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Everything posted by TeTeT
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No, we have neither a map nor picture at the moment. But the ramp start positions go back from the two catapults towards the landing zone on the flightdeck, leaving the area before the island free for statics. When landing, the latest version has the park positions moved to the bow of the carrier, e.g. blocking catapult 1 and 2. Again, the area in front of the island is free for statics. I quickly sketched this. Purple are the parking positions after landing, green are the ramp positions before launch: Cheers, TeTeT
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Thanks to @seabat there are now liveries for CVA-31 Bon Homme Richard for the A-4 Skyhawk Community mod: https://www.digitalcombatsimulator.com/en/files/3335218/ Thanks a lot!
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Confirming that no crash happened with 8 MiG-21 vs 2 F-8 and plenty of counter measures in the air.
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Indeed If you downloaded the zip from the github repo, that's the current development release. We'll look into the counter measures, thanks for the report!
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Which F-8 are you using, where is it from? @Urbi same question for you. Wondering if we're doing duplicate work here. Happy New Year, TeTeT
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Some progress on the update front. @seabat has created a new runways and routes script for parking and landing, which fixes the many bolters and wave offs. @Hawkeye60 and @toan are busy with the F-8 model and improvements to it. Here some screens from testing: Enjoy, TeTeT
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Silly me I had not declared all connectors as such in the EDM properties of my blend file and hence the game rightfully complained. For clarity I changed the connector name(s) from POINT_127mm_1 to POINT_GUN_127mm_1_1 and such. On another subject: I tried to get rid of the sensor height error (not found) and added GT.sensor = {}; GT.sensor.height = 15; -- unclear what it does Now the game shows the error: wWeaponSystemManager (Main): rangeFindingTarget not defined!! USS Maddox, as seemingly declaring GT.sensor as empty table is not a great idea. Any way out there?
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Making this information somewhat public: Seems the connectors for the weaponry need a special name now? ERROR WEAPONS (Main): Invalid connector name (POINT_127mm_1): unit type = USS Maddox, ws id=1, ln id=1, br id=1 It's not clear to me how the name for POINT_127mm_1 needs to be choosen now. @Hawkeye60 pointed me to the error, but I'm a bit stuck. Cheers, TeTeT
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Great work, thanks @Hawkeye60! I've tested the new parking slots. I combined it with some UH-1H flying so it took a fair while. I found two strange things: The helicopter on the deck would constantly move forward a few cm, be it with engine or or off The new parking slot looked great, the second A-4 landed, taxied, was pushed back. And then turned around to face nose over board No idea what that was Unfortunately when the third A-4 in row landed, DCS froze. I was running the MT version, will revert back to ST for more testing. Cheers, TeTeT
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Sure, feel free to post a link or a download for the F-8!
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Wow, interesting find! I see there's a max file in the download included - maybe @Hawkeye60 has capacity to make it work better? I don't use 3ds max, though. Cheers, TeTeT
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Thanks for the modified file! I'll take a look. I use http://www.gonavy.jp/CV-CV31f.html as reference for the squadrons at different times operating from the Bon Homme Richard. Most notably (and missing) is the F-8 Crusader, https://en.wikipedia.org/wiki/Vought_F-8_Crusader , for the Vietnam War era. @Hawkeye60 already reported that one is in the making. @Hawkeye60 on helicopters deployed, I find: https://en.wikipedia.org/wiki/Piasecki_HUP_Retriever (till 1963) https://en.wikipedia.org/wiki/Kaman_SH-2_Seasprite (Vietnam War) @Citizen I usually credit contributors directly in configs and scripts, and as the original parking positions were your work, you're in I'll test out @toan config later. Happy Christmas all! TeTeT
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@toan I can clearly relate there. I must have watched hundreds of AI landings by now and the taxiing is sometimes ok, sometimes they go wide and overboard, sometimes they park just in impossible spots. I have not much of an idea what to do about it, unfortunately. Good luck, hope you find a way out of the landing+parking maze!
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I have only developed and tested in 2.9.x so far and I feel failing forward is the way to go with DCS modding. E.g. stay on the latest and greatest open beta and make the best out of it. I started to work on animated radars, but got side tracked by observing and attempting to fix the landing problems. Albeit no fix was found so far. Not really, as mentioned above the problems with landing were on the forefront of mind. I hope to get to the meatball next year. The F-4 never was stationed on Essex class carriers, so my focus was on the A-4 as well. Not that I didn't try to get the Phantom going ... I've seen the sinking in the deck countless times, and wonder what setting controls it. Somehow the AI planes seem to rely on lua config and are not fully affected by the collision shells. Any advice welcome there! I was pretty low on time this week, so no new update currently. But development will continue!
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I just did a quick test, two out of eight A-4 landed for me without problem, the 3rd and 4th plane of the first flight however racked up failed landings. Here is the trapping of 4-1:
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investigating ai mod aircraft never leave the deck
TeTeT replied to Hawkeye60's topic in DCS Modding
There's no problem with propeller aircraft launching from a cat. See the E-2, C-2, or A-1. But you are right taildraggers are not an option, if you meant this with tricycle. Pic of a Skyraider with a bridle catapult. -
That's great news, Hawkeye60, a F-8 will fit the Bon Homme Richard very well. For Arma 3 NightIntruder and I had ported the F-8 from FSX from https://royalefrenchnavy.restauravia.fr/ . It's a great plane and I had lots of fun with it back in the day in Wings over Vietnam. On the use of F-4 and F-14s on the CVA-31 flight deck, I don't see a proper reason why it doesn't work. But it doesn't. This annoys me more than anything else currently, so I'm looking for a solution, no matter that either type was flown regularly from Essex carriers. Cheers, TeTeT
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And another update is out: https://github.com/tspindler-cms/tetet-vwv/releases Version 0.2.4. Changelog 2023-12-15 Bon Homme Richard - New collision shell, 50cm thick - Adjust DM to new collision shell - Move cat position forward for large aircraft (F-14, F-4) - Add sensor.height setting The thicker collision shell does allow the F-4B to land and launch (at least from Runway). Unfortunately neither the F-14 nor the F-4 hook-up reliably to the cat. We're still investigating. Also the hit/bda spam in the mission debrief is still present. Enjoy, TeTeT
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Currently facing two distinct problems that needs to be addressed: The hit/bda between plane and carrier happens upon landing and launch of player controlled aircraft Not all planes can hook-up to the cat when starting from ramp/parking hot. Notably the A-4 and F/A-18 seem to work, but neither F-4 nor F-14 work Not sure when and if those problems can be overcome, stay tuned. Cheers, TeTeT
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Trying different planes than the A-4 on Bon Homme Richard. Fixed the cat position forward in latest dev build to accomodate player driven F-14 and F-4. Still hitting a block trying to launch the Panther... [EDIT]: water injection was missing, then the Panther launched upon full throttle as well!
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Great idea, I changed the download URL to the releases.
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Very weird. The mission you posted worked for me without a hitch, though I only tried it once. Maybe something in your install interferes, or it's just a chance game?
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And another update is out: https://github.com/tspindler-cms/tetet-vwv/releases Changelog Bon Homme Richard - New TACAN pos, updated secondary and primary flight deck textures - Fix broken collision shell, better wake (kudos seabat) - Improvement to damage model by Joey45 - Fix floating door, update README Most noteworthy are the new deck textures by ColeMinor, and the fire damage and better deck protection by Joey45. The F-4B still loses it's nose gear upon cat launch, reason unknown. Enjoy, TeTeT
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To the best of my knowledge on Dixie and Yankee stations in the South China Sea before Vietnam, the carriers would do 12 hour shifts, followed by 12 hour stand-down. During the flight ops the carriers will sail into the wind at a considerable speed, probably higher than those 22km/h. In my tests I use 50 km/h as speed. After the 12 hour period the carrier will be refueled (oil) and rearmed, basically crawling to a halt with the support vessels surrounding it. Note that during flight ops I don't think the oiler/support ships have any chance to stay in formation. If you don't mind reading up on this: https://www.history.navy.mil/research/library/online-reading-room/title-list-alphabetically/c/command-control-air-operations.html :
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I have the Melbourne as well, didn't see any problems with that. On the bda in the stats, I heard it's a common problem, not unique to Bon Homme Richard. I will try to simplify the flight deck collision shell further, maybe that will help.