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seabat

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Everything posted by seabat

  1. Locked to country means this line in the lua countries = {"USA",} add two dashes to the front of the line --countries = {"USA",} and see if that changes anything. If not remove the two dashes. seabat
  2. Short answer is yes. The original liveries that came with the mod had the larger rivets and lines. The next update will have some newer liveries with adjusted rivets and lines. seabat
  3. Sent to Hawkeye for his next update to the Avenger. WIP but should get some variety to boat decks. (I will figure out making rough mets in GIMP one of these days) seabat
  4. OVGME basically works the same way for me. Put mod in OVGME folder, open OVGME, search for the mod, click enable. In the past when I had an issue with the FA-18D it was caused by forgetting to disable the mod in OVGME before I updated to the latest DCS update. DCS update "fixed" the FA-18C and overwrote the D mod codes for player controlled. seabat
  5. 1. When viewing an edm in Model Viewer the resolution seems to be lacking as in it looks like 720 dpi. Is there a setting that can be adjusted in MV? 2. Is there a way in MV to tell where on the edm a dds file is applied to? I can see the textures in the texture drop down but would like to know where some of the less obvious ones are applied. seabat
  6. Beldin, There should be about 6 versions of FN liveries in the link TeTeT provided. The French liveries were made with the Cuesta Brothers carriers in mind. Just be aware the Big Duck livery is a WIP and pending figuring out how to get a good RM to match it. All the liveries (FN, USN, USMC and Phillipine AF) should be compatible with the mod you are using as they all started from the same files. We are still tweaking them as time permits (Normals, RM, resolution, text, etc) and will post updates. If you would continue to use the credits in the readme text as you have it would be appreciated. seabat
  7. If you downloaded the F8 Crusader Mod there is a folder which substitutes the pictures for the home screen, breifing screen, etc. It is common in alot of user mods. Go to the F8 mod folder, look for the Skins/1/ME subfolder. The "weird" pictures should be there. Rename the files by placing an x in the front of the file names and you should revert back to whatever was your last screens. It is what I have done and it should work for you. There are a bunch of other things that can be done including making your own screens but I am not at my DCS computer so I am not 100% on the steps. seabat
  8. I seem to remember eariler in this thread that the CJS mod needed to be installed via OVGME first then the VSN mod or the overwrite/replacement/substitution of codes would cause issues. I use the mod manager as both CJS and VSN do substitute the DCS code and when DCS puts out an update everthing gets "corrected" and then CJS and VSN will not work. So I disable both, do the DCS update, reinstall and am back to having no luck at all in air to air refueling. As of the Dec 28 OB update all three mods are working fine for me. Just a thought. seabat
  9. There are some challenges we are working through with the Crusader mod as a fighter. We are adressing them one by one and making progress. Those challenges included the pylons and missle mounts on the fuselage. We are getting closer but still a WIP. Once we get a satisfactory result we can get a fairly good representation of a photo bird. Unless we get a new model with the slab sides behind the cockpit photo birds will only be representative. The camera windows on the side will be close. The camera on the bottom will be a challenge due to the way the model textures wrap under the jet but again we can get close. Markings after that are relatively easy and we have a few liveries that are in the pipe line. The Thirteen Day liveries are now on the list. Thanks for the suggestion. As with everything else in the mod world, be patient. Maybe "Two Weeks". seabat
  10. Fear the Bones (TeTeT, VSN, heatblur, DCS, CJS) seabat
  11. and some more. Thanks to: Spino for the original mod Hawkeye for the updates Pedro Caparros for the orignial livery TeTeT for the USS Bon Homme Richard Toan and Citizen for the ideas To those I missed, my sincere apologies and a big Mahalo! Markings are mostly historical. AC Numbers are historically fictional. As TeTeT said the Crusader is a work in progress and has some limitations in both the mod and liveries. We hope you will still get some enjoyment out of it. seabat
  12. Recce, We had a similar issue with the USS Bon Homme Richard CV-31 mod. On a whim I changed The VPPStartPoint entry by adding another 20 (feet?) and we got rid of alot of bolters. -- landing strip definition (first in table) -- VppStartPoint; azimuth (degree} Length_Vpp; Width_Vpp; Original {{-72.5916, 16.95, -5.60511}, 349.0, 97.0, 20.0, --somewhere between last wire and model center / just past last wire New {{-52.5916, 16.95, -5.60511}, 349.0, 97.0, 20.0, --somewhere between last wire and model center / just past last wire -72 TO -52 May or may not help with the Ford. seabat
  13. To help understand I suggest you download one of the more recent Hornet liveries (past month or so) and look at that description. At the end there will be a section related to arguments listing various countries. I would give you more than just locations of where to look but I don’t have my normal computer. Alot of the older liveries were affected by the code change but You will probably see why it was done when you do your comparison. seabat
  14. The file does not seem to be updated for the new lua coding for BORT numbers. Sometime in April DCS revised the number code for the F-18 and the previous codes do not eliminate the numbers. Go to the topic in the forums for the history and a solution. You need to update your description lua for that livery by adding in the lines that are explained in the topic. seabat
  15. roobarbjapan, Did a quick AI mission two F8 vs two Mig 19, South Atlantic map. Missiles and flares launched but no crash after several runs of the mission. Will check with other types against the Crusader. TeTeT, Urbi may be using the Spino mod from his website. If you look at the leading edge of the wings there is a section missing which was a bug on that particular download. Good thing is his livery will work with the update. seabat
  16. Hawkeye, yes it is F-8’s parked on deck. Along with the Seasprite they make the deck properly occupied. Don’t suppose you have a S-2 Tracker or an A-3 Whale at the back of the “ Bottom Drawer” do you? Toan, They are statics. The helo is parked at one of the take off spots I modified in the lua. I made one there, a second about 20 feet farther towards the bow, and a third on the port side deck edge. I am still trying different launch and take off spots for jets and have not tried any adjustments for helo landings. AI A-4’s not being consistent on landing is a challenge. seabat
  17. I recently re-loaded the MV2-MT and it was acting strange though not all the issues related above. I then went and deleted the old "edModelViewerTrunk" folder from saved games and reinstalled MV2-MT. I have access to all functions again. Just a thought. seabat
  18. Out of curiousity since you did not list it in the landing configuration, what is the weight of the aircraft set at when you set them up for landing on the carrier? I am checking some things for TeTeT and I noticed on some planes that aircraft weight causes the jet to stop at different distances. For example the F4 Phantom would stop over the end of the deck at 100% fuel with tanks and would stop before the end of the deck at lower fuel weights. I am curious if there is other parameters in DCS regarding carrier ops. I tested various AI aircraft before the recent DCS update and all landed. A-4E, F-4B, F-14, F-35, Harrier, E-2, C-2, F9F, Entenards, Rafael, A-6, EA-6, T-45 all landed as single AI. Sometimes they would get a wave off but the next pass they would land. All set a around 20 to 25% fuel weight. Multi-aircraft groups would cause random results depending on the type. The only one I tested that would not land was the OV-10 Bronco but I could not set up a carrier landing in the ME as it would always default to a land base. It would take off from the runway with no problem which was kinda of cool. Again this was BEFORE the last DCS update which I have not uploaded yet. I plan to do that this weekend and then go through the tests again. seabat
  19. Was setting up various things in Mission Editor and the Bonnie Dick and wanted to see how night ops looked. Deck was kinda dark so I took some lights from Massun's mod and placed them on the island. Light was harsh but did add to the effect and gave me some better visibility. Got the idea from Admirals boat topic posts. seabat
  20. Carriers would/do turn into the wind and speed up to a calculated rate of knots to conduct landings. Without going into all the variables a higher boat speed allows for a net "slower" wheel speed of the aircraft at touch down. When I set up landing practice mission I enter a combined boat speed and wind speed of somewhere around 30 knots. I will also check the aircraft weight. For the A-4 I add empty tanks for the visual aspect and set the fuel load around the 25-30% mark. After that I will either bolter or hit the ramp because the game hates me. Details such as allowable aircraft weight for landing, individual aircraft AOA, flap settings, added lift due to wind speed across the deck, time allowed for landing cycles, marshall patterns, wire settings, boat maximum allowable speed, etc. all go into the operations planning and procedures and each aircraft has either small or large differences in the procedures. But dealing with all that is the fun part of DCS. seabat
  21. "Lined up right, fair two wire"? NO way that was a fair. Absolutely an OK TWO! seabat
  22. TeTeT, I had an issue once where I was playing with taxi codes and a plane dissappeared off the flight deck. Seems I put in an incorrect deck elevation in a few lines. Not as simple as that is it? seabat
  23. TeTeT From what I am seeing of your progress I would change "pretty raw" to "Well Done!" seabat
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