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Everything posted by Beldin
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I think there is one in the works.
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A little video of the ships in action escorting HMS Invincible Enjoy.
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That became the F-14 “There isn’t enough thrust in all Christendom to make a Navy fighter out of that airplane:” -Vice-Admiral Tom Connolly
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Looks great, well done.
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Type 21 's Mk 8 114mm Naval Gun kill on incoming P-500 anti-ship missile at 1.9km. It's rare that the main gun hits incoming missiles but it can happen.
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I'm trying to break them now . In the core game Sea Cats I think this is why they seem to perform so um, different from other naval SAM systems scheme = "command_guided_missile_sfe", I don't recall seeing that line in the other SAMs. There are some other values entered that are not "the normal" values that seem to be the same across most SAMs
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I got the Sea Cat launcher tracking targets and firing missiles, but there is a problem. The missiles are actually hitting the targets
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I'm not sure I know how to do that . In my experience it seems most ship launched SAMs work too well or not at all. I see "lua notes" that reference accuracy but the numbers are all over the place. But doing some testing and research to that end is on my list.... But if I do get the Sea Cat's working they will most likely be better than they should be in version one. Not that it should matter much. Ship only has 4 of the bloody things I'm not up to speed enough with the 3d modeling yet......But working on it. I need to look at the Brazilian Navy Mod again. It's a nice mod but the last version I checked had some issues with a few of the model or the fits were incorrect for the RN ships as I recall.
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So.... I was able to to create a "new" Exocet MM38 Block 1 anti-ship missile using Admiral189's Exocet MM40 Block 3 from his Normandie FREMM Frigate as the source code. I was also able to access the Exocet model in the DCS main install so no new model or other mods will be needed. Now while I've been known to bend the specs a little in the name of "game play" I do try and keep in mind for many DCS is a hardcore "real world" simulator. So I lowered the the range to the surprisingly low 42km for the ship launched Exocet of the Type 21's time frame. I also used the correct "MM38" designation for the map name (I like short map names, less clutter). I was pleasantly surprise that the new missile worked in the first test . But... I was a bit disappointed when I saw how the ED "Air Launched" Exocet model is textured . I hope to have the files. back to Oban by the end of the week for testing. But then again I'm not sure I've ever seen a Sea Cat missile that can actually hit anything so....
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Nice, You had the Type 21 in pretty good shape I got it firing Exocets last night and it looks like you have the guns working but I'd like to try and get the main gun setup like the Type 42. I also think I have an update for the Type 42 main gun so it will engage anti-ship missiles as well. I think there is a Exocet model in the ED files so I'm going to see if I can create a Exocet file that's unique to this ship as the one I fitted last night is linked to Admiral's Normandie frigate.
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Is that the Type 22
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I'm in .
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ADMIRAL189'S CORNER - INCOMING SHIP MODELS
Beldin replied to Admiral189's topic in Static/AI Mods for DCS World
I'll send you the updated files soon. The original mod was off to a good start but yes, it has some issues -
ADMIRAL189'S CORNER - INCOMING SHIP MODELS
Beldin replied to Admiral189's topic in Static/AI Mods for DCS World
Sea Wolf and Exocet fitted to the the Lender Class that was linked in the thread. Message me if you would like to try the lua files. You will need Admiral's Normandie mod install for the Exocet missiles. 3-D model has some minor issues. The Sea Wolf GWS-25 missile launcher only has 1 connector not the 6 it should. It will fire all 6 missiles but they all launch from the same tube. Exocet launcher hatches are not animated. The rear Sea Cat Launcher is still fitted and should have been removed for the Sea Wolf Update. If the SA Sea Cat code works I will add it so the launcher works. -
Yes the old smoke was fine
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ADMIRAL189'S CORNER - INCOMING SHIP MODELS
Beldin replied to Admiral189's topic in Static/AI Mods for DCS World
I still can't believe the RN let the Top Gear guys drive an old Jaguar ofF the deck of Invincible -
ADMIRAL189'S CORNER - INCOMING SHIP MODELS
Beldin replied to Admiral189's topic in Static/AI Mods for DCS World
Ferrari and Maserati . Although I'm not sure the "Maserati" is actually a Maserati -
ADMIRAL189'S CORNER - INCOMING SHIP MODELS
Beldin replied to Admiral189's topic in Static/AI Mods for DCS World
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Military Assets for DCS by Currenthill
Beldin replied to currenthill's topic in Static/AI Mods for DCS World
It's working in F-15C. I was able to add new mods to the list and both those and CH's assets displayed as they should. But I did have issues with the F-14b. Only displayed a "N" no matter the ship. But I have no clue how to setup the cockpit in the F-14 so I might be doing something wrong. -
Military Assets for DCS by Currenthill
Beldin replied to currenthill's topic in Static/AI Mods for DCS World
As far as I know that file should be common to all aircraft. It literally goes in a folder named "common". I need to add some asset to that file. I don't fly much anymore but it's a good way to verify a custom radar for a mod is working. I'll try a few planes over the weekend and see if I notice a difference as well. And once again thank you Mr. Currenthill for providing this file in the first place -
ADMIRAL189'S CORNER - INCOMING SHIP MODELS
Beldin replied to Admiral189's topic in Static/AI Mods for DCS World
Some action pics from a mission/video I'm working on to showcase some of the great DCS Mods and Modders out there. Marina Militare Frigates conducting shore bombardment using Vulcano guided ammunition (range 120Km). Prior to air assault by AgustaWestland AW101 helicopters with 8 F-35MMs for close air support. -
I can take a look once the carrier plug in for MV is working again. But DCS is very picky about what planes fit in what spots. In trying to make sure any spot can work for any plane, inany random order can reduce the deck space more than you think. I do have an expanded CV-59 for take off, but I think the landing is stock.
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Here are my "experimental" F-35 LUAs. The F-35B is the standard VSN load outs with the aircraft empty weight lowered to allow for better ai STOVL operation. The F-35MM is the Italian Navy (Marina Militare) version that can access European missiles/bombs from Currenthill's Sweden asset pack (Gripen). It takes careful mission planning to get the ai to launch and land aircraft successfully in a mission. Ideally you want the planes returning with as little fuel as possible so the plane will switch to vertical mode for landing. But DCS ai being what it is sometimes a plane will not drop it's weapons returning to the carrier heavier than the rest of the group. Mixing vertical and short landing does not work out well as there apparently no "wave off" for the STOVL carriers. Also I pulled my CH Sweden pack and some of the AA missiles that should have disappeared were still there so...i think they are from an old version linked to the Brother's Rafale MOD. I will revisit the LUA the F-35MM lua soon and clean that all up. But here are the current files if anyone want to mess around with them. If you have issues with the MM, just use the F-35B lua for now with the great new liveries crazyeddie was kind enough to create VSN_F35MM.lua entry.lua VSN_F35B.lua