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Everything posted by Beldin
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ADMIRAL189'S CORNER - INCOMING SHIP MODELS
Beldin replied to Admiral189's topic in Static/AI Mods for DCS World
Is there a reason you do not use the FPS counter built into DCS? It has a nice feature that shows if you are GPU or CPU bound. Not sure how accurate it is compared to third party FPS counters. Default key for the built in counter is R Ctrl Pause/Break I think. -
Chinese Landing Ship by MingGe(Updated)
Beldin replied to cao990's topic in Static/AI Mods for DCS World
Early flight testing on Type 002 Deck currently supports take off of 3 Helicopters and 21 Fighters Refinements to take off order and taxi route/speed to follow soon. And maybe a few more spawn points since in theory the Type 002 can carry 32 fighters and 6 helicopters I think. -
Chinese Landing Ship by MingGe(Updated)
Beldin replied to cao990's topic in Static/AI Mods for DCS World
So I've done some work on the old CV-16 MOD that Markindel has posted on the DCS site. Because that and the Type 002 are so close the Runway lua I have for the old CV-17 works with your Type 002. I will still need to adjust the runway position and taxi routes but the spawn spots loaded on the first try. I'll get the files to you in a few days after I test. You guys can use them if you want -
Chinese Landing Ship by MingGe(Updated)
Beldin replied to cao990's topic in Static/AI Mods for DCS World
Outstanding work here, well done. I just loaded up the Type 002 and it looks great. I've not done much testing but just looking at the lua file it looks like a really good mod. I think I can help a bit with the runway and taxi stuff. In the one quick test I did I was able to spawn 12 parked planes on the deck but at mission start only 3 showed up and then after the 3 other plane on the runway spot took off the other 9 planes magical spawned and all then taxied and took off. I only did the one test and I have a ton of mods installed but the fact that you have 12 planes taxiing is really nice work. I'll create a separate runway lua for you guys to try out. Also, I'm not sure if you can use the carrier tool in model viewer without a separate runway lua, If you can great but if not and you are not using it it's a great tool when setting up the carrier decks. But again really nice work -
Trust me, while the fix Fury provided made the Ford almost acceptable looks wise no one more than me would like a better looking ship . I can't make any promises but there are efforts being made to get a better model for the Ford. But it could be six months or six years at this point. When I was asked to help out with the FORD mod I was under the incorrect impression that the textures could be improved rather easily. This misunderstanding was mostly do to my complete ignorance of 3d modeling. But for me this model/texture combo was only for development purposes. But all the feedback about how the ship actually WORKS is invaluable. The somewhat dedicated mod team of me, myself and I can only test and think up so many scenarios . So if the code ever really gets solid I MAY, repeat MAY, be able to get someone that can help on the model end. Because If I have to learn the modeling stuff myself (which I am slowing working on) we are looking at the 6 year part of the time frame I mentioned earlier. And thanks again to all those that have helped out or showed any interest Also I have deleted the download link. I will post a new version with some code updates shortly
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No Sir I did not see that THANK YOU very much. And great job with the new asset packs and new MODs on your site. Amazing stuff as always I will take a look tonight and update thread.
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Ummm, I've not noticed that. I've had no issues putting all 4 Ford class ship in a group for testing. And I used I've used the Ford ships in many different groups without issue. But not sure I've done a mixed group with TWO Ford class ships??? I'll take a look. I can't recall at the moment if/what ship are "sharing" a single edm or if I copied and renamed different edms for each ship. For the ED Nimitz class there is a separate EDM for each ship in the class. In "theory" the different ships should be able to share a single edm but maybe not . I've had the mod setup both ways but my guess is has something to do with this issue. But yes the last update seems to have caused a few conflicts for me. And to be clear. I have not fully tested the Ford MOD since Mr. Currenthill repackaged his GREAT MODS. Any conflicts with his amazing stuff are totally MY fault
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Yes, I don't think the Hawkeye ever operated from the Clemenceau class. I could have swore I had a basic Alize Mod working at one point but I can't find it now. On the plus side I have gotten the UK Gannet working as an AWACS aircraft and the ASW version of the Gannet is working well and dropping torps. So if anyone has a Alize edm that needs some lua coding let me know. I've not yet tried the Gannet on Clem/Foch but I'll test that tonight. Also one strange thing I notice while testing the SAMS/"CIWS" on the Clemenceau was that depending on the angle the Russia anti-ship missile would sometimes fly right through the ship. But if the missile attacked towards the front or at a downward angle they would impact the deck. So I'm not sure how complete the collision shell is. lol. But even with these issues it's a fun asset to have and I'm glad you're having some fun with it
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I got the U.K. Livery working for the F-4 B/C. Thanks again for the links/info. I'll post my F-4K lua and a runway lua for Joey's Hermes after a little more testing
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This is the F-4E with a RN skin on Hermes without the folding wings. Still working on the skin for the F-B/C with the folding wing. While it's correct that Hermes never deployed with the Phantom it might be fun for "What if" scenarios. Same with my FRS.1 SeaHawk. I'm all in to help if anyone want to do a Sea Vixen and or Buccaneer. Even if they are only ai.
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Yes, from my research it looks like they did trials with the Phantom in 68/69 I think. They could have made it work, but to get the weight down that meant cutting the fuel load. So on station time would have dropped from 2.5 hours to 1.5 hours and yes, the cats and arresting gear would have needed an upgrade it they were going to last more than a week. I found some FAA skins for the A-4 SkyHawk so...... I made a FRS.1 SeaHawk. It's a prefect fit for Hermes, not sure why it was not looked at
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Thanks guys. It's funny watching the ai Phantom land on Hermes. Basically if they have anything more than 100 lbs of fuel left in the tank and they don't catch wire 1 or 2 the nose, or whole plane, wind up about 10-20 past the end of the deck. I can see why they never cleared the phantom for use on HMS Hermes. I'm playing around with the F-4 specs a little to see if I can make it work without completely making up the specs for the F-4k (FG.) I'll post some pics vids later and thanks again for the info pm the skins
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Does anyone have any RAF/RN skins for the F-4B/C? I can find some for the F-4E MOD but the wings do not fold on the model used for the E MOD. I'm editing the specs a bit to create a F-4K to use on the the British carrier Hermes and it's a lot easier to fit on the deck with the wings folded. Thanks in advance if anyone knows where to find one
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So it looks like since 2.9 update the parking on many carriers has changed. After "backing in" to a spot the plane flips around on engine shut down. I'll take a look at Clem. "The fix" is yto not have the "back in" but this may cause issues with the taxi routes. And to be honest I never did check the parking with the F-8. But I'll try and take a look. I also have some update for the F-8 but I need to get those over to the guys that are doing that MOD
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Sorry, not sure about that. I've never tired to reload. I tend to MOD more than I play. So one problem I am having is sometime, not matter what order you place the planes on the deck the ai will spawn the F-8 at the rear of the deck and not the front. This causes taxi issue. Also even with he F-8 at the front of the deck and the SEM at the rear I had a taxi issue that I'd not seen before. Each ship does have multiple options for for the deck spawn. Hopefully I just had the wrong one active. In the ship lua the "dofile runwayand route" the line with -- at the start is disabled But I'll keep tweaking the runway layout, It's just a real pain when the ai changes the layout. According to the Super Carrier manual deck placement is supposed to be based on the order the planes are added to the ship, then base on size/space availability. BUT.....I'm pretty sure the ai is picking spawn spots base on the astrology signs of the ai pilots .
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Militariy Aircraft Mod
Beldin replied to BlackLibrary's topic in Flyable/Drivable Mods for DCS World
I'll add it to a very long list. I suck at texture editing/creation but I can look at the livery file. But I don't think I ever downloaded them. I do have one for the V-22 that works but I never even loaded the A400 other than to see if it loaded once -
Militariy Aircraft Mod
Beldin replied to BlackLibrary's topic in Flyable/Drivable Mods for DCS World
Good news, I might, maybe, I think..... I can fix prop ground strike issue. Stay tuned -
Thanks, I did download that, but I need to take a look and compare notes, lol. I didn't do much to the F-8FN I did, just changed some specs/name. Ran a few ai dogfights with Mig-21s and such and it seemed to hold it's own so I moved on. I've actually had the F-8 for awhile, I noticed that someone, Hawkeye60 I think, had fixed the "placement" of the edm so that it would spawn correctly on the deck. I think this model had originally been exported in a way that caused an issue with how/where the plane spawned on the deck when it was first released. And the one I found was a very early release of a mod that was dropped because one of the studios doing a F-8 module But thanks again. I was planning on looking at the F-8B-E when I got back to the runway lua for CVA-31. That's a great ship/asset to have and it can sail with the Clemenceau Class
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Thanks There is only one livery on this F-8FN. Also the Jet blast deflector hit the jet on runway start. There are also some cat alignment issues depending on where the plane starts it's taxi from. Check thread for "the other" F-8. that Hawkeye60 and toan have been working on. There is a more complete F-8 out there. I got this one from one of their posts and made some tweaks and updated the specs for use will the Clem/Foch. It is in no way meant to be a finished plane
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OK here is my latest updates to the Cuesta brothers Clemenceau Class Carrier. Both Clemenceau and Foch are included with two versions for each ship (same model, weapons changes only) Clemenceau 1961 8 Main Guns 5 Secondary No SAMs Foch 1963 8 Main Guns 5 Secondary No SAMs Clemenceau R98 4 Main Guns 5 Secondary 2 medium range SAMs "launchers" 16 missiles. (fires SAM from main turret barrel) Foch R99 0 Main Guns 5 Secondary 2 medium range SAMs "launchers" 16 missiles. (fires SAM from main turret barrel) 2 short range SAM launchers 12 missiles Weapons are all stock ED that are close in spec to the actual weapons Important All testing was done with groups of 2 for planes and 4 for helicopters Enjoy https://1drv.ms/u/s!ArIUQEKgEWp8gfZU-i8dogiWI1iNTg?e=CmYU7d
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Militariy Aircraft Mod
Beldin replied to BlackLibrary's topic in Flyable/Drivable Mods for DCS World
OK here's the best I can do right now with the V-22 Back up your current MAM V-22 lua and try this. Updates Name changed to MV-22B Performance data adjusted VTOVL/STOVL modes BASED ON WEIGHT/FUEL LOAD 50% and LOWER fuel load results in vertical take off and landing. Fuel load ABOVE 50% will result in short take off and landing. THE BAD NEWS Only the vertical "parking hot " take off animation for the engines is correct. All other types of starts/landing and the props will hit the ground at some point. The plane takes no damage and working fine but it just looks so wrong You can also do a uncontrolled "ramp" start that will make the plane static with the engines in the correct position, but even if you start the plane via trigger the props will hit the ground on start. The issue lies somewhere in the "fold wing" code ARG 999. I can fix the ground strike but then the wing never go fully level for flight. But it can still be fun for mission just use parking hot or don't look during take off Enjoy And Remember, fuel load equal take off / landing mode V22_Osprey.lua