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TeTeT

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Everything posted by TeTeT

  1. Currently focus has shifted from Enterprise to other parts of the mod that in need of updates, as well as some new additions. We have a 1960ies version of Enterprise model pending though. We already have low poly version of one, but if possible we will rig the better detailed version. This 1960ies Enterprise will be part of the main Vietnam War Vessels mod. On your suggestion to remove some modernization features on the modern Enterprise to make it better compatible with 80ies version, perfectly possible, but it will take time, months rather than weeks. Background is that any removal has to be redone if we update the modern Enterprise base model, so it's best to get it in a final mode as good as possible. Cheers, TeTeT
  2. And some updates to the Maddox, provided by James J Jackson. Enjoy the fireworks:
  3. Hmm, I think we need to give the original author time to finish their studies, and then see how's the situation. I think the project is far from being dead, it just takes a break.
  4. Welcome to Vietnam War Vessels 0.7.0! In this update, we have introduced the O-1 Bird Dog (AI) light observation aircraft, along with two Indochine-style huts. The O-1 is a low-speed plane designed to support CAS missions; while jets handle the skies, the Bird Dog stays close to the ground, marking targets with its smoke rockets. It comes with four liveries: two Air Force, one Marine, and one Norwegian. We have also refined some existing assets. The A-1 Skyraider now features the unique "toilet bomb" loadout, and the CVA-31 Bon Homme Richard has received several visual improvements, including rearranged textures for the main mast, gangways, rescue boats, davits, and the LSO platform. Additionally, catapult operations on the Bon Homme Richard have been revamped, making it easier to connect with the catapults for takeoff. Our thanks go to Odyseus, Pirat3n, Hawkeye60, Citizen, James J. Jackson and mrflyboy - developers and testers of the mod. https://github.com/tspindler-cms/tetet-vwv/releases 2024-11-07 A-1 Skyraider - Fix toilet bomb pylon position - Reduce toilet bomb count to 1 from 50 MiG-17F "Fresco-C" - Fix distance lods CVA-31 Bon Homme Richard - Close bottom of LSO station DD-731 Maddox - Enable firing sounds for three main turrets 2024-11-05 buildings - Initial release of two Indochinese huts from Pirat3n A-1 Skyraider - Add infamous toilet bomb as loadout MiG-17F "Fresco-C" - Use correct distance lod edms O-1 Bird Dog - Initial release of this light observation aircraft CVA-31 Bon Homme Richard - Texture updates for island, LSO and rescue boat - Improved hook-up behaviour on both cats - Use a different wake class (Arleigh Burke) - Add CVS16 routes
  5. @J-1775, On discord I was pointed to this old post from 2021 from Grinelli. I don't really know anything more. Baby-steps in structures modding --EXAMPLE FUNCTION local function add_structure(f) if(f) then f.shape_table_data = { { file = f.ShapeName, life = f.Life, username = f.Name, desrt = f.ShapeNameDestr or "self", classname = f.classname or "lLandVehicle", --need to find other options for this to make ships float!! positioning = f.positioning or "ONLYHEIGTH" -- {"BYNORMAL", "ONLYHEIGTH", "BY_XZ", "ADD_HEIGTH"} --BYNORMAL = Lean with the terrian --ONLYHEIGTH = Stand verticle from ground will clip into the land if its large? --BY_XZ = will follow terrian this is best used for fencing as it will skew the geometry to stay with the land? --ADD_HEIGTH = add height to make entire model sit level? } } if f.ShapeNameDestr then f.shape_table_data[#f.shape_table_data + 1] = { name = f.ShapeNameDestr, file = f.ShapeNameDestr, } end f.mapclasskey = "P0091000076"; f.attribute = {wsType_Static, wsType_Standing} --Attribute Options: --wsType_Air, wsType_Ground, wsType_Navy, wsType_Weapon, wsType_Static, wsType_Destroyed, wsType_Test1, wsType_Point --wsType_Airplane, wsType_Helicopter, wsType_Free_Fall, wsType_Moving, wsType_Standing, wsType_Tank, wsType_SAM, wsType_Ship, wsType_GContainer add_surface_unit(f) GT = nil; else error("Can't add structure") end; end
  6. I lately faced the same question with some huts for Vietnam War Vessels. I looked at the Vietnam War Asset pack by tobsen and EightBall and found that some structures will be level with the ground, and others remain vertical. I then copied the setup for those that stay vertical and it seems to work well. https://github.com/tobi-be/DCS-OH-6A/releases/tag/VAPv1.2 is the original source and my copy of it can be found in the development package https://tetet.de/dcs/mods/vwv_buildings-2024-10-31.zip Good luck.
  7. Thanks for the airboss update! And a short video concluding this weekends intense modding session:
  8. Glad it works better now! Recent Moving Mud podcast by SideKick65 has a ton of stills from the mod, if you're interested in the history of Iron Bombing, check it out:
  9. This is the second beta release for the CVN-65 USS Enterprise modern for DCS. Major changes were done by James J Jackson and TeTeT on the Database\EnterpriseRunwaysAndRoutes.lua and some changes to cvn-65.lua. We hope to address the two issues of: TACAN and ICLS not working well (works better on F18, fails on F14) Difficulty to hook-up on cat repeatedly Further the JBD1 was added to the distance lod, and JBD4 fixed, so it looks better in the DCS Mission Editor. https://github.com/tspindler-cms/vwv-cvn65-modern/releases
  10. Seems we found the core reason to be in the Runway and Taxi routes definitions for the cat. We moved them back by 3.5 meters now, testing is still on-going. We have some problems with cat 4 hook-ups, rest seems to be sorted. Stay tuned for 0.1.1 update if the tests are good.
  11. Indeed, the shuttle needs to be very far under the plane body. I saw the jumping Tomcat then as well, documented in this video. I need to figure out what's wrong now.
  12. For me the hook-up with U doesn't work at all right now. My test is start from Runway, hit U to detach, hit U to attach. Nothing happens right now. It was working in the past, not sure what happened. Can you still hook-up to the catapult with any plane right now?
  13. Hmm, can you re-test with the F-14B? I just had 12 AI take-off and land on a slightly updated version, with no problems. The F-14A you're using is from Heatblur or a different one? Thanks for the kind words
  14. If we at least had the island of that scale model ... would be nice to have a 60ies/70ies Enterprise!
  15. Thanks for the thought, but an edm itself is not really that great to work from. If you have a blend or fbx or obj to share (privately via DM) and let me know of the origin of the model, I'll look into it. Cheers, TeTeT
  16. Hello, before cluttering the forums with yet another thread, here the link to the first beta release of the CVN-65 USS Enterprise (modern): https://github.com/tspindler-cms/vwv-cvn65-modern/releases Note the many KNOWN ISSUES: The collision shell is very crude and needs to be redone JBD3 is slightly elevated over the flight deck JBD struts are not straight but at an angle No lights No weaponry No normal maps or roughMet maps are available currently, textures will be redone later ICLS is not working correctly Helo operations are largely untested and recovery for 16 helos is broken Anyway, basic flight operations should be possible and hence this beta release is a thing. Cheers, TeTeT
  17. I'm not sure how to achieve this without removing the pilot overall from the plane. I believe arg 38 hides the pilot, if you can trigger that somehow. Cheers, TeTeT
  18. Thanks a lot! Is it complicated to embed this in a mission? We could refer to a sample mission from the README of the mod. On the CVN-65 Enterprise modern, we still have roughly half a dozen issues open, of which 2-3 are more or less critical. Once these have been hopefully addressed it will be ready for a public release. It's difficult to give a time estimate, could be a week or a month. Cheers, TeTeT
  19. Some updates on what's going on in Vietnam War Vessels mod. We got a modern model for USS Enterprise (CVN-65) gifted, and plan to release it separately from the main mod pack, as it's probably post year 2000 version of the Enterprise. Next we are testing the O-1 Bird Dog and hope to get it completed for 0.7.0. Lastly the MiG-21MF is waiting for a texture update, to add more of those rivets! Oh, and finally we consider adding CVE-11 Card to the pack, but that might be far in the future. Here some screens for your enjoyment: Cheers, TeTeT
  20. Two videos on the Vietnam War Vessels mod. @sidekick65 looks at the 0.6.0 release: I have made some progress with help of RamaMarines on the textures of the O-1 Bird Dog, another AI SFM asset:
  21. Vietnam War Vessels 0.6.0 is now available! This release is the result of collaborative efforts from Hawkeye60, seabat, Beldin, Stratos, itsdotbmp, and Violent Nomad in development, with Whiplash and SideKick65 contributing new mission editor screenshots. Special thanks to our testers James J. Jackson, Zabbie, and Slapshot for their valuable input. The update introduces the AI A-1H Skyraider, a versatile aircraft known for its role in the Vietnam War, equipped with 15 pylons for diverse mission capabilities. Additionally, the F-8 Crusader has been refined for smoother catapult alignment, along with updates to taxi and take-off paths for the CVA-31 Bon Homme Richard. There are three zips on the download page https://github.com/tspindler-cms/tetet-vwv/releases TeTeT.VietnamWarVessels.0.6.0.zip - this zip contains everything, it's a one stop shop for the mod TeTeT.VietnamWarVessels.base.0.6.0.zip - only contains the basic livery, much smaller install size TeTeT.VietnamWarVessels.liveries.0.6.0.zip - contains the extra liveries and has a huge disk foot print
  22. Meantime we continue our test of 0.6.0. Changelog from today, reflecting work from the last weeks: 2024-10-11 A-1 Skyraider - Optimize textures - Fix pylon alignment problem when wings are folded (kudos Violent Nomad) F-8 Crusader - Fix catapult alignment problem - Add wheels to collision shell CVA-31 Bon Homme Richard - Fix misaligned taxi paths for catapult take-off
  23. Sure, if there's a nice model around to base the DCS edm upon?
  24. Thanks for the update @Devil 505! I haven't tried your mission yet, but it's for sure on my bucket list. Growing up close to a number of airfields in Germany, the F-4 Phantom was a well known visitor of the skies above me during childhood and youth. Though it got replaced by F-16s when I grew up. On the AI A-1 Skyraider, we currently still face a number of minor and major problems: For making it take-off from a carrier, the engine type needs to be 3, cannot be a prop plane. So the engine sounds like a jet engine Any ideas how to change the sound independently off the engine type? The prop blur doesn't rotate currently, easy fix probably When wings are folded, pylon loadout is unaligned. We know that it can be fixed, just need to figure out how exactly The birdle is a bit misaligned, reasonably easy fix The overall size of the mod is due to 8k textures excessive. We've reduced the default textures to 2k and will offer a separate high res download AI deployment in combat has hardly been tested currently I've just discovered that the default take-off taxi routes are off, due to a misalignment within the F-8 model. This will be fixed in the upcoming 0.6.0. The MiG-21MF is waiting for some texture work to be complete, will be also available as AI asset, but not for 0.6.0. Unfortunately I cannot give a time estimate when the fixes are in, I had thought we'd push 0.6.0 out end of August, but as you see, work is not done yet. On the birds (A-1, F-8, MiG-21MF), how high is the interest in flyable SFM versions using FC3 modules? I wish I had experience and time to provide a full cockpit and EFM experience, but this is out of reach currently. Cheers, TeTeT
  25. @JG5_Wolke the log states 2024-09-12 15:56:04.437 INFO Scripting (Main): plugin: SKIPPED '476 vFG Range Targets by Noodle & Stuka': disabled by user Can you enable the mod? I forgot the exact location, but somewhere under the cogwheel on the main menu probably. Good luck!
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