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TeTeT

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Everything posted by TeTeT

  1. 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!
  2. Great idea, I changed the download URL to the releases.
  3. 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?
  4. 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
  5. 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 :
  6. 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.
  7. You are right, the VSN F-4B depicts a bridle system, see https://en.wikipedia.org/wiki/Aircraft_catapult#Bridle_catchers . I don't know exactly when the new system was introduced, might be 1980ies? Anyway, DCS does not natively seem to support the bridle system, so I went with the newer catapult shuttle. I use time compression all the time in my testing and the CVA-31 has so far faithfully followed my waypoint. But I admit it's only one mission for real I'm testing with, adjusted for a multitude of plane types... [EDIT]: Maybe it's a mod conflict?
  8. 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
  9. @SickSidewinder9 I d/l your mission and the carrier was moving with the specified 22 km/h:
  10. 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
  11. Thanks for the report, I look into it.
  12. 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
  13. 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:
  14. I've now placed a plane with a transparent texture with the skid marks over the flight deck, with and against the sun:
  15. 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?
  16. 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
  17. 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
  18. Sidekick65 has created a video on the carrier, enjoy:
  19. 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.
  20. 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
  21. 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
  22. 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
  23. 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
  24. 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
  25. 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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