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Everything posted by 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 2025-07-27] Welcome to Vietnam War Vessels 2.0.0! This release is a major update of the Vietnam War Vessels mod. With VWV 2.0.0 comes a new directory structure, where all assets have a [VWV] prefix in the folder name. This makes it necessary that you first uninstall the old Vietnam War Vessels 1.x.y completely. We welcome the USS Enterprise, CVAN-65, in its 1966 configuration, to the fleet. The first nuclear driven carrier has been derived from the modern USS Enterprise, and takes a place of its own now. The complete launch and parking system has been overhauled, leading to a hopefully more immersive experience. The second new addition to the mod is the A-37 Dragonfly. This iconic aircraft of the Vietnam War is now available for AI use within the virtual DCS sky. Please take a look at the Known Limitations on the Release Page! Updates, Ships Knox class - FF icons are used instead of DD BB-62 New Jersey - CC map icon in use, better helicopter landing on the deck, new custom shell for main armament CVA Essex and Bon Homme Richard - model improvements, nick name as short display name for Bonnie Dick Many ships - sound updates to gun fire Updates, Planes A-1 Skyraider - split into A-1H (with bridle cat support) and AD-4 (without), add Napalm bombs from A-4E-C mod, add toilet bombs to all pylons, rework flight model to take off from Essex ‘44 with 70% loadout H-2 Seasprite - use of a new model, split into SH-2F, UH-2A, UH-2B, UH-2C classes MiG-21MF overhauled nose gear, support for RATO take-offs O-1 Bird Dog, add engine nozzle definition, Flight Model change for more realistic take-off RA-5C Vigilante - Flight Mode change, more lift at low speed Please download from https://github.com/tspindler-cms/tetet-vwv/releases Alternative download: https://drive.google.com/drive/folders/16pUuupD08L36KnD6vDel5VRlmwwftX5o?usp=drive_link We also have a discord channel dedicated to the Vietnam War Vessels mod at https://discord.gg/P2B63VEZVk ================================ [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 2.0.0 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")
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You need to get the center point of the trigger and the point you want to get the distance to. I use the following function to get the distance to a point from the player pos. If player pos is not defined, nil is returned. -- getDistance to player huey function getDistance(point) local dist = nil local playerPos = getPlayerPos() if playerPos ~= nil then local px = playerPos.p.x local pz = playerPos.p.z local zx = point.x local zz = point.z dist = math.sqrt( (px - zx)^2 + (pz - zz)^2 ) end return dist end
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Another update Another update, this is basically beta now, I do not plan to add more tasks or anything, just some polishing and adding the voices. uh1-maikopp-lua.miz
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I haven't found anything in the documentation on these two topics. Is it possible to: open and close the Huey doors from Lua? Set damage to/failure of a particular system from Lua?
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I guess bearing is the heading of the unit, so any value from 0 to 359 should be fine.
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Quick update: with help of the sct plugin for MIST troops can now be seen at the LZs. Land at a LZ and wait for the next update (max 10 seconds) to have the troops loaded or unloaded. Currently there are no animations, e.g. waypoints, so the troops are static. Anyone interested in some voice acting? I would love to get the following takes: Copilot (German speaking English): We're under fire. Copilot (German speaking English): Let's return to base, shift is over Copilot (German speaking English): Let's get started Squad leader (US English): Let's go Squad Leader (US English): All aboard Squad Leader (US English): Get out of here quickly Squad Leader (US English): Glad to be on the ground Squad Leader (US English): Thanks for the ride Officer (US English): (slightly drunk) Let's go home Officer (US English): Let's go and have some fun If interested and you have ideas of your own what troops and officers could chat during the flight and especially before take off and after landing, any input much appreciated. I guess with the lack of infantry animations, voice acting is the best way to overcome the lack of immersion. uh1-maikopp-lua.miz
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Looks great and a simple example with sct.cloneInZone worked just fine. How do I get a handle on the new group, so I can deactivate it at will? Maybe the teleportToPoint function could return a handle, which is the chained through the cloneInZone to the caller?
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Deploy troops anywhere with the Huey, possible?
TeTeT replied to Robert1983NL's topic in Mission Editor
Is there any documentation for the data format that coalition.addGroup uses? I guess that's the big question on getting troops spawning around a Huey without use of predefined trigger zones. From Psyrixx code example I take that it is a rather complex structure, looks like a dump of a game internal object. -
The problem with the LZ readouts are that they are approximate distance, not reliable. You need to stay in a 20 meter radius around the smoke, not the flares or the readout. Looks like RL will interfere and I'm not so sure when I will be able to continue working on it. Don't expect updates soonish. Sorry.
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Thanks for the encouraging words. I created some Arma missions with a similar approach, based on the Workhorse mission for OA by BTK. Kind of interesting to do something similar in DCS. Attached is an updated version where the LZs 9 to 14 should actually work. I haven't found a condition for 'landed', so I check the altitude of the helo. Right now one doesn't even need to stop at the LZ :) Another problem are the flares. When I place them in the editor on a trigger zone, they start from its center. However, the point I get from the DB seems to be slightly off or the flares seem to start underground. Lastly, I tried to spawn two soldiers at the LZ, but it didn't work. I took the code from a mission discussed below in the forum: uh1-maikopp-lua.miz
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Please help me with this mission... Trigger actions
TeTeT replied to Robert1983NL's topic in Mission Editor
The attached mission utilizes two scripts, mist and debug. The debug script looks like this: function main() message = "DEBUG\n" flag1smokeout = trigger.misc.getUserFlag("1") flag10firstdead = trigger.misc.getUserFlag("10") if flag1smokeout ~= nil then message = message .. "Flag 1 (smoke out) value: " .. flag1smokeout .. "\n" end if flag10firstdead ~= nil then message = message .. "Flag 10 (first dead) value: " .. flag10firstdead .. "\n" end trigger.action.outText(message, 9) mist.scheduleFunction(main, {}, timer.getTime() + 10) end trigger.action.outText("Debug initialized", 5) main() If you want to change it, copy it somewhere on your HD and use the file open browser from within the editor to load it into the mission. I have to dash now, might be back later. GRIZZLY Air Raid-luaDebug.miz