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Everything posted by TeTeT
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The CVA-31 is now available in a raw state in version 0.2.0 of the Vietnam War Vessels mod: https://github.com/tspindler-cms/tetet-vwv/releases/tag/VWV_v0.2.0 It's worth to note that we're not sure if the fall through deck issue has been fully resolved. Wider testing will tell. There are other known issues, listed on https://github.com/tspindler-cms/tetet-vwv/tree/main/TeTeT VWV/mods/tech/USS Bon Homme Richard CVA-31#readme I've put together a short video for the release at Some screens: Enjoy, TeTeT
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It's the main problem right now - the instability of the collision lod of the flight deck. I have seen planes dive to the hangar level at the JBDs and the end of landing elevator. So far none of the fixes I tried have worked, though the latest version saw an improvement, I tried the same mission 5 times, in each 8 planes were launched and none went missing under deck. If you don't mind testing, please check the latest git version, it's from earlier this morning. Please let me know if the problem still happens for you. Cheers, TeTeT
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While I'm quite a fan of release early and often, I have to admit that we today encountered two problems that are a bit mind boggling. One is that the plane would fall through the flight deck when taxiing and continue on the hangar level to take off. The other is that units fall overboard the foredeck after quite a while. It's not clear if either of these is really fixable for now. Cheers, TeTeT
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Work on the CVA-31 continues. Lately we've added landing lights and discovered that the OmniLight is the way to go. Also the ramp/parking hot positions were expanded to 8 from 4 positions. Unfortunately there seems to be some priority problem with multiple groups. Somehow the second group's first plane wants to take-off after the first group's first plane. But its in position 4... wonder what can be done about this. Some screens. First take at lights on the carrier: Current light status: A crowded deck testing the spacing with the largest carrier capable plane I'm aware of for DCS: Cheers, TeTeT
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Thanks to @joey45 the JBD now work. Some screen to show progress, sporting the A-4 Skyhawk mod and a helo mod in the background (kudos @Hawkeye60) : There are still missing pieces all around, but one can launch and recover now. No IFLOLS system yet and the mod is still pretty raw.
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With massive help from @joey45 and @Hawkeye60 one of the two cats of CVA-31 is currently operational. No screens as of now, as the JBDs are not animated and the shuttle is a plain cube that move async to the plane ... but at least a steam cat assisted launch is now possible! Work on the updated tripod mast of the Maddox continues, and I might be able to get new hull textures for the destroyer.
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The base model is indeed from karla's Il-2 1946 mod, as specified in the Readme of the github repo. It has been ported first to Arma 3 by NightIntruder and me, modified by Odyseus and will hopefully be in the Vietnam War Vessels mod later this year, albeit in a somewhat incomplete state... The wire anchors have been placed fresh and first tests seem to indicate that they work ok in DCS, though there are no animated wires yet. Currently fighting the catapult to start working Cheers, TeTeT
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Yes, the model is based on the WWII version. I removed a lot of the smaller AA guns and we're currently adding a tripod mast. Changing the bridge windows should come next. Check https://github.com/tspindler-cms/tetet-vwv for the references to the models used in the mod. Contemplating currently how to proceed with CVA-31 Bon Homme Richard. The model is still in development and has not been rigged properly for DCS, but as a teaser a first screenshot. You can follow the development along at https://github.com/tspindler-cms/DCS-Essex - once it's in a more complete state I'll add it to Vietnam War Vessels. Cheers, TeTeT null
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Hi, I wanted to address @Aplion concern on the lack of information on DCS modding of ships and went ahead and published an article on getting the P 4 Torpedo Boat into DCS. The article is on mudspike, I hope it's ok to link to another site from here: https://forums.mudspike.com/t/how-to-get-a-boat-into-dcs/15854 Cheers, TeTeT
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I added the missing texture and made some changes to the config: 2023-11-21 P 4 - Increase hitpoints to 200 Maddox - Reduce hitpoints to 1000 - Reduce turn radius to 300 - Use KS19_100HE shell to remove dependency on WWII pack - Add Oerlikon 20mm texture https://github.com/tspindler-cms/tetet-vwv/releases/tag/VWV_v0.1.2 Confirming the problem with the elevation of turret 2, thanks @Neo47
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Thanks for the report, seems I forgot to update the texture zip...
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[Edit: updated 2025-06-08] Welcome to Vietnam War Vessels 1.1.0! A series of improvements and fixes have been rolled out across naval and air assets: Naval Units Knox class Destroyer Escorts: New model introduced by James J Jackson, sports three different variants and comes with different hull number liveries. Forrest Sherman Destroyers: Improved model smoothing and cleaned the DCS log for connectors error. USS Bigelow: Updates to the ship model USS Turner Joy: Updates to the ship model and insignia added. USS Maddox: Introduced Gulf of Tonkin incident variant. USS New Jersey: Deck structure updated, textures reworked and config fixes Aircraft Updates MiG-21MF "Fishbed-J": Multiple shadow, texture, and model fixes; added 5th pylon and bort numbers. MiG-17F & F-8 Crusader: Refactored textures and cleaned file structure. RA-5C Vigilante, A-1 Skyraider: Configuration and cleanup improvements. Miscellaneous Buildings: Standardized naming from VVW to VWV. Documentation: Updated and relocated READMEs across several assets. Log & Config: Some log entries addressed. Special thanks to the team and external contributors western_JPN, Sinzov, and Turbine for their valuable input. KNOWN PROBLEM Last minute testing detected a problem in the O-1 Bird Dog: The static stationary propeller is shown at all times. Unfortunatelty this problem exists since several versions (0.7.0 was last known good). Release video: Please download from https://github.com/tspindler-cms/tetet-vwv/releases We also have a discord channel dedicated to the Vietnam War Vessels mod at https://discord.gg/P2B63VEZVk NOTE There are two hotfixes, 1.1.1 and 1.1.2 that can be applied over the 1.1.0 install. ================================ [Original Post:] this marks a release of TeTeT's Vietnam War Vessels. It is my first attempt at modding for DCS, so take the result with a grain of salt. The release contains three boats and an (AI) plane: P 4 Torpedo Boat, used by the North Vietnamese navy in the Gulf of Tonkin incident USS Maddox (DD-731), a US destroyer that was attacked by the above type of Torpedo Boat in the Gulf of Tonkin incident USS Bon Homme Richard (CVA-31), an Essex class aircraft carrier, not participating in the Gulf of Tonkin incident, but being used in the Vietnam War F-8 Crusader, a supersonic fighter jet, with liveries for Gulf of Tonkin incident, and others Read more on the history of this fateful event at https://en.wikipedia.org/wiki/Gulf_of_Tonkin_incident The download URL is https://github.com/tspindler-cms/tetet-vwv/releases You find the current and past releases there. I welcome the discussion of the assets, and of course the discussion of the problems you encounter. Please abstain from political discussions in this thread. You can best reach me on discord, this invite is for my arma 3 and DCS mod discord server, visit the #general-discussion-vwv channel can be used for now: https://discord.gg/VpyuCzDr7c Cheers, TeTeT [EDIT] Added 1.1.1 and 1.1.2 hotfix info
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Hi, I'm now looking into animating some of the radars on a destroyer, the USS Maddox. The small one on the mast is constantly rotating, this is ok. But the top one on the mast is more like a search radar. Is it possible to randomly rotate it somehow for a few degrees, stay stationary for a few seconds or minutes even, and then continue? Maybe via some lua functions that can control the connector/bone of the radar? And related, the fire control radar is I believe in front of the mast, with the up/down movable antenna. I can only think of slaving it to a turret animation via sharing the same argument. Or is there a better way to animate it? Cheers, TeTeT
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No, not aware of the ED Blender EDM exporter, where is it at? Is there a dedicated modding section on their website? Have to admit I have not even looked at their main website yet. I only use the shop, too often.
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Thanks @Hawkeye60, with help of the discord I figured out to change the drawArgument1 and drawArgument2 to the correct value, and rotate and elevate the turret fully in blender. Now the front turret engages and shoots, albeit the barrels went missing. The rear turret idles. This is the current code for testing: -- weapon systems goes here GT_t.WS_t.ship_2x23mm = {name = "2x23mm 2A14x2"}; GT_t.WS_t.ship_2x23mm.angles = { {math.rad(180), math.rad(-180), math.rad(-5), math.rad(90)}, }; GT_t.WS_t.ship_2x23mm.omegaY = math.rad(115) -- Block 1B GT_t.WS_t.ship_2x23mm.omegaZ = math.rad(116) -- Block 1B GT_t.WS_t.ship_2x23mm.pidY = {p=300, i = 0.05, d = 10.0, inn = 1000}; GT_t.WS_t.ship_2x23mm.pidZ = {p=300, i = 0.05, d = 10.0, inn = 1000}; GT_t.WS_t.ship_2x23mm.reference_angle_Z = 0 GT_t.WS_t.ship_2x23mm.LN = {} GT_t.WS_t.ship_2x23mm.LN[1] = {} GT_t.WS_t.ship_2x23mm.LN[1].type = 3 GT_t.WS_t.ship_2x23mm.LN[1].distanceMin = 10 GT_t.WS_t.ship_2x23mm.LN[1].distanceMax = 2500 -- effective shooting GT_t.WS_t.ship_2x23mm.LN[1].max_trg_alt = 2000 GT_t.WS_t.ship_2x23mm.LN[1].reactionTime = 3 GT_t.WS_t.ship_2x23mm.LN[1].beamWidth = math.rad(1); GT_t.WS_t.ship_2x23mm.LN[1].sensor = {} set_recursive_metatable(GT_t.WS_t.ship_2x23mm.LN[1].sensor, GT_t.WSN_t[3]) GT_t.WS_t.ship_2x23mm.LN[1].PL = {} GT_t.WS_t.ship_2x23mm.LN[1].PL[1] = {} GT_t.WS_t.ship_2x23mm.LN[1].PL[1].ammo_capacity = 2000; GT_t.WS_t.ship_2x23mm.LN[1].PL[1].shell_name = {"2A7_23_HE"}; GT_t.WS_t.ship_2x23mm.LN[1].PL[1].shell_display_name = "23mm HE"; GT_t.WS_t.ship_2x23mm.LN[1].PL[1].shot_delay = 0.066666666666667 GT_t.WS_t.ship_2x23mm.LN[1].PL[1].reload_time = 10; GT_t.WS_t.ship_2x23mm.LN[1].BR = { { pos = { 2, 0, -0.1 } }, { pos = { 2, 0, 0.1 } } } ws = GT_t.inc_ws(); GT.WS[ws] = {}; set_recursive_metatable(GT.WS[ws], GT_t.WS_t.ship_2x23mm ); GT.WS[ws].area = 'Turret_B'; GT.WS[ws].center = 'CENTER_TOWER_01'; GT.WS[ws].drawArgument1 = 0; GT.WS[ws].drawArgument2 = 1; -- GT.WS[ws].angles[1][1] = math.rad(170); -- GT.WS[ws].angles[1][2] = math.rad(-170); -- GT.WS[ws].angles[1][3] = math.rad(-5); -- GT.WS[ws].angles[1][4] = math.rad(70); -- GT.WS[ws].reference_angle_Y = math.rad(0); GT.WS[ws].LN[1].BR[1].recoilTime = 1.0; GT.WS[ws].LN[1].BR[2].recoilTime = 1.0; GT.WS[ws].LN[1].BR = { { connector_name = 'POINT_23mm_1_1', recoilArgument = 150, }, { connector_name = 'POINT_23mm_1_2', recoilArgument = 150, } } ws = GT_t.inc_ws(); GT.WS[ws] = {}; set_recursive_metatable(GT.WS[ws], GT_t.WS_t.ship_2x23mm ); GT.WS[ws].area = 'Turret_A'; GT.WS[ws].center = 'CENTER_TOWER_02'; GT.WS[ws].drawArgument1 = 2; GT.WS[ws].drawArgument2 = 3; -- GT.WS[ws].angles[1][1] = math.rad(170); -- GT.WS[ws].angles[1][2] = math.rad(-170); -- GT.WS[ws].angles[1][3] = math.rad(-5); -- GT.WS[ws].angles[1][4] = math.rad(70); -- GT.WS[ws].reference_angle_Y = math.rad(180); GT.WS[ws].LN[1].BR[1].recoilTime = 1.0; GT.WS[ws].LN[1].BR[2].recoilTime = 1.0; GT.WS[ws].LN[1].BR = { { connector_name = 'POINT_23mm_2_1', recoilArgument = 150, }, { connector_name = 'POINT_23mm_2_2', recoilArgument = 150, } } I've put the complete project up at https://github.com/tspindler-cms/DCS-Ship-mod-Template/tree/vaspa , maybe that's more helpful. Cheers, TeTeT
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Anyone got some advice for misbehaving turrets? I followed a tutorial video from Tobi, and in ModelViewer the turn and rotate vertically animations look ok, but in game it looks slightly out of control. The front turret only goes up and down, the rear turret is also caught in a loop.
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Wow, thanks a lot!
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Hey Aplion, no solution to your problems, but also looking for information on getting a ship (torpedoboat) properly into DCS. I converted the blender 3d to edm with tobi's plugin. I viewed the model in ModelViewer2, looks ok for now, copied an existing ship mod and just swapped the .edm's in Shapes directory. The boat sits very low in the water, has no collision and fires wildly from invisible weaponry from the original mod Any ideas how to improve the situation and some guidance would be appreciated. Cheers, TeTeT
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Updated mission Another update, with some voice acting and random fire, only for atmosphere. uh1-maikopp-lua.miz
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I don't know about the scoping rules in DCS lua between scripts, but for sharing an int value you can use any flag. If you follow the flag approach, I recommend writing a set and get function for it with a telling name (e.g. getPippo, setPippo).
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I have no clue on geometrics, but this worked for me: local dx = zx - px local dz = zz - pz -- http://stackoverflow.com/questions/1311049/how-to-map-atan2-to-degrees-0-360 dir = math.atan2( dz, dx ) * 180 / math.pi if dir < 0 then dir = 360 + dir end
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No idea on the trigger, sorry, but for the spawning, I recommend using the addon for Mist 2 discussed here: http://forums.eagle.ru/showthread.php?t=106234
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Untested, so check for spelling errors: function getUnitPos(unitName) local unit = Unit.getByName(unitName) local unitPos = nil if unit ~= nil then unitPos = unit:getPosition() end return unitPos end function getDistance(unit1, unit2) local dist = nil local pos1 = getUnitPos(unit1) local pos2 = getUnitPos(unit2) if pos1 ~= nil and pos2 ~= nil then local px = pos1.p.x local pz = pos1.p.z local zx = pos2.p.x local zz = pos2.p.z dist = math.sqrt( (px - zx)^2 + (pz - zz)^2 ) end return dist end local dist = getDistance("Pilot #1", "Container") trigger.action.outText('Distance: ' .. dist, 5)
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You need to get the positions of the two helicopters. For example: function getPlayerPos() local playerHelo = Unit.getByName("Player") local playerPos = nil if playerHelo ~= nil then playerPos = playerHelo:getPosition() end return playerPos end If you need this for multiple units, I'd recommend to generalize this to: function getUnitPos(unitName) local unit = Unit.getByName(unitName) local unitPos = nil if unit ~= nil then unitPos = unit:getPosition() end return unitPos end The getdistance then needs to call getUnitPos("Player") and getUnitPos("2nd helo name")