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TeTeT

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Everything posted by TeTeT

  1. Not to ruin the fun, but the F-4 squadrons did not operate out of Essex carriers. They were considerably smaller than the Midway and Forrestal class carriers and usually relied on F-8 and A-4. However, I saw at least two F-4 pictures on Bon Homme Richard - so landing and launching was certainly possible to some extent. Maybe not with a full combat worthy loadout though. Cheers, TeTeT
  2. @SickSidewinder9 I d/l your mission and the carrier was moving with the specified 22 km/h:
  3. Thanks for the quick bug reports - seems in testing we focused only on AI aircraft and nobody took off in a player controlled plane. Version 0.2.2 of Vietnam War Vessels with an attempt to fix the collision shell is now out: https://github.com/tspindler-cms/tetet-vwv/releases
  4. Thanks for the report, I look into it.
  5. An update for the mod aired now on github's release page: https://github.com/tspindler-cms/tetet-vwv/releases The changelog: P 4 - Add distance lod Maddox - Use new main mast from erwin23p Bon Homme Richard - Improved collision shell and mast texture - Add Skid Marks to flight deck - Add normal texture for flightdeck - Add distance lods, add cranes, add FCR bottom - Hide wires, fix ramping pos - Changed landing pos, changed landing lights - Thicken flight deck collision shell to 30cm - Update README Probably the most noticeable change is that the VSN F-4B can now operate as pilot driven aircraft due to the thickening of the flight deck collision shell. [EDIT: Unfortunately the plane still cannot start when player driven] Please note that there's still a huge open issue with landing of AI aircraft, sometimes the flight will abort repeatedly short of trapping. Reason is unknown and any help welcome! Enjoy, TeTeT
  6. I don't use Steam for DCS, so I have some doubt that the Steam Workshop would work well for non Steam applications. Check the video and download link in the description for the F9F Panther:
  7. I've now placed a plane with a transparent texture with the skid marks over the flight deck, with and against the sun:
  8. Hi Hawkeye60, thanks for the pointer to Substance Painter, it's a great tool for texturing. Basically my question is how to apply skid marks and dirt to a tileable base texture. Or remove the tileable texture and make it several 4k textures with the dirt/skid marks applied directly? Or use a layer on top of the tileable texture? This is not clear to me, especially if there's any sort of engine support from DCS to add wear/tear to an object. Going on a detour, Arma provides a technique called multimat, where basically multiple materials are combined over a large object. A detail texture is applied as a base and various other textures are mixed in, resulting in a varied appearance of the large object in game. Does DCS provide anything like this?
  9. Any advice on texturing the flight deck? It's currently a tileable texture, but I would like to add skid marks and dirt to it at certain places. Naive idea is creating faces on top of the flightdeck and using a semi-transparent texture with the dirt/skid marks. Any better ways? Engine supported would be best! Cheers, TeTeT
  10. I think it's still a bit early to think of different liveries. Especially as the number is baked into the mesh. First additional secondary textures need to be established. Thanks, not sure what to do with the Moose.lua though? Do you want me to include it in the zip for the mod, or is it for people to d/l here? Cheers, TeTeT
  11. Sidekick65 has created a video on the carrier, enjoy:
  12. Hi, quick update on the pending updates. I was not able to make the planes reliably stop before the flight deck ends. If there's any setting that can be altered to achieve this, let me know. On the model side three changes were implemented: On the CVA-31 the white landing lights are now aligned with the center stripe on the landing deck On the CVA-31 the yellow landing lights at the tail have been re-aligned On the Maddox the mast has been swapped with a more 1964 looking one, the search radar is not authentic though Some screens: Landing sometimes works on Bon Homme Richard, but not always: New light arrangement at the tail: New mast by Erwin23p for the Maddox: Note that the search radar has been hi-jacked from CVA-31 and is not the correct type for the DD.
  13. Thanks for the kind words and the bug reports. Especially when it comes to model and texture problems, there are probably a dozen or so more. On the plane positions, we can take a look. Cheers, TeTeT
  14. Right now not really. I have plans to bring some more models over to DCS, but another carrier is currently not planned. Also you will see after testing that there is still some more work needed to make the Bon Homme Richard better. First I'd like to confirm that the fall-through plane problem is gone for real. Then I'll try to figure out how to rig the IFLOLS with blender - there is a lot I have currently no good idea about how to do it, though @joey45 gave me a lot of pointers! Cheers, TeTeT
  15. 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
  16. 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
  17. 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
  18. 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
  19. He he, it's still in the docks. Somehow managed to break the catapult animations tonight... Great to have a Corsair way before the paid module sees the light!
  20. 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.
  21. 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.
  22. 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
  23. 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
  24. 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
  25. 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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