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Beldin

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Everything posted by Beldin

  1. The fix on the Gripen discord got the MOD working for me. I think, maybe...... I've encounter a strange issue. I have MOD aircraft that will sometime take no damage from missiles hit ? I have no way to know if this is related to the Gripen but after reading that someone had some other issues that would not be your typical "conflict issue" I thought I'd report it here. I'll removed the Gripen to see if maybe it's causing this. Not 100 percent sure but I think it's radar missile that seem to hit but not destroy the plane. And it seems to depend on what angle it hits the plane as some missile hits do destroy the plane as they should. At first I thought it was an issues with a new MOD I was testing but then I saw it happen on an older one that was working well. And it just occurred to me this started after I got the Gripen working again,.
  2. I think it's only modded aircraft I just noticed it when trying a new mod. I assumed it was a issue with that mod so I removed it. But then I saw it happen with another mod that was working fine, at least as far as getting blown up was concerned. What strange is that it's intermittent as sometime the plane blows up just fine. And gun hits seem to always kill it. But I know the 2.9 update caused some issues with Mods so I was just curious if anyone else was seeing this. before I remove everything and try a rebuild. Also it might only be radar missile that do not (sometime) destroy the. And you see the "non lethal" hit in both external view and on the F-10 map
  3. Thanks.. Now I need to find that Draken. . that was always a favorite of mine, not sure why I haven't looked for one already. A for the problem it seems to happen more so when the missile hits from the top of the aircraft. Hits from other directions will destroy the plane. I've also seen hit were the plane seems to take no damage but the pilot will still eject.
  4. So this is the MOD where I 1st saw the problem. BUT it does not seemed to be only this MOD. I removed the J-35A thinking it had issues as it's new and a WIP, but then the same thing happen with another mod so I'm a bit confused. But thanks for looking into it if you can.
  5. Hmmm so I guess no one else is seeing this. . Great for the game but sucks for me. I must have some strange Mod conflict going on but I've never seen a issue like this before.
  6. Not sure if the is a bug or problems with some mod aircraft I was testing a J-35a MOD for the first time and noticed that when hit by AA missiles fired by an ai aircraft sometimes the J-35A, also ai, would take no damage after a missile hit and sometimes the plane work be destroyed. Also sometimes the planes looked ok (no damage) but the pilot would eject. I thought this was just a problem with the new mod BUT, I encountered the same this with an older MOD aircraft that has never done anything like that before. Just curious is anyone else seeing this with any stock of mod aircraft after the 2.9 update?
  7. Did not mean to suggest you were. And you are correct. I'm seeing FPS fps issues while using player aircraft on/near the deck as well. The instant the plane leaves the deck the frame rate is normal. The game treats ai and player aircraft differently. So hopefully a few more tweaks to the collision edm will have it all sorted.
  8. Ok, most of my testing has been with ai. I've only done one runway start and one successful landing. I do really the frame rate not being great while trying the many landing attempts but I had the graphics tweaked for pictures not flying. And with my rig that can make a pretty big difference. I'll try and do a little more player testing with both carriers. Do keep in mind that this is the first round of public beta testing I think so hopefully they can get issues like this sorted. They've done a great job so far
  9. It just always has worked. So I don't know?
  10. So using the latest collision.edm posted on page one I did some FPS testing with Type 002 I've got a entry level rig with 5600X, 32 Gb ram and a 3060ti. Graphic settings are med/high. With the ED Su-33, J-15 skin and full load out and 21 active ai planes on the deck I'm avg. 72 FPS. When I changed to a "J-15B" mod (clearly Su-33 based) that includes Chinese missile edms my average drops to around 60 FPS. this is with no other ship/units in the mission. The J-15B I'm using with added missiles comes from the same mod that contained J-20 and others like J-16D. It's a very nice mod collection. The mod folder is called "Chinese Aircraft Pack". I'll look for a link because it works very well as far as I can tell, even more so with the new Type 002 and 003 mod becoming available. Updated This is the J-15B I use for my runway lua testing. I'm try and remember to check with the ED Su-33 as well Down load link in description seems active
  11. Yeah I don't fly much anymore but I don't think I've ever tried the Su-33 before that, lol. it was interesting. But many many crashes before I caught a wire. First time I didn't end in a fire ball or under water I hit the deck so hard I "blacked out". When the view came back the plane was a wreck but the wire had caught. So a few more times and I put one on the deck without breaking the plane.
  12. What Hawkeye said is correct, PLUS it can really depend on if you are using a MOD aircraft and how many when operating this many planes at once. I get much better frame rates on the Ford Mod with the VSN F-35C than I do with the Superbug F/A-18. Like a 20 fps difference at times. Curious what plane were you using and how many. I've not checked myself but I'm curious how the SU-33 works compared to the J-15B mod now. I generally only have issues once I have one or two ships with full decks. Also I'm going to work on trying to keeping the taxi routes a simple as possible, fewer way points should lighten the load on the cpu a little bit I hope. And lastly, on my systems the camera angle will sometime make a bigger difference than it should depending on what other ships come into view. Also I tried a player takeoff from 003 and my plane fell through the deck. But I was able to take off and land as a player on 002. (please don't ask how many times it took to catch a wire ) I've made a few other updates to the Type 003 for you guys to review. I'll send my J-15B MOD so you can see if it's they same one.
  13. So about the Tracker...... Good news and bad Hawkeye confirmed that the 2.9 update has broken some prop planes taking off from carriers. That pretty much sums up the bad. The good news is the S-2 seems to work in all other respects and can use the AWACS mission type and update other units with target data. I've done two versions of the Gannet. Both AEW and ASW. AEW also functions as AWACS and the ASW can attack ships/subs with torpedoes.There are two models for the Gannet. The standard ASW and one that Hawkeye added the radar "bulge" to for the AEW variant. Even with the take off bug the units can still be used, you just have to start in the air or on land. Strangely they will still land on the carrier Can also be used as static "uncontrolled" but I need to sort out the Gannet wings not folding when parked uncontrolled. I'll post my lua files shortly. I also need to dumb down the sensor range as they both have "modern" radar ranges currently. I believe both of the original mods are from Hawkeye60 so I'll leave it up to him if he wants the original mods posted. And yes Valkyrie, Cold War Naval assets are looking up. Here's Cv-31 flanked by period NATO carriers. I had to bend the time line a few years and the F-4 never deployed on the Hermes but...... it looks cool
  14. So about the Tracker. Good news and bad. The good news is I was able to code the plane as a functional AWACS aircraft. I was also able to do the same with the UK Fairey Gannet. and things were good. Then... the 2.9 broke them. They will no longer take off from the deck. They do the control surface check but then just sit on the catapult and never take off. I do believe they will still take off from land. That fact that both mods are stuck on the ship leads me to think there is something wrong after the update with the way I made them AWACS mission capable. I'll try and get them sorted this weekend
  15. I do agree with basically everything you guys are saying. But after setting up a few runway lua files for several of the carrier mods I think they would have to rework the entire landing sequence. And don't forget it's not just Nimitz but the Russian carrier and Tarawa as well. And all three ship have different landing/parking issues. Unless you are thiking about just a Super Carrier update.
  16. I'm not saying it's impossible but the timing between planes landing is already very close, planes trap different wires each time which effects taxi distance and the time needed to get clear, is there just one push truck handling all planes.......... Now sure I'd like to see it but it seems to me there are other issues the developers should focus on. Like not introducing new bugs like this one with each update
  17. Thanks for the info. I need to do some more testing myself, but like I said this is the first time I ever even tried to id a ship via the RWR, . To much modding and not enough time playing
  18. Round one of flight testing is complete for both Type 002 and Type 003. Files have been sent to MOD creator/team. Final placement and number of aircraft will be up to them. I will continue trying to refine and update them with any improvements I come up with. And once again some outstanding Mods/work being done in this thread and it's my pleasure to help in any way I can. But now I think I'm going to actually play the game with these mods and build some epic missions Thanks again for all the hard work
  19. While it certainly looked strange watching planes back themselves up, having messed around a lot with the runway codes I can't imagine the nightmare it would be to have animated pushback trucks on the deck as planes are landing. While I agree it certainly would be cool and correct I don't think we'll ever see that added.
  20. I noticed the same thing, I think. But it's the first time I've ever looked into how the RWR works in DCS so I thought I might be doing something wrong. Currenthill was nice enough to provide me a sensor lua fix for the Ford carrier so I was curious to see how how it was detected by aircraft. What's strange is the Ford showed as a "U" but I could not see the Tico (USA asset pack). that was escorting the Ford. It's strange because it's very similar code, although the Ford sensors are based on the Burke and not the Tico. I'll do some more testing tonight and I want to make sure I installed the CH RWR mod correctly. Am I correct that to install the RWR mod you just overwrite the stock ED files with CH's updated one?
  21. So if anyone want to drive themselves crazy trying to fix the engine rotation for take off from cold start on the V-22 here's what I've discovered so far. Looking at the edm in Model Viewer the two args used to control the wings and engine pods are 999 and 292. If you look at the original V-22 lua you will see arg 999 in the taxi and folding wing code lines. BUT arg 292 is not in the original file. I tried adding 292 and changing the values. adding another line with 292, etc... but still no luck. It almost seems like the engine start and level flight position have to be the same. Because when I can get engines to start with the props hitting the ground they will not fully rotate forward for level flight. So if anyone can sort that out or confirm that it's impossible that would be a big help
  22. I have some updates for those that would like to try. Important. You must have Currenthill's CH Military Asset Pack USA installed. Currenthill was nice enough to fix the sensor file. So many thanks for that. SAM range is limited for game balancing reasons. This is to prevent the carrier from wasting the Enhanced Sea Sparrow Missiles on targets her escorts are shooting at. So while her anti air defenses don't have that much more range than the standard Nimitz class but RIM-162 missiles are much more effective than the standard Sea Sparrows. I think I fixed the group spawn issue. I was able to recreate an issue when spawning CVN-79 after CVN-78 in a group. It seems gone now but I'm not sure why. Because after trying a few things that didn't work I basically wound up with files that had just been renamed back to the original problem. Which now seems gone. Other small fix is to the RIM-162 launchers. The launcher tube covers have been operating backwards. They now show when the launcher is loaded. BUT unfortunately they stay covered after launch. This seems to be a model issue, either the animation is backwards or none with the covers on. I'll keep looking for a code fix but having the cover always on is better than working backward. If anyone is up for testing I'd like to know if...... Player take off and landing is working (it should be) Are the landing aids working correctly (they seem to be but I've never really flown the F-18 or F-14 modules) Is ATC/radio working (maybe?) Can you detect the ship on the aircraft RWR and at what range. (may require currenthill RWR mod) Weapons performance seems good but the Port side RIM-116 SAM has a poor hit rate when firing to the rear quarter. But there should be no missiles or CIWS firing through the ship. Fire damage effect is a bit of a hack at the moment but there should be a slight increase in the fire(s) amount as damage increases But any feedback on what's working and what is not is helpful. https://1drv.ms/u/s!ArIUQEKgEWp8gfccYyPRa2xK9WeNWg?e=GbjZLx
  23. I'm not sure how useful a well deck would be as I don't think there would be any way to launch landing craft from it. There is a Wasp class Mod out there that has a static open well deck door. But I could never find a way to make use of it. I though about trying to code a hover craft as a helicopter to see if I could get them to "launch" from the Wasp's open well deck but I never got around to it. But check with Hawkeye to see if he has that version of the Wasp laying around. There is also a working HMS Fearless MOD floating around. Only problem I recall with it was a stray light or something floating in the air aft of the model
  24. Here are some updates to the V-22. Changes to aircraft specs/mission type. MV-22B is the Marine Transport Version. EV-22 is an AEW aircraft that can use the AWACS mission type and does function as an AWACS aircraft in missions as far as I can tell. Many thanks to the Special Mission Aircraft and Operator's AI Mod V2.0 for the example of how to create an AWACS type aircraft for DCS. Install. NOTE this will REPLACE your current V-22 so back that file up. The MV-22B replaces the standard V-22 You can just add the V22_OspreyAEW file and keep the stock V-22 if you want. Just add the aircraft lua files to the MAM mod folder and add this line to the entry lua file dofile(current_mod_path..'/V22_OspreyAEW.lua') IMPORTANT. Take off mode is base on aircraft weight. I have the "V-22" setup so that a 50% (or lower) fuel load will do a vertical take off and above 51% fuel load will do a short take off. The Wing/Engine animations are only working correctly for vertical take off. During short take off the propellers will hit the ground/deck but it will still take off ok. Also because STOVL aircraft can use both helicopter spots and airplane spots getting them to spawn on the ship's deck where you want in ME can be tricky. STOVL aircraft will only use the helicopter spots if, ONE their weight is low enough for vertical take off and TWO, all the other "plane" spots are full. So if you want to use the MV-22 on a ship like Tarawa or any other carrier make sure all the airplane spots are full BEFORE you add the V-22 (at 50% fuel load) to the deck. Other wise the V-22 will use a "plane spot" and ME will NOT let you reset the position, even if you delete and re add the V-22. And finally I just noticed that while take off from a airplane "runway" start works on ships take off from a parked airplane spot is not working on ships (but does of land) But vertical takeoff (parking hot) from a helicopter spot works fine as long as you can sort out the deck spawn. V22_OspreyAEW.lua V22_Osprey.lua
  25. As far as I know you can not embark troop onto the planes like you can with helicopters. I messed around with the code a bit and came up empty. I has seen some mods where you can drop "paratroopers" like bombs but I don't think the troops can do anything after they "land" On the plus I was able to create a working AWACS version of the V-22 (EV-22) but I still can't get the darn wing pods to work correctly for ramp starts. So it's still only working as parking hot for take offs. I'll post my lua files for the EV-22 and MV-22B as well as what I've figured out for the wing pod take off thing tonight when I get home. Hopefully someone can fix that. I can get the wing/engines pod to stay rotated off the ground for engine start. BUT I can't get them to then go fully level for normal flight
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