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Beldin

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Everything posted by Beldin

  1. Here is my runway lua for the Clemenceau Carrier. It is setup for the WVW F-8E(fn) Crusader and the SEM included in the original mod. You may have to copy paste the data into the ship lua. I don't think the original mod was setup to use a separate script file. Or you can add this line to the ship lua and remove the runway data from the ship file. dofile(current_mod_path..'/Foch_F-8RunwaysAndRoutes.lua') I will try and get my Clemenceau class MOD updates cleaned up and posted soon. The F-8E(fn) Crusader with liveries is available here. Foch_F-8RunwaysAndRoutes.lua
  2. Take off mode works the same way
  3. The landing type is determined by aircraft weight. Reduce the internal fuel or weapons load in ME. I forget what the exact weight is so you'll have to experiment. Try reducing fuel load to 50% and see if it switches to vertical landing. if not lower it 10% until you find the weight.
  4. Beside the website some can be found on first page of this thread
  5. Not mentioned yet are the great assets by Admiral189, Joey45 and the great new stuff from Tripod. It really all depends on the time frame and map(s) you want to use. And welcome to DCS
  6. Really looking forward to the official release. She's a fine ship Sir . And many thanks to the Admiral and Currenthill. My contributions to this ship is just an extension of their work.
  7. While the missiles the Constellation fire may be over powered I've noticed that "hit points" across the ships, both ED and Mods are all over the place. For example I think the HMS Invincible and the Nimitz class have the same number of Hull/Hit points. Which is crazy given the size difference. Using the Nimitz class as a guide I've gone through and edited the hull points of of ever ship I can for "game balancing" on my system. Not something that an easily be shared unfortunately. But something you may want to look into if you are just doing solo/ai gameplay
  8. But, but..... You will be back to do more mods right? Amazing work sir. And many thanks for some really great assets.
  9. Hello all. I hope to post some update for the Charles De Gaulle carrier soon. New radars and weapons and deck lay out. Update will require Admiral189's very nice D651 Normandie Frigate for the new SAM to work. Here's a look at CDG with escorts and supply ships in the Pacific
  10. Hello Saiun. I hope to soon post some update to the CLEMENCEAU soon. I use the mod with ai only aircraft but I will look into the player aircraft issue. Update are meant to be used with the VWV mod F-8E (fn) Crusader. Which they are working on making player/carrier flyable. I think they have a flyable version now, it just can't launch from the deck. But it's a nice Ai asset
  11. It's not that bleak Hawkeye, You've played a part in many of the successful MODs here. The VWV Mod for one and Tripod went out of his way to thank you (and others) for all the help and inspiration with his Cold War Asset mod. Take a break if needed, but I suspect (hope) we've not seen the last of your mods
  12. Take a look at this site. While it's meant for land targets it does have an airburst option. It shows moderate blast damage out to 1500 meters for a 1Kt warhead. But this was not meant to be realistic. Was just curious if something like this could be done in DCS https://nuclearsecrecy.com/nukemap/
  13. This would be an interesting addition although Currenthill focuses on modern military equipment (late 20th century onwards). I did this for CH in an attempt to capture his frustrations with ED's last update in a MOD. And yes they were actually crazy enough to put nuclear armed SAMs on ships back in the day
  14. Great Mod. Landing this on the the smaller LHA/LPD carrier is fun.
  15. There is a line of code called "big parking" or something like that. I never messed with it but if it's sounds like what it's named maybe setting it to false might help with the parking I plan on downloading the Hustler as soon as I get home so I'll take a look.
  16. Those will help the missiles get through. I'll try and remember to send you a READ ME with instructions for setting up the decoys in the Mission Editor. It's nothing hard or complicated but certain orders need to be setup to ensure the CAP planes do not ignore the decoys. But the main thing is if the CAP planes see the bombers before they start to attack the decoys they will ignore the decoys no matter what their orders are
  17. As recent (unfortunate) events have shown getting missiles past modern SAM systems (land or sea based) is extremely difficult. Especially when the target is on alert. To my knowledge the old Soviet plan was to just use a massive number of missiles to overwhelm the target(s) defenses. I have been testing the anti ship missile vs ship defenses a lot lately and that seems to be the only way to ensure you get a hit(s). I've fired more than 140 anti ship missiles at groups of ships with more than 140 SAMs (that are very accurate) plus their CIWS and some ships still get hit.
  18. You're no fun. ,I figured that was the case but I was hoping I was wrong. The red ones just look so cool Thanks for the info
  19. Please use the red Sea Dart missiles on at least one of the ships. I either never had it or never saw it while testing.
  20. Thanks for asking about this. It's something I've wanted to do as well. Everything is working except the smaller caliber guns. I will send a copy once I have those done. Seem to run ok with the stock ED perry as well
  21. OR... You could do what Tom Clancy did. I've created a decoy missile based on the KS-2 missile, which in real life did have a target drone variant, the KRM-2 (MV-1). This missile is based on the version from Tom Clancy's "Red Storm Rising" It has a launch range of plus 300 nautical miles and must be launched outside of the E-2 radar coverage. After launch the missile will climb to 34,000 ft then settle into a cruise altitude of 30,000 ft at 550 knots for about 260 miles. When giving a "CAP search in zone" order that includes anti ship missile in ME the ai F-14s will target the drones and waste their missiles on the decoys. BUT, if they see any other aircraft target first they ignore the decoys. Also the F-14 will continue to attack the decoy even at close range, but they will also go after the follow up Backfires with guns and any sidewinders they have left. As you can see from the pics you need a very large battle space. There are 48 F-14s up and an unknown, but plausible number of bombers. I've run the mission a few times and every time the ai F-14s go for the decoys. all the Badgers get away and enough Backfires get through to hurt the task force. I will make the decoy available to Tripod3 for review after a little more refinement. If you'd like to help me test and give it a try pm me.
  22. Stuff looks great. Testing has gone well with my "Cold War" update. Many thanks to roobarbjapan and RichCotte and any others that have helped out. Really looking forward to the model updates but I've been having a blast with the old ones . All ships have received radar and weapons updates based on Admiral's and Currenthill's excellent work. New SAM types covering the 1960s through the mid 90s and most guns have been made dual purpose (air/surface) if they were not already. If you'd like to help with the final round of tests PM. And once again, many thanks to the Admiral for all the great past and future content
  23. Thanks, that covers that I guess.
  24. Well nice work as well Tomcatter I plan on using both. Since the H-6 does not have the "glass nose" your skin opens up the possibility for other versions. I need to do some more research into the Tu-16 as see if there really is a version the H-6 model would be good for. Main issue is the H-6's lack of a rear turret and extra pylons. Hopefully the remove pylon option can be added to a lua but I'm not sure if that requires changes to the 3d model. I'm going to see what I can come up with over the weekend.
  25. These are from a DOD Aircraft Recognition Manual 1962. You have to love the little cartoon of each aircraft included in the lower right corner
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