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crazyeddie

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Everything posted by crazyeddie

  1. Look on the previous page (10), its not the one with a playing cards but its the same paint scheme. (They were based at HMS Seahawk (RNAS Culdrone) and did from time to time deploy to the carriers. The ones based in Scotland had a wee Saltire painted on the nose, very pretty.
  2. I know why. The turning rotor blades are a different texture file, I had forgotten how that animation was done these days. Try this - yellow instead of white: https://www.dropbox.com/s/f0lox6kho08ajaj/Armada.zip?dl=0
  3. RN Sea Kings HMS Ark Royal 1987 - 019 HAS5 - 182 AEW2. I'm not really happy with the font on these numbers so I will try to find a better match from the huge store of fonts I have before I add them to the pack. Then I might do a couple of the really dark blue Sea Kings on Ark Royal IV - the Phantom era carrier.
  4. Done - download the link again.
  5. https://www.dropbox.com/s/85f7a0t2xmivkab/Armada.zip?dl=0 (Link Updated)
  6. Voy a hacer por ti, I think thats the right Spanish, my Spanish is pretty crap, sorry !! - I will do that for you, watch this space.
  7. Somebody asked for these so here they are, earlier than I intended. I normally like to see the Mod finished before I do stuff for it but I do like this Sea King so started on it last week: Known issues - The 845 Sqn Sea King is the wrong model, The RN Cdo Version has a simpler wheel arrangement and several other differences, so I had to fit things around what I had and the Sikorsky version fitted the need better than the Westland. Likewise the Westland Rescue versions are also different models so again I fitted things to the model as best I could, sliding doors in a different place etc etc etc - its all a bit of a compromise. There is a bit of stretching on the model so some lettering appears a bit distorted in places, my software could not correct for that, sorry. I DO NOT KNOW HOW YOUR GAME IS SET UP, and there is no point in telling me - So if you have issues with either the flying or the static versions I suggest you check a livery that does work and compare the description.lus in that livery to what I have done and make any changes that might be required. This came about because some of the mod liveries did not work and I made a huge change to the mod to get it to work they way I prefer it, in that process I changed the description.lua's on some liveries to get them to work. There are a couple of different liveries for each one, with a generic unmarked if you want to do your own. https://www.dropbox.com/s/ximab4bghwo8myw/CrazyEddies Livereies for Eightballs Sea King.zip?dl=0
  8. All WIP - I wont release these until eightball has decided how he is going to do the Liveries, there wont work on the current setup without changes to the description.lua's. I will do a few more in due course.
  9. If you wait a few days, possibly less, I will post new files to change the statics over to flyables with new liveries folders, I have got it working but it needs a bit of work to correct the static lua's, height off the ground etc etc, and a couple of other small things, instead of the statics showing up as structures they will now show up as static helo's, with liveries.
  10. okay, I think I see the problems, one is easy to fix, the other cant be fixed the way it is set up currently, I dont think. You need to add another folder to the Liveries folder for the : seaking_sikorsky_sh_3a ; and put any new skins for the 3a version in there. Remember to change True to False in the description.lua if you include the actual skin in the new skin folder. The statics are a different issue. There isnt a way to change the skins on Building Structures, the game will not let you do it. I have been asking ED for YEARS to change that to no avail. So, if its nominated as a Fortification in the lua all you will get is the default skin. I never did find a way around that much as I tried. Admiral and I found this when we did the Merlin so what we did was change our folded version to a flyable, just like a normal model, with a normal flayable lua - so technically if you tried to fly our Merlin folded it will fly just like the normal version - daft, but there you are. That does work. Just make sure you name it as a Folded Type in the "Display Name" so that people know what they are getting. PS: You will need to create 2 versions, 1 for the Sikorsky and another for the Westland, that should overcome any conflicts.
  11. Thanks boys, contrary to my usual military instincts to bash on regardless I'm doing as I'm told, this time !!
  12. Super Sea King Eightball, well done mate, this is excellent workmanship. I'll have a close look at the Liveries issues and see if I can figure it out for you, should not be too difficult. Might take me a bit of time, I'm recovering from Spinal surgery and cant spend more than a few minutes at my PC at the moment, but could not resist have a good look at this beauty, seriously impressed I am.
  13. You are right, its not working as a flayable, but it does work okay as AI. I only use it AI, sorry.
  14. Use the VSN_Tornado and you could add anything you want to it, the lua is uncoded. There is quite a variety of weapons available on some of the Swedish aircraft.
  15. I understood what you said Urbi, it wasn't a criticism of your suggestion. I tried a few things for my own amusement and I'm always happy to read about other peoples ides because we all learn from that. When I have some time to spare I may well try out what you suggest but I have other personal priorities at the moment.
  16. There was talk of the French building a QE Class carrier but with Cat and Trap instead of the abortions we built. I dont know if that was ever a real plan, I rather think the French could build something better in their own yards, they have the capabilities to do that, but I believe they want something of a similar size to the QE Class. Cat and Trap with Rafael's or F18's was considered as an option for the Brit Carriers early on in the process, but that never really had much support and came to nothing. Brit Rafaels would have been a great option, I'm with you on that score.
  17. Have to agree with prccowboy, what we have here is essentially the same weapon but deployable in 2 very different ways, and only one of those ways is available in the game at present. Thats what he has done, and it works. Trying to replicate an air drop Mk46 isnt possible yet, it will need a new model with the para retard junk on the stern and new code to make it air drop from height, the current code just makes it explode on contact with the water like any other bomb. I have swapped out the LTF5B with the Mk46 using JSGME but that still works the way prccowboy designed it, so its just cosmetic. I did try another experiment where I used the Russian FAB250TU painted to look like an Mk46 and that also works, albeit as a free fall para retard bomb, but dropped from a helo it never hits a moving target, so again it's just eye candy. An air drop torpedo with para retard will come, I'm sure, then we can hack it pieces !!!!!!!!!!!.
  18. That white.dds issue rings a bell, long time ago but I cant remember what it was now, sorry.
  19. Okay - I have all of those Mods as well, except Atlantic Conveyor, and I dont have a problem. Some of mine might be older versions, the first one and Hermes R12, but I'll come back to that later. Try this first. Remove Atlantic Conyeor - see what happens. I tried putting Atlantic Conveyor into my game and both work okay, so, it might be something else. Do you have any mods installed using JSGME or OVGME ?
  20. iceviper - can you post an image of what mods you have in your saved games tech folder, I might be able to help you trace the conflict. I seem to recollect this was an issue for somebody before but cant remember what caused it.
  21. Thanks Cowboy, that was an easy solution and it works fine. I appreciate the Mk45 in game isnt a proper para retard torpedo but the difference between a normal ship launched and para retard isnt great really so this is a nice solution, until we get a handle on the other issues. I forget to add, you do have to use a JSGME mod to turn the LTF5B into a Mk46 for this to work, removing the _sm on its own and hanging a normal Mk46 from the same pylons does not work, the Mk46 explodes on hitting the water or flies off up into the sky. The LTF5B is an aerial drop torpedo and that code works when its slung under a Ju88, the Mk46 is, I think, a ship fired torpedo, so the codes are different. Conclusions - Stick with the LTF5B arrangement created by Cowboy, removing the _sm and changing the LTF5B edm into a Mk46 does not gain you anything much apart from a very brief image of a full size Mk46 as it drops into the water, its hard to tell the difference between that and the reduced size LTF5B created by Cowboy. Its cosmetic, nothing more. Interesting experiment though, it all helps work out other stuff.
  22. Its in the right place - check the little clock symbol on the bottom and see if you have set an era restriction by mistake. Click and unclick and see if it appears.
  23. Small experiment - Using JSGME I overwrote the LT_F_5B with an MK46 from the SA Map pack - it can be dropped from the P8 and it does sink the target, acting just as the LTF5B had. However, its shrunk in size because of whatever it was that PRCCowboy did with the LTF5B - So theoritically if he undid that you could use the MK46 instead of the LF5B and it would look correct, but you would of course loose the LTF5B. (Not that that would bother me really - as far as I can tell the only aircraft that uses that is the Ju88 and WW2 isnt my thing) However, again, it still does not work with helo's. (Which is my next port of call !!)
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