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Everything posted by RustyGunner
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ADMIRAL189'S CORNER - INCOMING SHIP MODELS
RustyGunner replied to Admiral189's topic in Static/AI Mods for DCS World
Admiral, I don't have sea legs so I got port and starboard mixed up in my last post. It's the port rear machine gun that does not sweep from 360 to 180 degrees counter clockwise (pasting through 270 degrees). Just tried the latest model released and found the starboard rear machine gun now continuously rotates non-stop. No change to the port rear machine gun. It still will not defend the port side of the boat. I have not tried the Syrian boat yet. Rusty -
ADMIRAL189'S CORNER - INCOMING SHIP MODELS
RustyGunner replied to Admiral189's topic in Static/AI Mods for DCS World
Admiral, the main gun is working great now. Thanks. The rear left (starboard) machine gun still does not sweep from 360 to 180 degrees counter clockwise and will therefore not shoot to the starboard side of the boat. Making the missile launcher stationary was a good approach. However, the missile craddle is empty now so it's strange having a missile suddenly fire when nothing is in the craddle. This could be corrected by adding a couple of fake missile to the craddle but here's a suggestion. Delete the second Point_Rocket_01 connector from the model. This still leaves a Point_Rocket_01 and Point_Rocket_02 in the model. Use the original OSA_M missile from your first model to populate both missile craddles. The following changes to your updated code works pretty well for me. I added a custom argument to pull down the flag while the missile launcher is active. ws = GT_t.inc_ws(); GT.WS[ws] = {} set_recursive_metatable(GT.WS[ws], GT_t.WS_t.ship_OSA_M) GT.WS[ws].newZ = GT_t.ANGLE_Z_TRANSLATION_OPTIONS.TRANSLATE_MIN_ANGLE_TO_MINUS_ONE; GT.WS[ws].pos = {-6.445, 2.725, 0.0} GT.WS[ws].animation_alarm_state = {time = 4.0, arg = 82}; GT.WS[ws].angles_mech = { {math.rad(180), math.rad(-180), math.rad(-5), math.rad(95)} } GT.WS[ws].angles[1][1] = math.rad(10); GT.WS[ws].angles[1][2] = math.rad(-120); GT.WS[ws].angles[2] = {math.rad(-120), math.rad(10), math.rad(40), 1.48353}; GT.WS[ws].LN[1].min_launch_angle = math.rad(15); GT.WS[ws].LN[1].PL[1].ammo_capacity = 8; GT.WS[ws].LN[1].BR = { {connector_name = 'POINT_ROCKET_01', drawArgument = 153}, {connector_name = 'POINT_ROCKET_02', drawArgument = 154}, } Also, this model gives a IC error due to the glass texture. This texture is apparently a standard DCS texture and can be deleted from the Texture folder thus eliminating the IC error. Keep those ships coming. Your work is greatly appreciated. Here's some screenshots during the latest "sea trials". Two armed boats and one aircraft destroyed. Rusty -
ADMIRAL189'S CORNER - INCOMING SHIP MODELS
RustyGunner replied to Admiral189's topic in Static/AI Mods for DCS World
Adrimal, gave the Fast Attack Alpha a quick trial run. The weapons do have problems. - Main gun will not fire and only rotates 0 to 180 degrees clockwise. Needs to do the same counter clockwise. It looked like it was going to fire but the gun was pointed 180 degrees away from the target. - Rocket laucher only rotates 0 to 180 degrees clockwise. Needs to do the same counter clockwise. - Rocket laucher goes crazy (continues to rotate back and forth) after firing a missile and destroying the target. - Modelviewer shows the Rocket Launcher has 3 Rocket Points not two. Two for Point 01 and one for Point 02. This seems odd. - Left rear minigun does not fire and only rotates 0 to 180 degrees clockwise (into the ship). This gun needs to only shoot 0 to 180 degrees counter clockwise. - Right rear minigun does a reset to 0 degrees after destroying a target but then go to rest at 100 degrees. Hope this helps getting the gun issues sorted out. This is a great looking model. Rusty -
fixed Exported MFDs pause on external view
RustyGunner replied to jonsky7's topic in Multi-Display Bugs
I have noticed this as well on the F18. -
Did a Cold and Dark Hornet startup at Ramat David, parking spot 07, at default time (21 June, 8:00 am) and noticed the following issues while looking around the aircraft using F2. Texture setting was set to low and trees set at 70%. Picture 1 - shows the landing lights are on at 8:00 in the morning. Seemed odd with the bright sunlight. Picture 2 - a view of the Hornet sitting in parking spot 07. All looks normal. Picture 3 - moving the camera down a little and the hangar, antennas, and side building disappear. Picture 4 - camera moved back to see country side. All looks normal. Picture 5 - camera moved a little to the left and a large portion of the tree line and scenery disappears. See red lines and compare to Picture 4. At certain angles the tree line and objects in picture 5 will rapid disappear and re-appear (flicker).
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USS Oak Hill Coming Soon!!
RustyGunner replied to Admiral189's topic in Utility/Program Mods for DCS World
Admiral, the latest Beta update was installed and it apparently fixed whatever problem the repair caused. All is good now. I can add static objects to the NO LCAC model now along with my other ships. Thanks for the beautiful Oak Hill. Rusty -
USS Oak Hill Coming Soon!!
RustyGunner replied to Admiral189's topic in Utility/Program Mods for DCS World
Admiral, thanks for the new model file. Thinking the problem may be with my copy of DCS a repair was run after my last posting. Unfortunetly, the repair broke the object link to my other ships and now I cannot link any objects as before (they all link to the base of the ship). So, cannot try your new model until that gets sorted out. Will update to latest beta issued this week and hope it fixes whatever problem the repair caused. Rusty -
Joey45's other mods and liveries
RustyGunner replied to joey45's topic in Static/AI Mods for DCS World
Very nice mine sweeper. Just downloaded and well give it a "spin". Keep those ships coming. Rusty -
USS Oak Hill Coming Soon!!
RustyGunner replied to Admiral189's topic in Utility/Program Mods for DCS World
Admiral, yes the static objects are being properly linked to the unit. Perhaps the term "falls thorough" is misleading. Static objects placed on the "NO LCAC" model" will be linked at the base of the ship (I believe this is considered Z axis value 0). They are not being linked to the ship at the landing deck level and are hence at the wrong height. A portion of them can be seen in the landing craft bay as shown in my previous post. This problem does not occur on the model with a landing craft in the lower bay. That model works Ok. This might be a clue to what's going on with the NO LCAC model. An AI helicopter can be placed on parking spot 1 at the proper level and take off. However, the same AI helicopter cannot be made to land on the deck. The waypoint will immediately go to the nearest land based airport when "Landing" is selected. Also, parking spot 2 cannot be used. An AI helicopter on spot 2 will jump over to spot 1. I am using USS Oak Hill LSD-51 NO LCAC.EDM model dated 8/7/2020. I believe this to be the only version posted. Rusty -
USS Oak Hill Coming Soon!!
RustyGunner replied to Admiral189's topic in Utility/Program Mods for DCS World
Admiral, thanks for taking a look at the landing deck on the no LCAC model. You must have a magic touch or something as everything I put the the deck falls thorough. I tried different positions on the deck but get the same result. Here's a picture using identical setting on both Oak Hill models side-by-side. The static model used is the UH-60a helicopter. I didn't think the collison model would cause this problem as I have other ships with no collison model that support static objects just fine. I removed the collison model from the Oak Hill with the LCAC in the bay and all static objects would stay on the deck as placed. This looks like a mystery. Rusty -
USS Oak Hill Coming Soon!!
RustyGunner replied to Admiral189's topic in Utility/Program Mods for DCS World
Sierra99, I did an oops! You don't need the {"MAM_V22", DIFFUSE, "mam_V22", false}; line. I had a custom green texture being used on that parked model. Rusty -
USS Oak Hill Coming Soon!!
RustyGunner replied to Admiral189's topic in Utility/Program Mods for DCS World
Sierra99, custom arguments provide a very powerful tool in a livery. Most animation in a model can be "forced" to happen with a custom argument statement. Below is the livery description lua I used for the V22 Osprey parked on the Oak Hill. --Osprey Parked-- livery = { {"MAM_V22", DIFFUSE , "mam_v22", false}; } custom_args = { [23] = 1.0,--rear hatch open [38] = 1.0,--propeller fold + pilot door open [50] = 1.0,--no pilots [292] = 1.0,--nacelle up } name = "V22-46 Parked" -- End -- For the Admiral's Oak Hill ship picture showing the helicopter in the landing craft bay I used a similar description lua using custom argument 28 to drop the rear gate. Hope this helps. Rusty -
Just came across this thread. I renamed the collision model so it could not be used and the torpedoes will fire fine. Unfortunately, the torpedoes do not lock on to a target and travel at a depth of 50 feet. So, they will go under a ship and do nothing but continue on their merry way. However, I find the missiles on this submarine are very effective.
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USS Oak Hill Coming Soon!!
RustyGunner replied to Admiral189's topic in Utility/Program Mods for DCS World
Admiral, having a lot of fun with this ship. The back ramp is working great on both models. However, tried putting a static helicopter on the "No LCAC" model's deck and the helicopter falls through the deck. A portion of the helicopter can be seen in the landing craft bay (see picture). The landing deck is not "hard" as it is on the model with a LCAC inside the landing craft bay. Hope this can be fixed. Going to a texture sheet for the ship numbers is a better way to go. Thanks. Rusty -
USS Oak Hill Coming Soon!!
RustyGunner replied to Admiral189's topic in Utility/Program Mods for DCS World
Baco, the vehicles on the deck are from the Navy Equipment Mod. Rusty -
USS Oak Hill Coming Soon!!
RustyGunner replied to Admiral189's topic in Utility/Program Mods for DCS World
Sierra99, the V22 Osprey is from the Military Aircraft Mod. I use a livery custom argument to get the wings and propellers to fold. Argument 23 = rear hatch open/close, 38 = propeller fold + pilot door open/or not, 50 = pilot/no pilot, and 292 is for the nacelle up/down. The wings will not rotate for "tight" storage. One thing to note with this mod is that the single texture sheet for the Osprey is about 87 MBs. You will probably want to change that especially if you plan to use a number of them at the same time. Admiral, I am enjoying your Oak Hill and just downloaded the latest files. Any chance of getting a model with a 52 (Pearl Harbor) on it. I noticed the ship number is hard coded in the model and not on a texture sheet. Would like to have two of these beauties running about at the same time. Thanks again for this excellent model. Rusty -
USS Oak Hill Coming Soon!!
RustyGunner replied to Admiral189's topic in Utility/Program Mods for DCS World
Yes, that's what I am looking for with and without a landing craft inside the bay. Super work there Admiral. Rusty -
USS Oak Hill Coming Soon!!
RustyGunner replied to Admiral189's topic in Utility/Program Mods for DCS World
Admiral, congratulations to the maintenance crew. The MiniCam and port MiniGun are working fine with independently rotating radars. The changes made to the main model also need to be incorporated into the one without the landing craft inside. Many thanks for including that model. As for animating the stern gate, from my point of view, it only needs to have animation possible. By that I mean the stern gate being up or down can be done via a livery selection and use of a custom argument script. No fancy code is needed in the model or whatever like the fencing logic probably was. This is the method I use to have the various USS Stennis elevators up or down or hangar doors open or closed. Your models are first rate. Looking forward to more of your naval assets. Rusty -
USS Oak Hill Coming Soon!!
RustyGunner replied to Admiral189's topic in Utility/Program Mods for DCS World
Admiral, saw your USS Oak Hill ship today and downloaded it. Gave it a run and must say this is a beautifully detailed model. Well done. I did notice the 3 radars no not rotate. I used ModelViewer2 and found connectors 21, 22, and 23 are being used twice. Check your miniCam (uses connector 23) and the front port MiniGun (uses connector 21 and 22). These connectors are used by the radar antennas too. I deleted these two sections in the .lua and the radars now rotate. However, the MiniCam and forward MiniGun will now constantly rotate about. Have you thought about animating the "tail gate" so it drops down and including a model without the landing craft inside the ship? Would make for some interesting photo sessions while landing units from the ship. Keep up the good work. Rusty