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FuryNZ1781

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Posts posted by FuryNZ1781

  1. On 3/15/2025 at 1:21 AM, szcz13 said:

    So far you are the only one reporting this issue, also I myself use the same version of the mod I'm posting online and it works. Also I have a lot of other mods installed and have no such issue.

    Try reinstalling and if you still have an issue some mod might be braking it, not mine. All textures that had somewhat common name where renamed.

    On your picture all the elements are grey which is pretty much impossible as there are at least 6 different texture files that should be used for different materials that I see here, not just one.

    Either your DCS uses one of modelviewer presets that renders objects without texture (which is weird and unlikely, but does look similar), or some mod is braking it.

    You could also try unzipping textures.zip, and later deleting the zip file only leaving textures folder. I doubt it's the issue though.

    "You could also try unzipping textures.zip, and later deleting the zip file only leaving textures folder. I doubt it's the issue though"

    Yes this was the issue with your update, thanks. I can confirm through model viewer that the cockpit model uses the updated file name, for some reason my dcs dosnt like it in the zip so ive just unzipped it in a folder called texture as that is the call in the entry file and that fixes it

    Cheers!

    • Like 1
  2. On 3/10/2025 at 11:59 PM, szcz13 said:

    Hi, yes I did a long time ago and yes, I know that changing texture name on it's own wouldn't have fixed the issue, I changed it in the 3d model in blender. It's been fixed for a month now.

    no mate, your mod which i did a clean install with your new file looks like this:

     

     

    mig31.png

  3. On 3/9/2025 at 8:58 AM, szcz13 said:

    I didn't really use DCS forum before that, passively if anything. As of a mod quality, I had some experience with 3D software like Blender and CAD, Photoshop and other graphic software understanding and some coding. So it was just a little bit of everything and a lot of hours. Had to pickup a lot of knowledge on the way. Also modding community helped a lot - without them and older mods as references it wouldn't be even near that easy.

    Hi,

    Just wondering if you had fixed your mod with renaming the texture.dds file? you really shouldnt call a texture file that name as it messes with other textures from other mods and game textures are you able to rename it in 3ds and update mod? just want to add that just renaming the texture file in the texture.zip will not solve the issue it will just make ur cockpit have no texture you have to fix it inside the actual 3d model

    Cheers

  4. Can be found on CH's FAQ page:

     

    How do I install your assets?
    • My assets are available as asset packs per country (not as single assets). 
    • Download the asset pack, there are two download types:
      • Complete: Contains everything you need in full size (for example CH Military Asset Pack China 1.1.4)
      • Incremental: Contains an incremental update if you already have an older Complete pack which needs updating (for example CH Military Asset Pack China 1.1.x-1.1.4)
    • Installation of Complete:
      • Extract zip to your DCS Saved Games mods folder (for example C:\Users\yourname\Saved Games\DCS.openbeta\mods\tech)
    • Installation of Incremental:
      • Extract zip to your DCS Saved Games mods folder containing the old Complete pack that you want to update (for example C:\Users\yourname\Saved Games\DCS.openbeta\mods\tech\CH Military Asset Pack China 1.1.0


         
        why do DCS crash or units won't spawn when using your assets?
        • You most certainly have a conflict between old and new assets of the same type.
        • Make sure to delete all earlier versions of my assets.
        • I re-packaged all my assets into country packs the 22th of December 2023 - make sure all earlier single assets are removed before installing the country packs and running DCS.
        • Most of my earlier assets have folders with a CH-prefix - but there are some exceptions so be thorough when removing old assets.
        • I always test all my assets simultaneous to make sure they work fine together.
    • Like 2
  5. I tried everything but it seems the issue is related to a certain update of DCS which made certain textures that the model use to be really shiny. i even stripped all the textures down to a single file and it still did this. There is a mod from cao99 for a j16 with working textures but the model has problems like the canopy has no animation and the size of the entire aircraft is wrong. unless you can find someone who knows how to animate a 3d model and convert it to a .edm file we are probably out of luck 

  6. 24 minutes ago, Beldin said:

    What Hawkeye said is correct, PLUS it can really depend on if you are using a MOD aircraft and how many when operating this many planes at once. I get much better frame rates on the Ford Mod with the VSN F-35C than I do with the Superbug F/A-18. Like a 20 fps difference at times. Curious what plane were you using and how many. I've not checked myself but I'm curious how the SU-33 works compared to the J-15B mod now. I generally only have issues once I have one or two ships with full decks. Also I'm going to work on trying to keeping the taxi routes a simple as possible, fewer way points should lighten the load on the cpu a little bit I hope. And lastly, on my systems the camera angle will sometime make a bigger difference than it should depending on what other ships come into view.

    Also I tried a player takeoff from 003 and my plane fell through the deck🤔. But I was able to take off and land as a player on 002. (please don't ask how many times it took to catch a wire 😂)

    I've made a few other updates to the Type 003 for you guys to review. I'll send my J-15B MOD so you can see if it's they same one.

    I use my own j15b mod, its using the su33 model with chinese liveires on it. my j15 dosnt fall off the deck but my f18 does.. it seems the catapults only hook up to ai aircraft. As far as i can see, these mods in their current state are for AI only. i was also able to take off on 002 but i couldnt catch a wire to land hahhahah 😄

  7. 6 hours ago, Valkyrie1-1 said:

    Really nice looking model but I'm having some FPS issues with the Type 002.

    Made a simple mission on the Marianas map and it fluctuates wildly from around 45 down to 8 FPS, swapped out the 002 for the ED Kuznetsov and I'm now getting 140 FPS with no other changes. Running on a Ryzen7 7800X3D, RTX4090 with 64GB of DDR5- don't think its my rig.

     

     

    Works fine for me, although you might want to check with cao about his collision model, could be a cause for the lag, i have it with the 003 when any aircraft land on the deck

    @Beldin just curious did you experience massive fps drops with the 003?

  8. 8 hours ago, Beldin said:

    I noticed the same thing, I think. But it's the first time I've ever looked into how the RWR works in DCS so I thought I might be doing something wrong.

    Currenthill was nice enough to provide me a sensor lua fix for the Ford carrier so I was curious to see how how it was detected by aircraft. What's strange is the Ford showed as a "U" but I could not see the Tico (USA asset pack). that was escorting the Ford. It's strange because it's very similar code, although the Ford sensors are based on the Burke and not the Tico.

    I'll do some more testing tonight and I want to make sure I installed the CH RWR mod correctly.

    Am I correct that to install the RWR mod you just overwrite the stock ED files with CH's updated one? 

    I dont think this has anything to do with the rwr, the reason you see the ford is because CH fixed an issue that was created after lastest patch.
    The ford mod was fixed by CH by replacing this line of code:


    GT.sensor = {}
    set_recursive_metatable(GT.sensor, GT_t.SN_visual)

    With:

    GT.sensor = {
        max_range_finding_target = 475000, --40000
        min_range_finding_target = 0,
        max_alt_finding_target = 15000, -- 15000
        min_alt_finding_target = 0,
        pos = {-44.0, 42.0, 30.0} -- search radar position
    }

    Ive tested this with CH's arleigh burke III you will be able to see both if you changed the lua file of the burke. You can do this yourself or if you are patient and wait for CH to change them all and update the individual country packs its up to you.

    @currenthill Please let me know if this is wrong, i dont want to misguide the public

  9. 4 hours ago, Beldin said:

    Round one of flight testing is complete for both Type 002 and Type 003. Files have been sent to MOD creator/team. 

    Final placement and number of aircraft will be up to them. I will continue trying to refine and update them with any improvements I come up with.

    And once again some outstanding Mods/work being done in this thread and it's my pleasure to help in any way I can.

    But now I think I'm going to actually play the game with these mods and build some epic missions😂😂😂

    Thanks again for all the hard work🫡

    Screen_240321_180123.jpg

    Screen_240321_180424.jpg

    Screen_240321_180426.jpg

    Screen_240321_180429.jpg

    Screen_240321_180508.jpg

    Thanks Beldin! your help is greatly appreciated! a true expert at carrier taxiing and routes! 🙂

    • Like 2
    • Thanks 1
  10. 1 hour ago, HighMaintenanceB said:

    It'd be nice to get Chinese Type 075 LHDs and Wasp-class LHDs, and the later America-class LHAs that come with a Well deck.  Perhaps down the line, ships like Giuseppe Garibaldi, Cavour, Hyuga, Izumo, and Dokdo could be considered although I know decent 3D models of these are expensive and hard to come by.  

    Pretty sure admiral has a uss america mod on his site, we also have a 075 but its not released yet

    • Like 1
  11. 31 minutes ago, Beldin said:

    So I've done some work on the old CV-16 MOD that Markindel has posted on the DCS site.

    Because that and the Type 002 are so close the Runway lua I have for the old CV-17 works with your Type 002. I will still need to adjust the runway position and taxi routes but the spawn spots loaded on the first try😂.

    I'll get the files to you in a few days after I test. You guys can use them if you want🙂

    Screen_240313_225755.jpg

    Screen_240313_225803.jpg

    Screen_240313_225816.jpg

    Screen_240313_225831.jpg

     

    Great work Beldin! looking forward to your improvements for them 😄

  12. 12 hours ago, Linbei said:

    Thanks for your feedback. Is your first ship in the group a Arleigh Burke, and the 2nd ship a CVN-79 Gerald R. Ford? This formation works also fine for me.

    However, if your replace the first ship with another CVN-79 Gerald R. Ford, then the 2nd Ford-class will disapear. This does not happen to CVN-80 and CVN-81 from the mod.

     

     

    Yes i was able to reproduce this, seems like it dosnt like it when the ship gets replaced with anything but if you make like 5 cv-79 it is fine. odd behaviour but i dont see this stopping you from anything? i could place 3 gr fords then add a arleigh burke then replace a gr ford with a jf kennedy all in one group and they spawn ok,  just dont replace a ford class carrier with something else when you have multiple of the same ship i guess

  13. 11 hours ago, OrdinaryPilot said:

    What a nightmare... ED really must hate us.

    Why don't they make it easier to debug??

    Does this happen every single update?

     

     

    Yeap its been like this everytime. in like 2.8 they changed the way a-a missiles work and they were exploding on launch, had hell of a time fixing that one lol

    • Like 1
  14. 4 minutes ago, OrdinaryPilot said:

    Yes, and I do have mods from other creators as well.. but have made sure they don't contain the same vehicles/aircraft as the other mods.

    Is there a log I could check to find out what exactly the issue is and, if so, what would I even be looking for in it?

    Logs have never been really helpful for me, easiest way to find which mod is causing this is to just put in ch's us assets and the ford mod in nothing else and see if your units spawn, if it does then you know its one of your other mods thats causing it. then it just comes down to a matter of finding which one, i tend to add them in little groups at a time to weed it out

  15. 5 minutes ago, OrdinaryPilot said:

    What did you do to get the ships to spawn together? Delete the Ford's sensors? @FuryNZ1781

    if its not already done, in the entry file comment out the call for the sensor file

    -- sensors
    --dofile(current_mod_path.."/Database/Sensors/USS_Ford_sensors.lua")

    • Thanks 1
  16. 21 hours ago, OrdinaryPilot said:

    MY GOD, they're beautiful...  < 3

    When do you think they'll be ready?🥲

    @FuryNZ1781

     

    Not sure, the model needs a new collision shell so if you know anyone who can make one let me know lol 🙂 otherwise at the moment only helicopters can be deployed on the 075

    901 is just static at the moment needs animation, im currently working on the 002 for cao, hopefully we can get it all working soon!

    • Like 1
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