 7 to 42 with an estimated average of 15. It's a very jerky pan doing a 360 around the ship. The San Antonio model, with no collision model added, gives a fps of 70 to 95 with an estimated average of 83. Something in that new collision model isn't playing fair. BTW: the test was conducted in the Caucasus ocean. No land in sight and no other ships/planes around. I didn't try testing any statics on the deck due to the frame rate issue. Hope this can be sorted out. Rusty
  16. rayrayblues, Just watched your video and must say top notch clear presentation. Followed your steps and now have active rescue helicopters supporting carrier operations. Thanks for the excellence video. Rusty
  17. Admiral, I took a look at both the ship model and new collision model in ModelViewer2. Picture 1 shows the collision model is not symmetrical (never have seen this before) about the origin and that its deck level is about 1 meter higher than the ship model (Picture 2). This may explain the floating static objects as they are about 1 meter too high. Hope this gives you a clue to what's not quite right. Rusty
  18. Interesting request but I do not know how to do that as an automatic sequence of events. I have been trying to trigger custom ship arguments using the ME trigger feature but have been unsuccessful so far. Sorry but you are pushing my experience with this one. A simple approach would be to spawn a LCAC behind the Oak Hill when the ship arrives on station (using a specific time) and set the LCAC to make a landing from there. If you get this one figured out I would be interested in how its done too. Rusty
  19. Admiral, tried the new collision model and didn't see any change from what was reported earlier. Static objects still float over the deck. The Oak Hill is a excellent model. I raised the deck level to 12.23 as AI helicopters had "flat" tires. As for the collision model it's great. I can put objects all over that ship and on different decks just fine. On another note: I was using the Oak Hill and San Antonio together and noticed when the hangar door closes on the San Antonio the two rear antennas go up too. On the Oak Hill the two rear antennas are fixed and stay extended out to the sides when the fences go up. Shouldn't these antennas go up when the fences go up too? Rusty
  20. Admiral, popped in to confirm navyBtown and Sierra 99 comments. Setting the deck height to 12.7 will make AI aircraft and flown aircraft wheels flush with the deck. However, static models placed on the deck have two problems. My first picture shows an AI helicopter on Spot 2 and a static V22 on Spot 1. The AI helicopter sits flush with the deck (using 12.7) while the static V22 floats above the deck. So, the first problem is floating static objects. The second problem is if a static object is placed further back on the deck to Spot 2 or more, the static object will link to the bottom of the ship as shown in picture 2. On a side note I miss the bluish colored bridge windows and white ship numbers. Another great ship added to my fleet. Thanks for your all work. Rusty
  21. Glad I could help. Not sure what you figured out but the GT.name is needed to create the Livery folder for the model in question. DCS will look for livery folders using the GT.name. Rusty
  22. hu16flier, per your PM here is some information that should get you going making your own custom arguments. Custom arguments can be added to any model (as far as I know) that has animation. Picture 1 shows an F/A-18 with bullet hole damage added as custom arguments to the livery. You could use a picture like this to fabicate a story to squadon members on how you fought off 5 enemy jets with just your guns and returned victorious (LOL). Picture 2 shows a V22 having its propeller replaced aboard a CVN. Custom arguments were used on the V22 (from the MAM) to open the rear cargo door, pilot door, and rotate the nacelles up. A custom arguments was also used to put CVN elevator 2 half way down. Several custom arguments were used on the Tilly Crane to have its boom up, pad down, hook lowered, and wheels turned. Step one is to look at the model of interest in ModelViewer2 and record the settings for those arguments you want to make custom arguments for. For example on USS John C Stennis arguments 57, 58, 59, and 60 are the elevators 1 to 4 in that order (see Picture 3). A setting of 0 is default and the elevator is up. Set the argument to 1 and the elevator will be down. The hangar door arguments, from 1 to 4, are 47, 48, 53, and 54. A setting of 0 is default and the door is closed. Set the argument to 1 and the door will be open. Picture 3 shows argument 53 set to 1.0 and hangar door 3 is open. Using ModelViewer2 is a must to determine what animations are modelled and setting to use. Step two is to identify the GT.name of the model. This can be found in the .lua file for the model in question. For USS John C Stennis the GT.name is STENNIS. Step three is to create a Liveries folder in the c:/Users/YourName/Saved Games/DCS.openbeta folder if you don't already have one. In this Liveries folder create another folder titled STENNIS. In the STENNIS folder create folders with a title that gives an idea what animation is being activated. For example an ELEVATOR 4 DOWN folder. Step four, create the Description .lua file and save it in the folder created in step three. This is really simple (see attached file): --lua description file start livery = { } custom_args = { [57] = 0.0, -- elevator 1 up [58] = 0.0, -- elevator 2 up [59] = 0.0, -- elevator 3 up [60] = 1.0, -- elevator 4 down [47] = 0.0, -- hangar door 1 closed [48] = 0.0, -- hangar door 2 closed [53] = 0.0, -- hangar door 3 closed [54] = 1.0, -- hangar door 4 open } name = "Elevator 4 Down" -- lua description end Having no entry in the livery = { } area means the textures for the model will not be changed. Only the elevator position is being changed. In this case only elevator 4 will be down with it's hangar door open. You can add many arguments to the same description file. So, if we wanted all the hangar doors closed except for door 4 we would add [47] = 0.0, [48] = 0.0, and [53] = 0.0 to the entry above. The door default is closed so this doesn't really do anything to those doors. Change a hangar door setting to 1.0 and watch it be open. If you want textures changed then you will need to add them in the livery = { } area like any other livery. Just make sure the custom arguments are the last lines in the livery lua file. You can do all sorts of things with custom arguments. Experiment with them. Using the above example for Elevator 4 if you set [60] = 0.5 the elevator will be half way up or down depending on how you view things. If an aircraft supports ladders, chocks, covers, etc then those too can be added the same way. Just need to know what argument numbers to use. Something I stubbled into was that by using the following statement in a weapon section on the STENNIS I could cause a custom argument to occur. The statement is: GT.WS[ws].animation_alarm_state = (time = 4.0, arg = 54); If this is inserted into the seasparrow weapon section of the STENNIS, hangar door 4 will close (I have it open with elevator 4 down) when the seasparrow detects a target. As long as a target is detected the custom argument will work. The time variable sets how quickly the action occurs. I have been trying to get other hangar doors to close (if open) when the ship comes under attack but can only get one argument (closing one hangar door) to work at a time. Maybe someone out there has found a way to do multiple arguments using this command. Hope this helps and I didn't mess up any information. Rusty description.lua
  23. Interesting Mod. Our naval abilities are becoming better. Any chance of getting a static model of the modern ocean mine that can be placed on the deck of a ship? The current model is only partial visible if placed on the deck. Rusty
  24. Taz, thanks for this wonderful Mod. Caucasus just keeps getting better and better. BTW: your tree Mod is top-notch and a must have. Rusty
  25. Admiral, in follow-up to my last post I downloaded the latest CB-90H model again and the starboard rear minigun continous rotation stopped. A bad download seemed to have been the cause. Sorry to hear you removed the missile launcher. That was great feature you added. I like it so much I will keep that model and use the code above to fire it. This is a very lethal boat moving at 40 kts with the FMCS main gun and surface-to-air missiles. I believe the FMCS gun is a ~150mm gun which is way too powerful for this small boat. Still, neat stuff for a simulation. Tried the Syrian model this evening. The texture changes look great. Very nice model. It had more trouble destroying the test targets as it's equipped with a 25mm main gun. Probably more realistic for this size boat. BTW: I like the way these two boat sinks. I see you have a new model coming. Looking forward to it. Thanks for all the work.   Rusty
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