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Everything posted by Beldin
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Congratulations. And it leaves your modding hobby "on pause" for awhile. . At least until you teach the kid to code
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Hey TeTeT, Hope you are well and congrats on all the MOD progress. At some point I'll get back on discord and see what I can contribute. I still need to see how you guys sorted out the carrier stuff for the A-1.
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I have narrowed down the problem file(s). Please DM me if you'd like to test before public release. I hope to be able to release by the weekend so look for a new thread soon.
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It's an Ekranoplan and its floats and flies. This is a very early "alpha build" video after I got it to show in game.
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I have that in game now( Lun Class) . Only reason it's not released is there is a texture conflict with this mod /(Cold War Asset) that I need to solve. But I will post it soon
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There is a link near the top of this page.
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Military Assets for DCS by Currenthill
Beldin replied to currenthill's topic in Static/AI Mods for DCS World
I don't think anyone does. . That's why I said "double check". Because while not common I have seen mods turn themselves off in that menu before. But other than that I'm fresh out of ideas -
Military Assets for DCS by Currenthill
Beldin replied to currenthill's topic in Static/AI Mods for DCS World
Double check you in game settings. I do believe it is possible to "disable" an installed mod. -
ADMIRAL189'S CORNER - INCOMING SHIP MODELS
Beldin replied to Admiral189's topic in Static/AI Mods for DCS World
Check the forum for Oban's Type 42 and Type 21 -
After mounting the texture folder and then "reloading textures" I have to resize/minimize the Model Viewer window before the textures get applied. Not sure if this is normal or just a bug on my system but give it a try if you haven't.
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@crazyeddie Nice work. One note about the Sea Cats on Oban's Type 21. I "modeled" the final GWS-24 version of the Sea Cat. And technically it's not the right seeker head/type. I did try and adjust the spec to get hopefully "realistic" performance. Hopefully hit rate is good vs higher flying Aircraft and not so good vs super sonic low flying target The original GWS-20 Sea Cat had a optical guidance system that was flown to the target like TOW anti tank missile. The Sea Cat included in the game did try to model the optical guidance system. Based on the missile scheme used in the code that I've not seen on any other SAM system. I think most agree the results are so-so. I do have a GWS-20 version and also Sea Dart Block 1 missile included in my SA asset update I'm working on. I will share the missile luas if nothing else soon for those that want more period correct missile for Falkland Island missions. I think I included both Sea Dart block 1 and 2 luas in Oban's Type 42 Mod is anyone wants to play around with the code.
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Yes, that how I set it up. The weapons lua in "custom" but it uses the in game Sea Cat edm And thanks crazyeddie, I'll take a look at some of the other Mods and see what I can find on my system that might be cause the tiny Sea Cats when they are on the launcher.
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Thanks for the info . I never saw that one while working on the ship. Also that bit about the order in the ME list explains a few things I seen with other mods. Any thoughts on why the Type 21 Sea Cats do not scale correctly when on the launcher? I think I tried not showing them at all when they are on the launcher but they always seemed to show up as tiny missiles. The mod links to the ED/SA Sea Cat model. I tried an experiment on my system and copied/renamed the Sea Cat edm to the mod but they still show as tiny missiles until fired.
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A quick note on the ship names in the ME list and F10 map names. The current v1 release still has my unique ME/Map names. When using multiple ships of the same type in a mission I prefer to have each ship have it's own unique and short F10 map name. The current release has Ships "F-172" Ambuscade and "F-184" Ardent listed in the ME list. This can create a small issues if you want to use one of the different liveries Oban was kind enough to include. The F-10 map name will not match the in game hull number. I'll create a ship lua with a generic "Type 21" F10 map name and/or additional named ship luas to match all the included liveries and get that to Oban for the next release. Note you must manually load the livery for Ardent for the correct hull number. And once again many thanks to Oban for a great Mod Also I have applied these weapons updates to the ED/RAZBAN SA assets. It's a core game files MOD so it's not for all. I have it working but I've created some kinda of link/dependency with the Type 21 or Type 42 Mods that I need to sort out. Hopefully I can share that soon because the Twin barrel main gun on the SA Leander class are fun.
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If you look in the core game SA assets shapes folder you should find a Sea Wolf edm. It does not have the booster fitted like the VLS Sea Wolf missile should but that's a minor detail. I added two Sea Wolf equipped Type 23 ships to Admiral189s Type 23 Mod so yes it can be done. I'll send you the lua files to look at/use shortly
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I do like the Sea Wolf/Exocet Batch. I don't mind the Towed array on the ship. But the one with it deployed sadly can't really be put to good use since there really is no sonar . I'll look for some pictures of the Sea Wolf/Exocet fit and see if they had the towed array fitted. My guess is they didn't and only 5 hull got the Sea Wolf/Exocet fit as far as I can tell
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The Leander in the picture needs very little work. And a Batch 1 42 will be great
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Back up original mod then add the F35MM to main mod folder. Add the new entry and F-35B luas as well but replace/overwrite the original files. OR, you can just copy the planes weight data from the new luas to the original F-35B lua. I will try and get this updated over the week end as I have cleaned the files and eliminated the weapons from the Italian version that are not part of CH's Sweden pack
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What missile is that? I don't think I ever got the MK46 to air drop correctly. I have gotten what I think is the WW2 to air drop and work but it's way over sized for a Helicopter
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ADMIRAL189'S CORNER - INCOMING SHIP MODELS
Beldin replied to Admiral189's topic in Static/AI Mods for DCS World
The Italian FREMM Frigates conducting long range shore bombardment (VULCANO Long Range Naval Ammunition) followed by cruise missile strike. Many thanks to the Admiral for such great assets to have in game. -
Not to stifle any efforts for a new Lynx Mod , I think there is a usable ai version out now. Let me do a little looking around the file collection. Never mind. I found it but it's a bit of a mess. Also it's not part of the Mod Pack I thought it was so I'm not sure where I picked it up in the first place.
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It's a core file update to the AV8B module. I created a Sea Harrier lua and added it to the entry lua. Only tested for ai/solo missions. Model pylons are not correct for the real Sea Harrier but I like having it anyway. I just don't use the extra pylons. Also the gun pod seems to get ejected it the ai " drops tanks". Not sure why that is happening Back up the AV8B entry and overwrite with new one. Then add the SeaHarrier lua to the AV8B mod folder. You may need to find the RN skins for the AV8B for it to work entry.lua SeaHarrier_FA2.lua
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Thanks. I wanted to show the other Sea Harriers launch their Sea Eagle anti-Ship missiles but I ran out of song There's another track on the album that might work.........
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It was mentioned earlier in this thread. I have no idea on the time frame and I don't expect it any time soon... but am fairly confident is does exists.