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Everything posted by crazyeddie
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Civilian Objects And Vehicles
crazyeddie replied to Eight Ball's topic in Static/AI Mods for DCS World
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. -
Civilian Objects And Vehicles
crazyeddie replied to Eight Ball's topic in Static/AI Mods for DCS World
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Civilian Objects And Vehicles
crazyeddie replied to Eight Ball's topic in Static/AI Mods for DCS World
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. -
Civilian Objects And Vehicles
crazyeddie replied to Eight Ball's topic in Static/AI Mods for DCS World
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. -
Civilian Objects And Vehicles
crazyeddie replied to Eight Ball's topic in Static/AI Mods for DCS World
Thanks boys, contrary to my usual military instincts to bash on regardless I'm doing as I'm told, this time !! -
Civilian Objects And Vehicles
crazyeddie replied to Eight Ball's topic in Static/AI Mods for DCS World
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. -
*AP/AT Mine Cannisters*
crazyeddie replied to CowanSim's topic in Utility/Program Mods for DCS World
You are right, its not working as a flayable, but it does work okay as AI. I only use it AI, sorry. -
*AP/AT Mine Cannisters*
crazyeddie replied to CowanSim's topic in Utility/Program Mods for DCS World
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. -
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.
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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.
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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 !!!!!!!!!!!.
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ADMIRAL189'S CORNER - INCOMING SHIP MODELS
crazyeddie replied to Admiral189's topic in Static/AI Mods for DCS World
That white.dds issue rings a bell, long time ago but I cant remember what it was now, sorry. -
ADMIRAL189'S CORNER - INCOMING SHIP MODELS
crazyeddie replied to Admiral189's topic in Static/AI Mods for DCS World
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 ? -
ADMIRAL189'S CORNER - INCOMING SHIP MODELS
crazyeddie replied to Admiral189's topic in Static/AI Mods for DCS World
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. -
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.
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ADMIRAL189'S CORNER - INCOMING SHIP MODELS
crazyeddie replied to Admiral189's topic in Static/AI Mods for DCS World
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. -
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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Its placed in the SA Map so that suggests its destined for either a ship or an aircraft, but it is clearly the ship fired version because there is no parachute attachment, so that would confirm to me its not designed for, or there is no code as such, to launch it from an aircraft or helo. Not yet anyway. I have not had time to try what PRCCowboy talks about above but that would seem to be worth a try.
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This is my line from our Merlin - the Mk46 can be found here - Beta/CoreMods/tech/SouthAtlanticAssets/Shapes/Weapons { CLSID = "DIS_mk46torp" , attach_point_position = {-0.0, -0.126, -0.0} }, Dropping the LT5 from PRCCowboys P8 it does track towards and strike a moving ship, but the Mk46 does not work.
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You can use free fall and para retarded bombs, I managed it with the Merlin, but as I said they never seem to hit a moving target.
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Blue Merlin armed with 2 x Mk54 Torpedo's - Red Submarine moving on surface - Set for Anti Ship Strike to attack that submarine. It flew right over the target and carried on to next waypoint - Tried it again with LT5 Torpedo - same outcome. At no point did the Helo adopt an attack profile or deviate from course to next waypoint. Same scenario armed with FAB-250-M54-TU (which is para retard free fall bomb) - Helo adopted an attack profile and did (eventually) drop the bomb after doing a few passes over the submarine, the bombs always miss the target by about 100+ yards at least. Same outcome with FAB-250, near misses every time, I have never hit a moving submarine yet. SO - Mik45 and LT5 dont work hung from a helo, but free fall iron bombs do drop, and miss every time !! I dont know what the answer is to this problem but at least this confirms the code is not working for helo's.
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I painted up some bombs to look like torpedo's to hang on our Merlin Helo, they would drop and go bang on impact with the water, as you would expect. Not very realisteic of course. I tried the LT5 but that never worked, it would not even drop off the pylon, so I tried the Mk54 - same outcome. That was a good while ago and the code has changed recently so I will try it again and see what happens now. There is a huge difference between how aircraft act with torpedo's and how helos act but I could never figure it out.
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Tried a little experiment with the Mk46 Torpedo on Cowboys P8, just to see what happened. The Mk46 flies all over the place when its dropped and rides on the surface when it does finally fall into the water, and just goes around in circles, It did not head towards the target at any point. Conclusion - Experiment failed, stick with PRCCowboys LT5 arrangement, that does work.
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Sorry Arrow11, I thought you meant it did not explode on contact with the target, my mistake.
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Thanks for that Arrow11, I had not kept myself up to date on that Mod. Thats the LT5 Torpedo he uses in that Mod and it does explode on contact. The LT5 isnt a modern aerial drop torpedo but the Mk46 which is now in game is, although it does not have a para retard function as far as I'm aware, will have to give that a try and see what happens. The Mk 46 is carried by UK Helo's so I will try it with the Merlin after I have had a closer look at his code.