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Everything posted by Beldin
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Awesome. Thank you so much. I was not able to get around the stretching issue in my failed attempt. I have a F-35 "MM" Lua with the aircraft weight modified so that it works a little better on the STOVL carriers. It is also fitted with European missiles if you have CH's Sweden asset pack installed. I'll post it when I get home tonight.
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ADMIRAL189'S CORNER - INCOMING SHIP MODELS
Beldin replied to Admiral189's topic in Static/AI Mods for DCS World
Researching the names of Russian SAM systems, variants,spec and the NATO designations is enough to melt your brain . Many thanks guys for sorting that out. -
Landing does actually work for player aircraft, and ai, well sort of. I've just not sorted out all the taxi/parking stuff. A recent update seems to have disabled the carrier plug in for the Model Viewer. And doing taxi routes without that is a pain. Hopefully the plug in will be fixed soon. But like I said this is a very early access version. I'm just glad it's loading at all for some. Thank you all for the feed back and I'll be on the look out for stray pixels in the clouds
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Fridtjof Nansen-class frigate & Skjold-class corvette
Beldin replied to SirFlounder's topic in Static/AI Mods for DCS World
I just wish I knew blender well enough to make use of this. I can barely wrap my head around max -
I'll take a look take a look at the 2 files. I doubt the old runway lua will work for spawning, the positions are not the same. I get random crashes on game exit or mission exit sometimes. But I have so many mods installed.......... any number of them could be causing my issues. But you can update the runway positions in the "old runway lua" with the new and runway positions and it should at least work for runway starts then.
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Merry Christmas to all. Here's an extremely early access version of the Ford class. Not really concerned with "bug reports" right now but please PM me if you have a conflict with another MOD. For use as an ai asset. Very limited player testing/functionality Here's what works. Weapons, Sensors and ai take off are working. What's not working is landing, the animations for the jet blast deflectors is simplified and the cat shuttles are not working correctly. Model is missing a few small elements due to a texture issue I need to resolve. I will keep this link active for a limited time. A real beta/release is probably 6 months out at least. But she can launch ai aircraft (up to 28) and if nothing else can be used as a background element. USS_Ford_Class_Alpha1.zip Enjoy and once again Merry Christmas
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ADMIRAL189'S CORNER - INCOMING SHIP MODELS
Beldin replied to Admiral189's topic in Static/AI Mods for DCS World
You must have the weight below a certain amount for the ai to land vertically correctly. Adjust load out and fuel load and try and get the weight around 30,000lbs (or lower). I've sent the Admiral an updated runway lua that has more helicopter spots that can help the ai "find a spot" a little better during vertical landing. But having the aircraft at the "correct weight" is key. But that depends on many things including the the Mod you are using. -
Thanks. I'm not 100% sure but I think that might be correct on CV-59, but the fix is very useful. I loaded the VSN A-6 with no weapons, just fuel and it fell into the sea because it was over weight. Hopefully you can use the Runway lua I posted as a template for Enterprise
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This is my updated CV-59 runway that allows parking/takeoff for 4 RA-5C and adds extra spaces for up to 20 parked aircraft. But as TeTeT said it's best to just use the runway for larger aircraft unless you are just adding " static" planes for eye candy. Also Cat 3 has a lower max take off weight limit for some reason. Not sure if that's correct or I broke something. The RA-5C almost winds up in the sea. All planes in this pic took off but 2 A-6s launch from cat 3 took a swim because they were over max weight. I only tested a few times and mixing in other aircraft types might cause taxi issues. Also I think I need to fix a wheel going off deck for a second when some planes use cat 4 depending on their start point. CV-59-Forrestal_RunwaysAndRoutes.lua
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I've been testing a few custom versions VSN F-35B. I'm trying to make it more ai compatible with the AV-8B/Tarawa module. Aircraft weight plays a big role in how DCS handles "the Harrier" for take off/landing modes and there is a big weight/payload difference between the two aircraft. I'm trying to lower the weight of the F-35B without just using the AV-8b numbers. But still keep the the fuel and weapons payload "correct". I'll look into the conflict as well. I'll share the aircraft lua as long as no one from VSN objects.
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The latest VSN-35B. But while it's a great mod it's twice the weight of the AV-8B so there can be issues with the landing. F/A/-18E is the Superbug MOD
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Recent ai take off testing on CVN-78 and Admiral189's C550 24 F/A-18Es 10 F-35B
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Some progress, Struts added back to the jet blast deflectors. Animation is not technically correct but workable. Catapult shuttles are moving, but not correctly on launch. They do return correctly.
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Files have been sent for testing "Historical Action shots" HMS Gloucester defending the Battleship Missouri against a Silkworm missile during the Gulf War we a Sea Dart
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Fingers crossed I should have the files back to Oban tonight. Missiles were working well (too well actually) against multiple target types last night.
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I think I have working Sea Darts. I'll take a look and send you my latest files
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Just happened here as well. Looks to be something on ED's end.
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Vigilante looks great guys. Well done
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Update, So I jumped into the stock F/A-18C, set a runway start and to my surprise I did not fall through the ship I actually took off. Landing worked also, well sort of. When playing back the track in external view is seems the nose wheel dipped into the deck a bit. Also the catapult launch was not what you would call smooth so a few issues to work out. But considering I expected the player aircraft to fall into the ocean I'm presently surprised it worked at all .
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Actually....... AI flight operations working. Weapons and Sensors working Basic collision shell and fire effects working. Carrier can be sunk. Things to do...... Complete animations. For example the jet blast deflectors are missing their struts/supports right now and the catapult shuttle is not animated yet, etc... Fix some texture issues. I had to remove a few small elements from the model because the texture are not displaying correctly. Add player functionality. Maybe a beta release for Christmas Many thanks to those that sent links for models. I've yet to look at them yet as this is a model I purchased awhile ago. Many thanks to Admiral189 for the 3d software tips. I look at the other models soon, Maybe for CVN-79-81
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Fridtjof Nansen-class frigate & Skjold-class corvette
Beldin replied to SirFlounder's topic in Static/AI Mods for DCS World
Yes, both CH and Admiral189 have versions of most of those. Plus the ED weapons can be used to at least confirm the model is working as intended. -
Fridtjof Nansen-class frigate & Skjold-class corvette
Beldin replied to SirFlounder's topic in Static/AI Mods for DCS World
As your models get closer PM me and I can help with the ship/weapons coding. Looks nice so far -
This is an update for the La Fayette by damienntrix, You will need his mod installed. You can find it here https://forum.dcs.world/topic/263509-pack-8-helicos-ia-armee-francaise-diverses-structures-17-vehicules/ You will also need Admiral189's Normandie Frigate Mod installed. The update adds the correct SAM systems. The model is fitted out to reflect the ship's Surcouf and Guépratte current fit so I have added these 2 ships along with the original. New ships are named FS-FXXXX in ME list. La Fayette should be listed as before This is still a WIP progress but all weapons should be working. Know issues. The model has a few issues I can't fix. There is a minor problem with the gun animation and you may see a random flicker of the gun barrel. Small guns are currently coded as CIWS and need to be changed to 20/30mm auto cannons. This makes the ship a bit over powered for AA. Sensors are as originally coded. I will try and update. No liveries yet. I did try and remove the hull numbers but the stern numbers kept showing up Install Back up your original MOD install. Unzip update then copy contents to the mod folder and let them overwrite. (you did a backup right) Please PM me with any install issues. La Fayette Update.zip
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ADMIRAL189'S CORNER - INCOMING SHIP MODELS
Beldin replied to Admiral189's topic in Static/AI Mods for DCS World
I got the Layette reworked over the week. It will require the Admiral's Normandie frigate mod for the Exocet missiles. I hope to post in a separate thread later tonight -
ADMIRAL189'S CORNER - INCOMING SHIP MODELS
Beldin replied to Admiral189's topic in Static/AI Mods for DCS World
Try adding an AWACS for targeting data, also try turning on unrestricted satellite navigation in the mission options. I think there might have been some change to how the Harpoon works in the last few update maybe. But it should fire out to around 60nm I believe. Also I have an old update for the La Fayette I want to rework. I disabled the vertical launch tubes the ship should not have. I'm hoping to do a new Crotale SAM this weekend for it. If we are lucky one of the stock Chinese SAM models may work for the Crotale. The Chinese version is the HQ-7 but I can't recall if that system is in the game or not.