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Admiral189

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Everything posted by Admiral189

  1. Hey Tmansteve, I'm working to get the damage textures working again. The ships have been configured for the damage textures but the textures are not working properly at the moment. I will eventually solve the issue. Hey Rolds, as HighMaintenanceB mentioned I'm currently re-working the San Antonio and will release the LCAC when I release the USS San Antonio. Just trying to Thanks, HighMaintenance for chiming in. The past few days I have been caught up with coding and re-coding weapons. I'm always trying to configure the weapons to work better but also trying to configure new weapons in DCS. However, there are some tasks we can't configure the ships to perform in DCS no matter what. One thing I would like to see is Cargo loading and offloading simulation on ships and small vessels. Stay tuned working to finish up the FREMM Class Frigates. Thanks.
  2. Good Morning everyone, thanks for your interest but I've gotten some really great feedback from the initial four testers. With that said I will take some extra time and correct the small issues that were noticed. It was also brought to my attention that the FREMM Frigates carry Cruise missiles so I will incorporate them along with more anti-ship missiles. banana888999, ienatom, and PorcooRosso86. Once I have corrected all the issues. I will send the mods to you three for testing. I will reach out to you all once I'm finished. Thanks for your interest. Hey Tmansteve, check your messages. Thanks for the feedback. All please replace the existing GT.exhaust code at line 51 with the code below in the rebel_ship_oscar.lua file. Thanks. GT.exhaust = { [1] = { size = 0.30 , pos = {-55.89, 21.396, 0.0 } }, [2] = { size = 0.30 , pos = {-55.89, 21.396, 0.0 } }, } Thanks everyone for your patience.
  3. Good Morning Everyone. I would like to thank Gogi12 for testing the Italian Mod pack. He gave me some wonderful feedback. Thanks again. I have an idea of what needs to be updated. I will dim the flight deck lights and try to remove the water reflection. Today I will be adding the liveries. There will be 6 total liveries. Two for the earlier class of FREMM Frigates, the latter and I also created two Egyptian liveries. ironghost, Jack54 & RichCotte. Incoming. I will PM you all with the link to the mods. Please PM me your feedback. Thanks.
  4. Hey Guys, can I get one more mod tester? I plan to release the mods this weekend. Thanks.
  5. Hey Gogi12, Thanks for responding. I will PM, you the link to the mods. yes, I will also create the Forbin/Andrea Doria Class next as well.
  6. Happy Friday everyone. Sorry, I have been absent but I needed time to concentrate on finishing the Italian Mod Pack. The Bergamini and Comandanti Class frigates are finished with the exception of the ITS Cavour. I will work on the Cavour Carrier next. Thanks for your patience. With that said I need a mod tester. The first person that responds to this post. I will send you the Bergamini and Comandanti Class Frigates for testing. Thanks. It just happened that one of the Youtubers I follow posted a video of the ITS Cavour and the ITS Alpino entering Yokosuka, Japan Naval base where I learned to Pilot ships and operate US Navy Tugboats. Lomatoq, I will send you a PM regarding the Marine drones. Thanks.
  7. Good Morning Everyone, Hello Dargaard01, yes, I'm aware of the dancing missiles on the Normandy Frigate. The missile file has been corrected. Thankfully, the new updates didn't cause any further problems. I will release an updated missile file sometime today. Thanks, Cao990 for chiming in. As he mentioned, please be patient as I am a one-man shipyard. It takes time to go back and repair the older mods while also working on the new mods. I will be releasing the Italian Comandante Frigate soon. There were problems with the FPS while playing with the AI Player Aircraft. That has been resolved. Thanks to Kaiser for pointing it out. Also, I do take some time to play with the mods. Configuring the declared missiles to perform correctly takes up most of my time. Going in and out of DCS is very time-consuming. Something to note is when you all are playing with the mods and it's not performing correctly. Send me a PM and I will add it to my Shipyard repair list. Most problems are simple fixes. Thanks.
  8. Hey CrazyEddie, that sounds about right. I know in some cases there some goods we couldn't get until we pulled into port. Also, if it's a major casualty part they would fly someone out to fix it. The good ole days. Your welcome Goa_Escorpion. Thanks, Tromp, today I will get my spinal cord stimulator turned back on. So I'm hoping for some relief afterward. I'm preparing the Italian Comandati Class Vessel for release. Stay Tuned. https://i.postimg.cc/kGMdYcLd/Digital-Combat-Simulator-Black-Shark-Screenshot-2024-05-15-20-54-41-34.png
  9. Hey Rudel, that's a great view. I would love to wake up and see those mountains each morning. It's beautiful. I'm sure it gets pretty cold there also. Hello Sierra99, I will try to answer your questions. Not sure if there's a source out there. I think only the personnel aboard those ships will know that information. Just like us. Before we deployed we had to have certain goods onboard to sustain us for a while. Some goods we could get while at sea but others had to wait until we returned back to homeport. Based on my experience. I think the Oilers/Supply ships carry goods based on mission but they are always returning to port resupplying to continually provide support to the ships. We would usually UNREP every few weeks while in the Arabian Gulf but as mentioned that changes all the time. It was our job to set up the equipment to conduct the Unreps. At night we used certain color Chem lights based on equipment. All personnel wore green chem lights in case someone fell over the side so they could be seen easily. I don't know if anyone has created a mission like that. I think the Multiplayers can answer that question. It would be nice to resupply ships with fuel and weapons just like the aircraft. Thanks, Sierra99. I'm getting there slowly but I honestly don't want to go through it again.
  10. Thank you, Rudel, your welcome. It's the least I can do. Nice backdrop.
  11. Good Morning Everyone, Happy Friday. My account was disabled because it was giving off spam. With that said please change your passwords often and enable two-factor authentication if you can. I am still recovering from my procedure so I'm not back to 100% yet. Getting there slowly. As requested Rudel, I have created a livery for the Chilean Kaiser Class Oiler Almirante Montt. I changed the Hull Number, Updated the Stern name, changed the Lifeboat textures and also removed the Blue/yellow bands on the Stacks/Exhaust. See below. The livery can be found in the link below. Version 1.0.3 I will look over the Italian Mods this weekend. I may release them separately as I didn't realize how much work the FREMM frigate would be. Stay Tuned and thanks for your patience. https://sites.google.com/view/admiral189dcsworldmods/warships?authuser=0
  12. Good Morning Everyone, My back procedure went well yesterday. I will be recovering for the remainder of the week so I may not respond to comments. Thanks, Highmaintenance, I'm doing well. Better than yesterday that's for sure. I made 3 liveries for the Kaiser to help get you started. I used to add the call sign flags to all the ships but I got away from that and just kept it simple. Sorry, I missed the Higgins being sold to Chile. Otherwise, I would have added a Livery flag for her. Thanks for helping out. Thanks Cao990. I will update all the texture names for the Sturgeon to correct that conflict. Thanks for the feedback. ***I have released USNS Henry J. Kaiser update 1.0.2. I corrected the US Flag. It was facing the wrong direction. - If you all don't know the Red Flag is the Bravo Flag used for refueling in port and at sea. It's also used when there's hazardous material being transferred as well. The red and yellow Flag is the Romeo Flag which is used to signify you have permission to come alongside and start refueling while at sea.
  13. Thanks, HighmaintenanceB. As long as I'm able I will keep pushing them out. It may be slower but I will continue creating mods for DCS. Sure, I can make two versions. It will just require two models of the USS Fitzgerald. I didn't get a chance to mount the NSMs today because I was busy with the USNS Kaiser. Initially, I had the strike missiles mounted aboard the Type 23 Frigate but I removed them because they weren't installed at the time. I can update it with the NSMs. **** I have released the USNS Henry J. Kaiser T-AO-187 with liveries of the USNS Joshua Humphreys T-AO-188, USNS John Lenthall T-AO-189, and USNS Andrew J, Higgins T-AO-190. USNS Henry J. Kaiser T-AO-187 is a United States Navy Fleet Replenishment Oiler and the lead ship of her class. Her mission is to resupply U.S. Navy and allied ships at sea with fuel oil, jet fuel, lubricating oil, potable water, and dry and refrigerated goods, including food and mail. I tested the AH-64, KA-50, and the UH-1 Player aircraft onboard and the FPS was pretty good for me. I received the best FPS using the KA-50. Please enjoy every one. I will try to finish the Italian Warships next. Thank you all for your patience and understanding.
  14. Thank you Oao990, I appreciate it. I just want to get back to living a normal life so i can do what i love doing.
  15. Good Morning All, Yes, Beldin notified me of the great news the other day. USS Fitzgerald has been outfitted with Naval Missile Launchers and successfully launched a Naval Strike Missile. Thanks for sharing. It brings back memories. We had an amazing crew onboard. There was nothing we couldn't achieve. Most of us have kept in touch after all these years. I transferred from the USS Fitzgerald 24 years ago. So it's been quite a while. I will update the USS Fitzgerald 3d model with the new Naval Strike Missile today. Easy update. On another note, I haven't been able to work on models the way I want to. Life got in the way. I did have enough motivation to finish up the USS Henry J. Kaiser Class Oiler T-A0-187. I will finish her today because tomorrow morning I have another back procedure. Depending on the outcome I may be down but no matter what I will find time to model. It's my therapy. My advice to all of you. Please take care of your health. Get regular checkups if you can. Don't let diseases sneak up on you and take away the things you love doing. Especially doing things with your Family. Stay tuned I will release the USNS Henry J. Kaiser today.
  16. Here's what it looks like with the wake file. 5 knots and 24 knots. I reduced the tail size as well. However, I couldn't lower the bow wake height. I attached the OHIO Wake file below. The wake file can be edited via Notepad if you all would like to add it to the LA and Sturgeon Class. https://ln5.sync.com/dl/0be3a27d0/2bfv9zmy-e5xijie2-vdwz8ryq-dk7friga
  17. Hey RWC, I removed the wake files because when the Subs are cruising underwater they still show a big wake. I honestly wish the wake would disappear when they're submerged. You know I think it's possible to make a minimal wake for subs as it should be. Is it all subs or the OHIO Class? I know she creates a large wake. Thanks for the feedback.
  18. Hey HighMaintenanceB, I would recommend just creating a handful of liveries. I seen that issue before not only in Paint but Substance Painter as well. I think it has something to do with the original textures. It's like no matter how I added the hull numbers they would mirror to the other side. Those are the original textures that came with the mod. If i can remember the workaround i will let you know. Thanks for making the liveries.
  19. Thanks HighMaintenanceB, I appreciate it. Honestly, I create 3d models more for meditation. When I'm in the zone I'm not thinking about anything else and i have plenty to create. Speaking of VLS Cells. CH and I joked about animating the cells one day. I'm telling you. You have to be really motivated to sit there and animate every cell. I just pulled up the VLS Cells for the Forbin and Horizon Class just before reading your comment to see what have to do. Below are the cells I will add to the ships. What's important is to make sure each cell animation code matches the line item in the Main Lua. If it's not correct. One cell hatch will open but the missile will launch from another cell so it's easy to mess up. I created a short video of how the cells are animated. It's pretty simple but it takes time. Especially if you're animating a lot of cells. This is the same process I used to animate the Submarine missile hatches as well. https://ln5.sync.com/dl/58c777fc0/vxjycnka-5cacp85v-hjbyeivi-7wtjmd76
  20. Hey Guys, First, I would like to say the submarines I uploaded are the same ones I'm playing with in DCS. I just tested the Submarines and all of them launch Torpedoes as they should. They all launch EDs Default Torpedo. Remember if there's an enemy AI Ship near them. They will submerge no matter what you do. Even if you task the submarines to launch missiles. So here's a workaround but just keep in mind this workaround will stop the submarines from submerging but they will launch their weapons. Please place these characters before the Sub Submerge info. at line item 60 as shown below --[[ Place this character after line item 103 on the LA Sub, Line 105 in the OHIO Code, and Line 103 in the Sturgeon main Lua file. ]] I will play with the code below to try and delay the submerging prior to launching missiles. Below is a photo of what happens when the code is disabled. The submarines launch their missiles. https://i.postimg.cc/wBKr8qy3/Digital-Combat-Simulator-Black-Shark-Screenshot-2024-07-16-17-10-27-06.png
  21. Good Morning Everyone, sorry for the late mod release. I had a toothache last night. I don't think I need to tell you about the pain I experienced. Hey RWC, I wasn't aware of that. I don't think I set it up like that. The USS Bowen and the USS Kidd will be replaced with new mods. HighMaintenance, that's the Arleigh Burke Flight Class I Destroyer USS Fitzgerald DDG-62 with USS Carney DDG-63 Livery. For those of you that don't know I was stationed aboard the USS Fitzgerald for five years and part of the commissioning crew or plankowner as we call it in the US Navy. The reason I haven't released her is because it has a lot of moving parts. I had CH look her over and he found some issues but those issues have been corrected. I just want to make sure when I do release her, she has very few issues. With so many things going on I just haven't had time to look her over properly. It took me months to complete the mod. You welcome SilentGun. As long as I'm able I will continue to create mods for DCS. Thanks. MoFly29, you are 100% correct. Thanks for putting that out. I appreciate it. Creating mods the way I do now is very time-consuming. There's a lot that goes into modding for DCS besides adding textures, weapon animation, and coding. *** The most important thing about creating 3d mods for DCS is you HAVE to be in the MOOD. You have to be in the mood. ******** One thing to mention. If I showcase a mod. That mod will be released at some point. I calculated the other day how long it would take me to properly complete a mod from start to finish with my current health issues. Depending on the mod type and size. It can take two - to three weeks to properly create an AI Mod for DCS and that includes testing. That's just one mod. On top of all of those things, I have to balance my time with the family. Remember, Family always comes first before anything in life guys. They will be there for you when no one else will. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- So as promised. I have released the US Submarine Pack version 1.0.0. Please Enjoy them. I still have some submarines to create but that will be done at a later date. I'm sorry I don't have any good photos. The model viewer is not appearing correctly for me. Has anyone else seen this? The mods appear in black and white in MV. See below. Just a few things about the Submarines. If there is an enemy ship near the subs they will automatically submerge but they will not return to the surface. So you have to manually return them to the surface. I tested them and they didn't return to the surface after enemy ships had been destroyed. I subs can be coded to return to the surface but the last time I tampered with the code. The model didn't appear in DCS. They have to be on the surface to launch missiles in DCS. I recommend placing the submarines at a good distance from enemy AI ships for them to launch their missiles. If you set up a mission in DCS the submarines automatically submerge. It means you have placed them too close to the enemy ships. The USS Ohio Class has a declared Trident II missile vice Tomahawks. You can swap the code for the Tomahawks if you like. The Tomahawk and Trident II perform the same tasks in DCS but the Trident II is more powerful. I will let you all see that for yourself. -- Features Animated Perscopes, and Propellers. A periscope view has been added to all the submarines so you can enter the submarines as you do in armored vehicles using the periscopes. You will need Combined Arms installed to enter the Submarines. - OHIO Class Submarine Weapons DCS Default Torpedoes DCS Default Tomahawks / Declared Trident II Ballistic Missile DCS Default Harpoons Los Angeles Class Submarine Weapons DCS Default Torpedoes DCS Default Tomahawks DCS Default Harpoons Sturgeon Class Submarine Weapons DCS Default Torpedoes LacMenjoyer, I have corrected the missiles for Normandie but I'm still doing testing on her before I release any updates.
  22. Hey SilentGun, I'm slowly working on both the USS America and San Antonio. I was working on the America yesterday trying to get the weapon sounds to work. Trust me, both are on my shortlist to repair. Hey RWC, I don't think the textures will cause FPS issues unless it's a really large file. The Submarine files are fairly small. I will be releasing the submarine pack today. I updated the Encyclopedia file yesterday for all of them. - Also, ensure your graphics are set to run on performance and as well as your PC Power. Hopefully, the files don't cause you any FPS issues. Great, Glad to hear it worked for you, Tromp. Thanks for the feedback.
  23. Hey Tromp, I haven't released the update for the Project 965. Here's the updated SA-N-7A Missile file. Please replace the existing file with the attached file. You can post the test results here if you like. The missile works fine for me. Thanks. https://ln5.sync.com/dl/6a6711fd0/wmxteey9-6r2pdh9s-akkftm56-us55cfh5 Yep, it used to be black smoke. There is a way to change the color of the smoke but you have to dig into the files to find it. Most of the current world warships don't release smoke from the exhaust or stacks as we call them. It's more like the heat coming from a Jet Engine because many of the ships have Gas Turbine engines. I would rather it look like Jet Engine exhaust without the fire than smoke. Smoke is more for the older ships.
  24. I guess I spoke too soon. We have steam/smoke. It needs to be thinner so I will try tweaking it.
  25. Hello Ivan, yes it told me I had too many messages. I'm in the process of deleting them so you should be able to send me a message soon. I will send you a message and you can just reply back. Hello Penquin625. So far so good with a couple of mods but I only tested a couple of them. So I will work on finishing up the mods and releasing them in no particular order. Today I was testing the submarines before release and I noticed Ed's new submarines and I noticed they release steam. That's a new feature and would be great for the ships but I can't find the code for them. Even underwater they release steam which is not good because you can clearly see them. Stay Tuned. Thanks for your patience.
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