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Everything posted by Admiral189
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ADMIRAL189'S CORNER - INCOMING SHIP MODELS
Admiral189 replied to Admiral189's topic in Static/AI Mods for DCS World
Hey Guys, Admiral Kasatonov is in-game. I will work on the weapons next.- 3414 replies
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ADMIRAL189'S CORNER - INCOMING SHIP MODELS
Admiral189 replied to Admiral189's topic in Static/AI Mods for DCS World
Done! I got the damaged textures to appear in the game. Thanks to CurrentHill for sharing some inside information! It took a minute but I figured it out. Damage mod is my next goal. That may take some time so I will finish up the Russian Frigate before working on the damage model itself.- 3414 replies
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ADMIRAL189'S CORNER - INCOMING SHIP MODELS
Admiral189 replied to Admiral189's topic in Static/AI Mods for DCS World
Will do! Getting close!! -
Swedish Military Assets for DCS by Currenthill
Admiral189 replied to currenthill's topic in Static/AI Mods for DCS World
I like it!! Especially your boat assets! Great texturing and weaponry!! Great job!- 460 replies
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ADMIRAL189'S CORNER - INCOMING SHIP MODELS
Admiral189 replied to Admiral189's topic in Static/AI Mods for DCS World
currenthill thanks for reaching out! I sent you a PM! -
ADMIRAL189'S CORNER - INCOMING SHIP MODELS
Admiral189 replied to Admiral189's topic in Static/AI Mods for DCS World
Hey Xeno, Yes, I have studied them. I notice as soon as the Arleigh Burke for example takes a hit. The damaged textures appear. However, the more damage it takes. the more damaged textures appear. So in my mind, there may be 3 ship hull objects. Each object with a different damage texture added. Having 3 ship hull objects doesn't have much effect on the file size. They may also be using mirroring as well. I will inquire about it to get more insight on this. Skies are the limit after I figure it out. -
ADMIRAL189'S CORNER - INCOMING SHIP MODELS
Admiral189 replied to Admiral189's topic in Static/AI Mods for DCS World
yes, i will send you a video Joey of how i set it up. Maybe that will help you. -
ADMIRAL189'S CORNER - INCOMING SHIP MODELS
Admiral189 replied to Admiral189's topic in Static/AI Mods for DCS World
Hello Mac D, Whenever you hear us say, Lua or Lau source File in Notebook ++. I am speaking about the two main files required for mods to function in DCS. All the mods we create have an entry.Lua and a Shipsname.Lua within the mod folder. A sample of the entry.Lua is below. The entry file gets the mod in DCS. The Shipsname.Lua tells the DCS game engine to make the mod function in DCS. It also tells the ship to shoot its weapons. All weapons, control Ships' speed, radar, and propeller rotation. It also recognizes the type of ship which is very important. One missed comma, equal sign, dash, etc; will stop the mod from appearing in DCS. When a mod doesn't appear in DCS. Check the LUA Files. Also, certain weapons will not function on all ships. So example. Some Chinese weapons will not function on an American or Russian ship and vice versa. That will also make a mod not appear in DCS. Wrong weapons!! Some vehicle weapons do work on ships. We learn by Trial and error. A lot of errors!! One wish I have! I wish it was possible to test the weapons of a mod without having to always go in and out of the game 10 times lol. entry.lua -
ADMIRAL189'S CORNER - INCOMING SHIP MODELS
Admiral189 replied to Admiral189's topic in Static/AI Mods for DCS World
Hey Guys! I have been trying to add a damaged texture to the models I create. Does any one of you guys understand it? I do but it's not working. I know everything is inline but the textures don't appear in-game. Why?? I'm sure it's something small. What you see below is actually a double hull with the damaged textures added. As you can see it has a Damage Argument with an Argument number. It is edited via a Curve editor in 3DS Max with Argument 75. I noticed the damage Arg numbers are 70 & 80 for ships. The argument number has also been added to the GT.DM within the main Lua of the ship mod. It has the unique name of the Texture added and the damage model in 3ds max. My guess is it has to do with how I edited in the curve editor. I edited it the same way we edit Ship Navigation lights. Ideas are welcome! This is the South Korean Patrol vessel. Yoon Youngha-class patrol vessel. https://en.wikipedia.org/wiki/Yoon_Youngha-class_patrol_vessel After I get this small issue resolved. I will go a little further and create a damage model which will show a damaged model. Thanks! -
ADMIRAL189'S CORNER - INCOMING SHIP MODELS
Admiral189 replied to Admiral189's topic in Static/AI Mods for DCS World
I am working on Admiral Kasatonov right now. I can create a model of the Sovremenny. Seems pretty simple to create. Yesterday, all my mods stopped working in DCS. I may have to uninstall and re-install. running repair and even a computer restore haven't worked. So at the moment, I'm DIW!! Got a bug somewhere. Something I noticed. The Perry Class appears under Spain, not the USA. Does anyone else see that? -
ADMIRAL189'S CORNER - INCOMING SHIP MODELS
Admiral189 replied to Admiral189's topic in Static/AI Mods for DCS World
Hello Green Leader, All ships doesn't have the Harpoon launcher but the script is the same as below. It's included in the Main Lua. You have an entry.lua and the main lua is the name of the ship. Example. Arleigh_Burke_IIa.lua is the main lua file for the Arleigh Burke destroyer. --Harpoons ws = GT_t.inc_ws(); GT.WS[ws] = {} set_recursive_metatable(GT.WS[ws], GT_t.WS_t.ship_HARPOON ) GT.WS[ws].area = 'ZA_HAR' GT.WS[ws].center = 'Rocket Point' GT.WS[ws].LN[1].depends_on_unit = AIGES_TRACKERS GT.WS[ws].LN[1].ECM_K = 0.65; GT.WS[ws].LN[1].PL[1].ammo_capacity = 8; GT.WS[ws].LN[1].show_external_missile = false GT.WS[ws].LN[1].BR = { {connector_name = 'Rocket_Point_70', drawArgument = 257}, {connector_name = 'Rocket_Point_71', drawArgument = 258}, {connector_name = 'Rocket_Point_72', drawArgument = 259}, {connector_name = 'Rocket_Point_73', drawArgument = 260}, {connector_name = 'Rocket_Point_74', drawArgument = 261}, {connector_name = 'Rocket_Point_75', drawArgument = 262}, {connector_name = 'Rocket_Point_76', drawArgument = 263}, {connector_name = 'Rocket_Point_77', drawArgument = 264}, } -
ADMIRAL189'S CORNER - INCOMING SHIP MODELS
Admiral189 replied to Admiral189's topic in Static/AI Mods for DCS World
DCS Ship mod glitch and or ED Update. So if you see the harpoons showing outside the Harpoon launchers it's because the below Harpoon Lua line item states True. It's the same line item used on the Perry Class frigate. It's the reason the missile appears on the fwd missile launcher. To resolve the issue add the below line to the Harpoon lua entry as shown below. I placed it under the ammo capacity. If its false the missile's disappear. GT.WS[ws].LN[1].show_external_missile = false --Harpoons ws = GT_t.inc_ws(); GT.WS[ws] = {} set_recursive_metatable(GT.WS[ws], GT_t.WS_t.ship_HARPOON ) GT.WS[ws].area = 'ZA_HAR' GT.WS[ws].center = 'Rocket Point' GT.WS[ws].LN[1].depends_on_unit = AIGES_TRACKERS GT.WS[ws].LN[1].ECM_K = 0.65; GT.WS[ws].LN[1].PL[1].ammo_capacity = 8; GT.WS[ws].LN[1].show_external_missile = false GT.WS[ws].LN[1].BR = { {connector_name = 'Rocket_Point_70', drawArgument = 257}, {connector_name = 'Rocket_Point_71', drawArgument = 258}, {connector_name = 'Rocket_Point_72', drawArgument = 259}, {connector_name = 'Rocket_Point_73', drawArgument = 260}, {connector_name = 'Rocket_Point_74', drawArgument = 261}, {connector_name = 'Rocket_Point_75', drawArgument = 262}, {connector_name = 'Rocket_Point_76', drawArgument = 263}, {connector_name = 'Rocket_Point_77', drawArgument = 264}, } This is my motivation for creating Navy Ship Models. RIMPAC or Rim of the Pacific. Happens every year in Hawaii. Enjoy! -
ADMIRAL189'S CORNER - INCOMING SHIP MODELS
Admiral189 replied to Admiral189's topic in Static/AI Mods for DCS World
DCS Ship mod glitch and or ED Update. So if you see the harpoons showing outside the Harpoon launchers it's because the below Harpoon Lua line item states True. It's the same line item used on the Perry Class frigate. It's the reason the missile appears on the fwd missile launcher. To resolve the issue add the below line to the Harpoon lua entry as shown below. I placed it under the ammo capacity. If its false the missile's disappear. Xeno i think you may have mentioned it a while back. GT.WS[ws].LN[1].show_external_missile = false --Harpoons ws = GT_t.inc_ws(); GT.WS[ws] = {} set_recursive_metatable(GT.WS[ws], GT_t.WS_t.ship_HARPOON ) GT.WS[ws].area = 'ZA_HAR' GT.WS[ws].center = 'Rocket Point' GT.WS[ws].LN[1].depends_on_unit = AIGES_TRACKERS GT.WS[ws].LN[1].ECM_K = 0.65; GT.WS[ws].LN[1].PL[1].ammo_capacity = 8; GT.WS[ws].LN[1].show_external_missile = false GT.WS[ws].LN[1].BR = { {connector_name = 'Rocket_Point_70', drawArgument = 257}, {connector_name = 'Rocket_Point_71', drawArgument = 258}, {connector_name = 'Rocket_Point_72', drawArgument = 259}, {connector_name = 'Rocket_Point_73', drawArgument = 260}, {connector_name = 'Rocket_Point_74', drawArgument = 261}, {connector_name = 'Rocket_Point_75', drawArgument = 262}, {connector_name = 'Rocket_Point_76', drawArgument = 263}, {connector_name = 'Rocket_Point_77', drawArgument = 264}, } -
ADMIRAL189'S CORNER - INCOMING SHIP MODELS
Admiral189 replied to Admiral189's topic in Static/AI Mods for DCS World
The US Navy Tugboat is about 101 feet / 30.48 meters. -
ADMIRAL189'S CORNER - INCOMING SHIP MODELS
Admiral189 replied to Admiral189's topic in Static/AI Mods for DCS World
Hey Guys, I normally try to track down the original size of the Tugboats and ships and scale them to size in 3ds max so they're near the original dimensions of the vessel. Tugboats come in all sizes but it's the horsepower and Ballard pull that determines its worth. The U.S. Navy tugboats were 2,000 HP but I have seen Tugboats HP as high as 10,000 HP. I have more coming! As mentioned before I'm always working on something!! Noted Morpheus!! -
ADMIRAL189'S CORNER - INCOMING SHIP MODELS
Admiral189 replied to Admiral189's topic in Static/AI Mods for DCS World
Hey ElvisDaKang, It's the model Tugboat I released some time ago. It's also the one Razbam released as well. I think you can see where I'm going with this. 13: USNS Patuxent & Harbor Tugboats: https://www.dropbox.com/s/n930h2lt5te4vr7/USNS Patuxent_Harbor Tugboats.zip?dl=0 -- 4.4.2021 -
ADMIRAL189'S CORNER - INCOMING SHIP MODELS
Admiral189 replied to Admiral189's topic in Static/AI Mods for DCS World
Hello Cympak, I have since done some research and found out what weapons the ships really require. I will update her per Wikipedia. I also have the weapon mods as well. I have to animate all the missile hatches to open and close. It's a little time-consuming!! https://en.wikipedia.org/wiki/Russian_frigate_Admiral_Kasatonov Patpatpowercat, when ships are at sea their engines are always running unless they're connected to shore power. Something to remember. The Game Engine controls all animations of ships in DCS. We just add the code for the animations. I honestly don't like the dark smoke. I would like for it to look like the exhaust from a jet engine. Clear but looks more like heat rising. As you can see in the photo below. -
ADMIRAL189'S CORNER - INCOMING SHIP MODELS
Admiral189 replied to Admiral189's topic in Static/AI Mods for DCS World
Xeno, I think it's time we had a chat about 3D modeling lol. As we have been lately!! So over time most of the models I created will have some issues. Most are old and outdated and it seems each time ED pushes an update it affects the model's performance. With that said. If you see any issues send me a PM and I will correct them when I have time. It's not a problem for me to work backward and correct the issues but it will delay any future projects I may be working on. Admirals DCS 3D Modeling education: To correct the issue of seeing through the texture of a model. We just add two sides to the texture in 3ds Max but that will slightly increase the size of the model file. "D650 Aquitaine, the missile covers do not have any polygons on the underside, so when the doors open you can see through them." Weapon spinning! The weapon may have incorrect Arguments. For example, if the Center Tower, Point Gun, and draw arguments are not the same as what was entered in 3DS Max or Blender. The weapon will spin or point up or down. GT.WS[ws].center = 'CENTER_TOWER_02' GT.WS[ws].drawArgument1 = 3 GT.WS[ws].drawArgument2 = 4 GT.WS[ws].LN[1].BR[1].connector_name = 'POINT_GUN_02' LCU props just need to be re-animated and that will correct that issue. I have learned that if you give a prop an extra 90 deg turn animation. It will spin faster in SIM. So one prop may have one extra animation than the other. Easy fix. Regarding the Oak Hill! I have already corrected all the issues with her and updated the model. I just haven't released it. So I can go on and on about how to fix all the Modeling issues you presented but I think you all get the idea. Easy fixes but they take time. At some point, all the model ships need to return to the shipyard for upkeep and maintenance!! Hope this smidget of information helps you all understand some of the issues the models may have. -
ADMIRAL189'S CORNER - INCOMING SHIP MODELS
Admiral189 replied to Admiral189's topic in Static/AI Mods for DCS World
Admiral Gorshkov-class frigate is coming along well. I will be working on the animation of the missile hatches next. That will take some time as I need to animate all missile cells. There are 24 cells. The other weapons will be easy to animate. I'm hoping to be finished by month's end!! Stay Tuned!!- 3414 replies
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ADMIRAL189'S CORNER - INCOMING SHIP MODELS
Admiral189 replied to Admiral189's topic in Static/AI Mods for DCS World
Speaking of the Kaiser Class Supply ship. I caught her live on the San Diego, CA webcam this morning pulling into port. USNS Kaiser!! You can see her halfway through the video. Also, I found a better model of the Kaiser Oiler so I will be creating another model. https://www.youtube.com/watch?v=o5JuKS__CXQ&ab_channel=SanDiegoWebCam -
ADMIRAL189'S CORNER - INCOMING SHIP MODELS
Admiral189 replied to Admiral189's topic in Static/AI Mods for DCS World
Thank you Arrow! I try although i never had any formal training on creating models. I had some great teachers though. I have a model ship for most countries coming to DCS. Japanese, Korean, Neatherlands, UK, Australia and russian just to name a few. I have enough models to create that will go well into 2023. Both old and modern. Looks good Eddie! I can easily throw a UK flag on her. So we operated 5 of them in Yokosuka, Japan. Our call sign was Tiger 1,2,3,4 & 5. They have since been decommissioned and taken over by Zero Turn Tugboats. -
ADMIRAL189'S CORNER - INCOMING SHIP MODELS
Admiral189 replied to Admiral189's topic in Static/AI Mods for DCS World
Thanks, Guys! Hey Rusty, I laid the mast down like that as we never had it up on the Tugboat I operated. I added the missing textures. They will be in the next update! Sac sitting lower in the water. I may have to adjust the textures because if I drop her any lower the black waterline disappears. I will play around with her before the update. I have completed the Sacramento Class Liveries! Still a WIP. Updates coming! -
ADMIRAL189'S CORNER - INCOMING SHIP MODELS
Admiral189 replied to Admiral189's topic in Static/AI Mods for DCS World
Happy Friday Guys! I have released the USS Sacramento AOE-1 Supply Mod. ! Happy Friday Guys! I have released the USS Sacramento AOE-1 Supply Mod. ! -
ADMIRAL189'S CORNER - INCOMING SHIP MODELS
Admiral189 replied to Admiral189's topic in Static/AI Mods for DCS World
Happy Friday Guys! I have released the USS Sacramento AOE-1 Supply Mod. ! -
ADMIRAL189'S CORNER - INCOMING SHIP MODELS
Admiral189 replied to Admiral189's topic in Static/AI Mods for DCS World
Happy Friday Guys! I have released the USS Sacramento AOE-1 Supply and the US Navy Tugboat Mods on Page #1 -- #25 & 26. PLEASE IGNORE THE HULL Textures as they are being UPDATED! I will also make liveries for the Sacramento Class as well. Enjoy!!!!