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Beldin

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Everything posted by Beldin

  1. Yes she can, well the F-35C anyways, If I'm remembering my aircraft nick names correctly I think the Rhino would be a couple decades before the Ford Class carrier(s). But all carrier capable aircraft should work. Mod was first developed for AI play (think Combined Arms). We are trying to add/test as many player features as we can now. We are shooting for a July 4th public release date. Landing/parking is set at 16 aircraft right now. There's room for more I've just been lazy in adding the next 4-8 spots. We currently have the elevators disabled as we sort out some final issues with all flight deck operations. The way the game treats AI aircraft vs player is a little different. Hope to post a early version of one of the release trailers soon.
  2. Looks amazing. Some great mission assets as eye candy, targets or defend/rescue objectives
  3. WAKE FIXED. Assist from the Admiral
  4. Ford Class Carrier is in early beta testing and will be available soon. I think Currenthill has just released a Type 26
  5. A few more pics from the weapons test mission
  6. Thanks RWC, I'll take a look at those soon. I probably should have watched them BEFORE starting the MOD.
  7. Hey toan, I wasn't paying much attention when grabbed some ships for the fleet but I thought all are available here on the forums. I'll take a look at the mission file later and see what ship that is
  8. Many thanks. MOD will include all planned ships of the Ford Class Hull. With future weapons updates for CVN-80 and 81. And a few surprises as well . Most major systems/functions are working with AI. Working on player functions and results/fixes from 1st round of beta testing are up next. Realistically full public release is a month or two out but a public beta version(s) should be available sooner
  9. Ford Class Carrier is in early beta testing and will be released soon. Here's CVN-80 under escort with some of the amazing ships done by the Admiral and protected by Currenthill's updated sensors/weapons. At least I think they are all yours Admiral. Other than Tico and the Burke.
  10. Ford Class weapons testing. Many thanks to Currenthill
  11. I will be releasing the Ford Class Carrier MOD soon. In early beta testing now. This will include all planned ships of the Ford Class. CVN-78 Ford, CVN-79 Kennedy, CVN-80 Enterprise and CVN-81 Miller. Catapults and landing are working for Human pilot now BUT catapult launch is violent and you may suffer back injury from just the shaking on the screen But they will toss you and the aircraft skyward . No other human pilot features have been tested yet (radio, MP, etc..) but we will add as many as possible. There is a new thread started here for the MOD. Hoping to have an early version released here soon. Also check the Cuesta Brothers threads as I have posted updates for Clemenceau and Charles De Gaulle there to improve AI functionality. Welcome to DCS and the crazy wonderful MOD community
  12. Coming Soon........In early beta test now!
  13. I'll ask hawkeye about it. We has some projects in the works and this on the list.
  14. I am starting to look into how to make a MOD carrier work for MP on another project. Anything I learn I will share and try to apply to CDG.. For making videos have you tried video capture software. I've had ok results with it
  15. Yes I was unsure if the F-18 always worked. Was not sure if people meant only the Rafale did not work or all planes on the cats. Looking at the Rafale in MV I noticed the arg assigned to the launch bar appears to be incorrect as it's the same arg (127) as the flaps or leading edge slats or whatever those things are called, lol. looking at other working carrier aircraft (ED and MODs) 85 is the arg used and it's not controlling anything else. I was hoping that editing the lua to use arg 127 instead of the "85" arg the edm does not have would work but no luck. And yes I also noticed that certain carrier operation commands do not seem to be available. But I'm guessing this will all be addressed in the next version that is being tested If I'm understanding things correctly. Strangely I do seem to be able to take off from the deck with a full weapons load without the cat without much drama? But I'm also using a Rafale lua that was modified for AI use and I have no idea how what I changed affects the way the plane flies with a human pilot And yes thanks for the info, and sorry if this is all known, I got a very late start with DCS world. But the CDG\Rafale MOD was what got me hooked on the game so happy to do anything to help. It's such a cool MOD combo
  16. I have an update for the Charles De Gaulle with WORKING catapults for both AI and Player. Unfortunately The CDG catapults are only working correctly for the F-18C. For some reason I've yet to figure out the Rafale will not launch from the catapults. But now that I have the F-18C working I will continue to see if I can figure out why the Rafale is not working for player on CDG. AI has been working for both runway and ramp start in the last update I posted here (meant for AI aircraft). I am only now starting to learn how to launch from the cats as a player. I'm not sure if the F-18C always worked from CDG or not. I've never tested with F-18 until now, but sadly the Rafale is still not. I do have a "cheat" to allow the Rafale to take off from the CDG. If you add the Rafale Mod to the ED "Carrier Based Aircraft" MOD. It will take off OK. The Catapults still do not work but going full afterburner and the plane leave the deck just fine. Before adding the Rafale to the "carrier based aircraft" MOD file trying to take off from the deck would usually be followed by a crash into the sea. I'll do some more testing because I'm not sure WHY this is working.
  17. Hello, I will take a look at the catapults on CDG soon. I have some working for player aircraft on another MOD so I'm curious to see why they don't work for the Player on CDG. Also in this thread you should find my updates for CDG. This update was meant more for AI aircraft but it should work for Human Players. Biggest change is on my update there is NO cat 3. CDG only has 2 catapults so why there was a 3rd one there never made much sense until now. I guess it was meant to be used as a "spawn point" My currect version of CDG is using aster missiles from one of Currenthill's great MOD, so it's not a "stand only" MOD right now. Once I have that fixed I'll take a look at the catapults and see if I can improve of how the ship works for human players
  18. Thanks, F-8 is still a ways off I'm afraid. There is an amazing commercial one in the works I believe. (hope it's still going). But a new Ford Class carrier coming soon. As for "Cold War" there have been some great new ship releases for that era recently and I think VSN has most of the planes. I have some updates for Forestall and Kuznetsov that add spawn point to the deck I'll post soon.
  19. Hello all. I have a new updates for CDG and Clemenceau. Both have updated and correct as possible weapons updates and I've created multiple units and liveries for Foch and Clemenceau so they can be used together as separate units. Once I have made this update stand alone and have final permission from all to post I will.
  20. I will soon be posting MOD updates and new MODS here and and on a Naval Aviation discord. Hopefully that is.
  21. There is a "cleaner" version. in the shaped folder. I can't recall what it's named. Not sure if you are using that. But it still has some crew and the Rafale on the elevator. I've seen a totally clean deck online I think but I never found the edm for it????
  22. I suspect the external pod has no animation. Which is why all the tankers out there have the buddy pod as part of the Model. While missile and such have moving parts I do t think any of that works until after it's left the pylon. I don't think there any way for the plane Lua to start the basket animation of an exterior pod. I, keep at it but I not very hopeful. As a side note t looks the Ka-6 didn't use a pod in real life. The pictures I looked at had the basket extended from the underside of the plane
  23. Here's the Buddy tank on the A-6. No luck getting it working. I got the Ka-6 to show as a tanker but like I said a thirsty F-14 just flew right by and the basket never deployed from the Ka-6
  24. You are correct. The buddy tank is part of the model on Rafale and the CJS F/A18E-F BUT..... The pod is available as an external store. I was able to the Buddy Pod on the A-6 but that's as far as I got. Even though I had the pod and the code the F-14 needing gas just flew right past my "Ka-6". While I've got the pod I fear there is going to be no way to trigger the animation for the basket . but I'll keep at it
  25. Thanks for the fix on these ships. Great to get the working. I've found that using the ED CH-53 is good for Helicopter placement. It's VERY large so the spots will work for most others. The Felon and Puma liked the Ch-53 spots. With the larger helicopters I think there is no way to avoid the rotor clashing. I'm going to play around with some folded rotors parked on one side with triggers to start after the other side takes off. Best I can come up with. But again excellent work.
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