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Markindel

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Everything posted by Markindel

  1. OK Crazyeddie.
  2. The Italian battleship "Roma" under air attack. In reality it is tested for its collision model and damage model.
  3. Link New Version of Hood Battleship: https://www.digitalcombatsimulator.com/en/files/1826779/ My next work still in wip. Some screen of the unfortunate Italian battleship "Roma" Littorio Class:
  4. Silverdragon, I believe that the problem is in the argument 31 used twice: --- 2 ws = GT_t.inc_ws(); GT.WS[ws] = {} set_recursive_metatable(GT.WS[ws], GT_t.WS_t.ship_MM_40) GT.WS[ws].animation_alarm_state = {time = 1.5, arg = 31} GT.WS[ws].center = 'MM_40_SSM_002' GT.WS[ws].LN[1].PL[1].ammo_capacity = 1 GT.WS[ws].LN[1].show_external_missile = true GT.WS[ws].LN[1].max_number_of_missiles_channels = 1 --GT.WS[ws].area = "TPK_01_R" GT.WS[ws].LN[1].BR[1].connector_name = 'MM_40_SSM_002' ----- Anti-Air Missiles -- CrottaleNG Launcher ws = GT_t.inc_ws(); GT.WS[ws] = {} GT.WS[ws].moveable = true GT.WS[ws].center = 'CrottaleNG_Base' GT_t.LN_t.igla.PL[1].ammo_capacity = 8 --add_launcher(GT.WS[ws], GT_t.LN_t.igla); set_recursive_metatable(GT.WS[ws], GT_t.WS_t.ship_OSA_M) GT.WS[ws].angles = { {math.rad(175), math.rad(-175), math.rad(-5), math.rad(85)}, }; --GT.WS[ws].angles_mech = angles; GT.WS[ws].drawArgument1 = 31 GT.WS[ws].drawArgument2 = 32 GT.WS[ws].omegaZ = math.rad(5); GT.WS[ws].reference_angle_Z = math.rad(0); GT.WS[ws].reloadAngleZ = math.rad(0); GT.WS[ws].ammo_capacity = 8; -- 8 ready to fire GT.WS[ws].LN[1].depends_on_unit = trackers_for_100mmCannon; GT.WS[ws].LN[1].show_external_missile = true GT.WS[ws].LN[1].reactionTime = 0.5; GT.WS[ws].LN[1].launch_delay = 5; GT.WS[ws].LN[1].BR = { {connector_name = 'Crottale_Point001',}, {connector_name = 'Crottale_Point002',}, {connector_name = 'Crottale_Point003',}, {connector_name = 'Crottale_Point004',}, {connector_name = 'Crottale_Point005',}, {connector_name = 'Crottale_Point006',}, {connector_name = 'Crottale_Point007',}, {connector_name = 'Crottale_Point008',}, };
  5. Many mods do not use external textures in 3Ds Max, directly use the colors in interior 3dsmax. In this case to change the colors you have to have the source file.
  6. Thank you. Unfortunately there are some bugs that I will try to fix in the next version perhaps with the help of the community.
  7. link to download the Hood. Could there be the same error in the rotation of the aft turrets of Bismarck. http://www.digitalcombatsimulator.com/en/files/1826779/
  8. Crazyeddie, I can not reproduce the error. You may please send me the mission? The error must be in these lines of lua: --- Torrette di Poppa --- Torretta Cannone di Poppa 3 Cesar ---------------------------------------------------------------------- -- Note: Currently can fire up to about 23 km in range with 130 mm shells from default AK130 weapons system. ws = GT_t.inc_ws(); GT.WS[ws] = {} set_recursive_metatable(GT.WS[ws], GT_t.WS_t.ship_SK_C_34 ) GT.WS[ws].area = 'Torre_380_Cesare' GT.WS[ws].center = 'CENTER_TOWER_03' GT.WS[ws].drawArgument1 = 15 GT.WS[ws].drawArgument2 = 16 GT.WS[ws].reference_angle_Y = math.rad(-180); GT.WS[ws].angles[1][1] = math.rad(-45); GT.WS[ws].angles[1][2] = math.rad(45); GT.WS[ws].LN[1].BR[1].recoilTime = 1.5; GT.WS[ws].LN[1].BR = { { connector_name = 'POINT_Bismarck_03_1', recoilArgument = 35, }, { connector_name = 'POINT_Bismarck_03_2', recoilArgument = 35, } } ------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------- --- Torretta Cannone di Poppa 4 Dora ---------------------------------------------------------------------- -- Note: Currently can fire up to about 23 km in range with 130 mm shells from default AK130 weapons system. ws = GT_t.inc_ws(); GT.WS[ws] = {} set_recursive_metatable(GT.WS[ws], GT_t.WS_t.ship_SK_C_34 ) GT.WS[ws].area = 'Torre_380_Dora' GT.WS[ws].center = 'CENTER_TOWER_04' GT.WS[ws].drawArgument1 = 17 GT.WS[ws].drawArgument2 = 18 GT.WS[ws].reference_angle_Y = math.rad(-180); GT.WS[ws].angles[1][1] = math.rad(-45); GT.WS[ws].angles[1][2] = math.rad(45); GT.WS[ws].LN[1].BR[1].recoilTime = 1.5; GT.WS[ws].LN[1].BR = { { connector_name = 'POINT_Bismarck_04_1', recoilArgument = 36, }, { connector_name = 'POINT_Bismarck_04_2', recoilArgument = 36, } }
  9. Sorry everyone but I made a mistake. I sent an old file. To hear the roar of the cannon Bismarck Always replace Bismark.lua file elsewhere in the folder: C:\Program Files\Eagle Dynamics\DCS World\Sounds\Sounders\GroundUnits\WeaponSystem\Navy with the contents of files in the zip file. http://www.mediafire.com/download/2ha2e6fwg94joq4/BismarkSounds.zip Sorry.
  10. Thanks for the recommend Crazyeddie. I realized that there is also an error in an argument used twice. Soon I will release the correct version.
  11. Bismarck: http://www.digitalcombatsimulator.com/en/files/1824104/
  12. The Bismarck is completed. Soon I will make the public mod. I am now completing the Hood. Here are some pictures of the Damage model. The damage model of both the battleship is divided into 11 different parts Thanks to the hard work done by my friend Cadarth the roar of the cannon works on both ships.
  13. Thanks for share, Eight Ball.
  14. OK, thanks Eddie.
  15. Thanks Silver_Dragon.
  16. Early damage model tests in wip:
  17. Having the ability to use the torpedoes is the desire of all. I believe that with DCS WWII the ED will have to think seriously about this.
  18. Thanks again to all. Hi Eddie, I knew you'd guessed it right away. I have also models of ships: Glorious King George Queen elizabeth (battleship) Renown and other ships from the German and Italian battle. But, before you think about what I do next, I have to solve the problems I have with the Bismarck. as soon as I finish all the animations I have to make even the damage model, but I must be careful not to overburden the model, I fear a drop in FPS.
  19. Thanks to all the Forum for your nice words. Here are the first images of the shooting tests of the quadruples machine guns. Shot down the first P51D. During testing, a mysterious enemy battleship approached too. Someone is able to recognize this beautiful battleship? :music_whistling:
  20. A small video presentation of bismarck. The mod is in WIP. I thank my friend Cadarth for solving the problem of the cannons roar, and for writing the lua code of the guns of the main turrets 380mm. [ame] [/ame]
  21. Davvero un'ottima notizia. Lo spit è grandioso e contro il BF109 ci sarà da divertirsi davvero. Tutto questo in uno scenario adeguato sarà davvero il massimo!
  22. Thanks, very great utility!
  23. Thanks to all. Cadarth, I send you a message.
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