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Beldin

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Everything posted by Beldin

  1. Thanks and that’s good to hear. I’m curious how the Rim 116As are working. No pun intended but the performance I’m seeing is really hit or miss. They seem to either work well or not very good at all depending on the threat and angle of attack. The code is basically a direct port from Nimitz and the position of the launcher is about the same so I’m not sure what’s going on. But the 162 and CWIS work great in my test. Thanks again for the update
  2. I'll look into seeing if it can be shared here. I can't recall what discord it came from. maybe even mine. I was on a bit of a modding break, lol
  3. Thanks. Yes my Clemenceau update contains both R98 and R99 and there are liveries for both the early and later years. As for weapons I have the all working for the most part. There are 3 versions, original fit with guns only, 1980 refit with 4 guns removed and 2 SAM launchers added and the final refit for Foch with all guns removed and a second short range SAM system added. BUT....... Sadly this is all done via lua edits and NOT reflected on the model. The model, while very pretty, is not actually correct for any version of the Clemenceau class. But I did get a little creative. Notice the SAM firing from the gun barrel on the Foch picture, . I still need to sort out the small gun firing arcs. they keep shooting through the deck shooting at airplanes that are to high for them But it's pretty cool watching R98 and R99 conduct a shore bombardment with their "big guns" while launching troops via helicopter. Oh, the F-8 was something toan had posted. I think he and hawkeye60 have been trying to get it usable. I'll include my update to it with the Clemenceau updates
  4. I've got some updates for the MAM V-22. Main issue I'm having is getting it to do a ground start WITHOUT the wings in the level position and "smashing" the props into the ground. Vertical take off from parking hot has always work from ship for me, but it's been awhile since I tested landing. I'm pretty sure I had the start up issue fixed but then one of the DCS updates broke all the STOVL landing stuff for a bit and I lost track of the file The other V-22 MOD I think you guys are taking about has the wing rotation animation linked to the landing gear animation. A novel idea to make it work but......It kind of screwed the MOD/model for future updates via lua edit. I'll take a look at the MAM V-22 and post what I have Update. I can't get the freaking engine rotation/start up routine right. If I get the prop to clear the ground at start up they wont go level in flight But I'll at least post the lua with corrected specs. tomorrow But the only animation that's correct is vertical take off from parking hot. Both vertical from ramp and short take off have the props hitting the ground.
  5. Hello all, Sorry for my absence, I need a bit of a break for the Modding scene, lol But I've got some big update for the Clemenceau Class will post some pictures later today. I'll take a look at the specs on the SEM and Etendards. I've not made any changes to them but I'll see what I can see/update. I've dove some update to the F-8 Crusader that's been floating around lately as well. I believe it's the one Toan and Hawkeye were updating
  6. Very nice work guys. I did a "maximum effort" take off lua. Still needs a little work but everyone is making it off the deck at least, lol 2 on the cats and 32 parking hot
  7. Hey Fury, I'll message you the details about the issue later. It's possible that the Ford Mod maybe ok as I have used the Currenthill modified ESSM SAMs that I used on Ford on other MODs as well, an I've got a ton installed right now, But now that Ford has most of the major issues I knew about fixed AND acceptable texture I'll look into it. I just recall when I added some of the new US asset from Currenthill I had issues and I'm sure it's either the Ford or another one of MY mods, Thanks again for your help.
  8. Spoiler Alert Top Gun III Maverick steals another Iranian F-14 and lands back aboard CVN-81
  9. OK so here is the Ford Class. Thanks again to FuryNZ1781 for the Texture fix ONE BIG ISSUE. This version of the Ford Class may not be compatible with Currenthill's latest US Navy ship updates. The Ford mod was working with the his Tico and Burke update before he "repacked" all of his asset together. The Ford Mod is still working with the older version and I just had to remove the ships from his US asset pack and use the old ones. I believe this is because I never really got his radar code modified for the Ford Class setup correctly. I will sort this out and I'm only posting this version is because I had a couple requests to post what I had for the Ford "As is". Please post any bug and fixes you may find and come up with here and I will try to update the Mod when can. There are still lots of little issues, like the Sea Sparrow hatch covers operate backward , catapult alignment is funky for some aircraft and can vary by parking space taxied from, etc... But it should make a decent ai asset and it looks like that maybe even the player damage on takeoff issue is fixed. but I most likely have the damage message disabled I will try and address any bone head download/install issue quickly but other update will come slowly until I can find someone that wants to work on the new model. Enjoy Tested mainly with ED F/A-18 lot20,CJS F/A18E, VSN F-35C and Rafale M E-2 and Greyhound can be used if some cases as well
  10. Thanks for the Parking FIX And CVA-31 looks really nice
  11. What's this.... A CV-31 mod you say.........I must take a look
  12. SO this is a strange one. When landing/parking after the plane "backs into" it's parking space it "flips" around and ends up facing the wrong way. Not sure why this happening and it's caused a few issues with the parking landing routes as having the tail stick out instead of the nose has caused some taxi issues. Still planning on a release today but the landing/parking may still be a bit buggy when trying to return a large amount of aircraft. On the plus side both player take off and landing do seem to be working. I am able to spawn on both the catapult and from parking hot and the wires are trapping both player and ai aircraft
  13. Updated pictures for the Theme/Wallpaper Testing goes well
  14. Hello All, Sorry for the sudden departure and lack of news. Unfortunately the person handling the model side of the mod decided to focus on other projects. BUT "Good News Everyone". Thanks to my new hero FuryNZ1781 for the texture fix, hell call it a miracle, and the continued interest, I do believe I have something that can be released that should be a good ai asset and have a limited player functionality. The main issue I recall not getting fixed was player take off from the cats causing minor damage to the ship and getting the elevators working. Also while landing aids appear on screen I'm not sure it's working correctly. The the "bolter bug" came about due to a change in the collision model made trying to sort those issues. I think I have that sorted back to the collision model before the bug. I did see someone suggest a lua fix for that and will research that, but my quick testing and somewhat reliable memory makes me think I fixed that . There are some frame rate issues, but that can depend a lot on what and how many aircraft you put on the deck as I get similar results with mod aircarft on the stock Nimitz. But since the Ford class should only use F/A-18E/F/G and F-35C (I've setup the runway lua for those). That means mod aircraft, and while there are some great ones out there my entry level system (5600X/3060ti) take a big fps hit with 24 of CJS's great F/A-18E/F/G mod on the deck. The VSN F-35 is a little better but your mileage will vary based on your system. Large aircraft like the E-2 and Greyhound should work from the cats and may work from parked depending on what and how many other types you mix the with them on the deck. 4-8 CH-47, CH-53, V-22 and F-35B VTOL also work with the fixed wing spawn points. Landing should be 12-16 aircraft but I still need to make sure the bolter bug is gone. Plus about 100 other things, but I should have something up by the end of the weekend. But Wait there's more. I was able to cobble together a Refit of the stock CVN-72 with the new SAMs (162D/ESSM) from the Ford Mod and added more spawn points to the deck. While similar to what Currenthill did with the Tico and Burke, it's not as slick and may require a little DIY with the game files but I will include the lua file for it with the Ford files. Also I have a Tarawa Class Mod the has the model fitted with the original guns and CWIS and no SAMs. This allows for shore bombardment while landing troops by helicopter And a few updates to some other Cold War Classics as well. Again please keep in mind I'm limited to only lua edits currently but I've got the models working as correctly as I can. Thanks for the interest and patience. I hope to have The Ford files posted by the end of the weekend Note: Full credits to be included with Mod files and thanks to all that have provided tons of help
  15. Your welcome. Yeah, I don't think I knew how to make the Harriers land when I did the takeoff stuff.I can't recall if I added the wires that are not really there, lol. Landing the ai STOVL planes is hard because since the landing type is based on aircraft weight so planes will try vertical and some short. And that gets messy real quick. Check what Marroux posted. you maybe able to edit in his landing stuff. I'll fix the wake and and take a look at the landing stuff soon.
  16. Not sure if I'd call it magic, lol. You'll need original mod. Replace ship lua and make a scripts folder. Put the "runway" lua in the scripts folder. PM if you have any issues. Weapon mounts are not animated on this edm so there's not much I can do. 4 Runway and 8 Spawn points for Harrier added. I only tested takeoff with Ai. I do not recall if helos or landing work. I updated all ship stats. Should make a decent Ai asset. Runway lua is a little rough. I try and improve it later. Enjoy AsturiasRunwaysAndRoutes.lua Príncipe_de_Asturias.lua
  17. I have a file for that ship somewhere,. I'll load it up later today and take a look
  18. Hello,

    Hope all is well. I thought/hoped you might want to try this. I've update an old Mistral Assault ship mod that Hawkey60 posted long ago. Better matched working weapons code, added sounds and all three ships now show in ME as separate units so they have unique names on F10 map when used together in a mission. Please read the MOD Report pdf in the folder. I added one in French from google translate, have know idea how well it reads🤔.

    USS America is getting close to being finished and thank for your help on that.

    Enjoy the Mistral class if you have the time

     

    https://1drv.ms/u/s!ArIUQEKgEWp8gfV7ZB0zBP7JtBfZKQ?e=E0Vj4b

     

  19. And lastly. Here a couple of short videos showing so player aircraft takeoffs. 1st video is a "Flap Only" takeoff with a light weapons load. And while I've done better it's always a bit of a close call with the water. 2nd video is vertical takeoff and a heavy weapons load short takeoff using the lift fan. I'm using a VSN F-35B modified for correct STOVL ai operation. I have no idea how this mod affect "player flight" if at all. Takeoffs maybe very different in Harrier and other MOD aircraft. The update will include an updated " ai" F-35B lua to use with the America/VSN-F35B combo. As this mod was originally meant as an Ai asset I will try and add player functions as fast as i can sort them out.
  20. Here is some test footage from weapons testing on USS America. Test is meant to be a semi realistic "real world" attack by bombers using anti-ship missiles from their maximum range (100nm in this case) to check basic weapons function and some game balancing issues. I say "semi realistic" in that it's just a single axis attack with all the missile from the same direction and the two carriers, LHA-6 and LHA-9, only have 3 escorts. 1 Tico, 1 Burke (CH's latest update) and 1 of Admiral's new FFGX-62 Frigates. It's my understanding that 2 LHA class carriers would have more escorts than that in real life so, totally "real world" no. The video starts on the F10 map in 3 "parts". 1 to show the long range battle, 2 for the mid range and finally the 3rd as the anti-ship missiles enter the ESSM SAM engagement range of the America class. Note For those wanting to get to the part with "game video" of stuff blowing up skip ahead to about 2:30. Now while the America class has the same ESSM SAMs as her escorts I have reduced their range a bit so they don't fire at the same targets as the escorts. You can see this on the last part of the F10 map. The escort SAMs (ESSM & 162) fire before the LHA ships fire their ESSM SAMs (currently named 162C). Now while this makes her weaker on her own I believe it will help with game balancing as a LHA class ship should not be sailing into harms way without an escort. I will continue testing this theory. Now with over 400 defensive SAMs and only 168 incoming missiles, in a perfect world this should be a walk in the park for the "Blue Force". But the world is far from perfect. That being said if your going to come under cruise missile attack this test shows an America Class LHA is not the worst place to be
  21. Hello all. I have some info on my updates to the Admiral's LHA-6 USS America Class. Sorry for the lack of updates but this involves a lot of testing. Speaking of that many thanks to those that have helped with the testing. Several of the issues found have been addressed or have potential fixes in the works. I will send out an update soon and I'm still looking for Harrier pilots. But what would be extremely helpful is if anyone could help with the Liveries. My current ones are only meant as "place holders" with at least the correct Deck, Hull and Island Numbers. While they look ok from from 30 meters they do not hold up under close inspection. Now a ship from the Admiral deserves better and I will improve them, once I learn graphic design, . So any help from someone with some graphic design skills would greatly speed things up on that front. I'll be posting some rough videos of the testing for those that at interested in the progress of the update and the USS America MOD in general. PM if you'd like to help with the liveries or testing. And many thanks to the Admiral Here's a few pic of LHA-7 and LHA-8 under fire while sailing with LHD-1 USS Wasp and the current British and French Carriers
  22. Well you can see them in a day or so if you like to help with the testing and confirm I've not broken anything. And by "testing" a really mean just use the ship(s) and let me know what issues come up. I promise I won't be "grading" anyone PM me if interested And do keep in mind that the USS America MOD the Admiral has posted is already a very nice mod
  23. I've been working on a Ford Class MOD. We are switching to a much better model in the near future. Ship works well as an ai asset but because DCS handles player and ai aircraft very differently and early mistakes with the model it's on hold for now as the new model is being made game ready. I was able to added the correct Ford weapons from currenthill's amazing US Modern Ship MOD. I may attempt something similar with the Nimitz class. Unfortunately to add CVN-76/77 would require a new model as others have pointed out those ships are "Reagan sub class" and have some of the planned Ford class upgrade "ideas" incorporated. I have updated spawn layouts for all of the Stock ED carriers. I will post them soon in the static unit ai forum.
  24. Hello all, The Admiral was kind enough to allow me to play around with some updates to his USS America LHA-6 MOD. I've expanded the Mod to include all 4 of the planned ships, updated the sensors/weapons to current standards, I think, and created 3 different spawn layouts for the deck. Standard, Sea Control and Air Assault. While meant for Ai play players can spawn and takeoff from the deck. My attempts at landing did not end well and I've not even tried a vertical landing but it should work. Ai landings work to a point but are still a wip. If you would like to help in some of the final testing please PM me. Any brave Harrier pilots that can confirm player landing are possible and that I'm just a really poor pilot would be helpful. Any many thanks to the Admiral for all the great ships
  25. Yes, sorry for the lack of updates. As for the “bolter” bug. This was I introduced either with the last “fix” to the edm deck height issue. Or something I did messing with the damage code. And I’ve not had to to sort it out. I do have one that works but it’s the version with the static object deck height bug. Since the last “fix” seems ti have add new bugs I think the plan is to just get working on the new model. I will update the thread soon.
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