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TeTeT

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Everything posted by TeTeT

  1. The floating dock is part of Vietnam Asset Pack, which was released in conjunction with the OH-6A by Tobsen and Eightball. The PBR MkII has been released as sailable ship in this mod here, Vietnam War Vessels. Have you installed VWV? Do you see the PBR MkII icon in the main menu screen?
  2. Thanks Andrew, I've read about the different sub-classes of Essex carriers, but we have no model to support the CVS species, the different elevator position, or the straight deck earlier version. So for now we have to stay with this one presentation of Essex class carriers of the Vietnam War era. Knowing my own deficiencies when it comes to modeling, I'll make no promises if we've ever include those variants. But thanks for raising awareness!
  3. Thanks for providing the sample in the first post! I compared to my entry.lua config and saw that I did not have FM.old = <number> in it: local cfg_path = current_mod_path .."/FM/config.lua" dofile(cfg_path) FM[1] = self_ID FM[2] = 'F-8_efm.dll' FM.old = 6 FM.config_path = cfg_path With this line in entry.lua, DCS in MT does no longer crash. Thanks, TeTeT
  4. Hi, got massive help on discord via "I'm You": there was a variable missing in the lua and hence the F-8 never was hooked to the catapult. Once this was in place, the ed_fm_push_simulation_event reported an event. Now any insight why the EFM dll crashes MT? Is there a compile option missing or something? Cheers, TeTeT
  5. Great idea, I looked at the A-4 code, and it makes use of ed_fm_push_simulation_event as well. I now went on a wild chase to see if I need to export this function somehow differently, and saw some code in wHumanCustomPhysicsAPI_ImplementationDeclare.h. It uses a different MACRO for exporting, EXPORT_ED_FM_PHYSICS_IMP and I wonder if this is the key? But I admit my C / C++ knowledge is not good enough for determining if this might be the root cause. Thanks for checking in!
  6. Hi, forgive my ignorance, but I tried to carrier enable the VWV F-8 but the ed_fm_push_simulation_event is never called. I see the 'Attempting cat launch' in the debug console, but nothing for push. Here the code, both functions have been added to Basic_EFM_Template.h as well: ED_FM_TEMPLATE_API bool ed_fm_push_simulation_event(const ed_fm_simulation_event&); ED_FM_TEMPLATE_API bool ed_fm_pop_simulation_event(ed_fm_simulation_event&); bool ed_fm_pop_simulation_event(ed_fm_simulation_event &out) { static bool cat = false; if (!cat) { printf("vwv F-8: Attempting cat launch\n"); out.event_type = ED_FM_EVENT_CARRIER_CATAPULT; out.event_params[0] = 1; out.event_params[1] = 2.0f; out.event_params[2] = 70.0f; out.event_params[3] = 10000.0f; cat = true; return true; } return false; } bool ed_fm_push_simulation_event(const ed_fm_simulation_event &in) { if (in.event_type == ED_FM_EVENT_CARRIER_HOOKED) { printf("vwv F-8: Carrier Hooked Event\n"); } if (in.event_type == ED_FM_EVENT_CARRIER_CATAPULT) { printf("vwv F-8: Carrier Catapult event\n"); } printf("vwv F-8 Some event: %d\n", in.event_type); return true; } Any advice?
  7. Thanks for the report, there's indeed something weird. When I shoot with a ZU at the cockpit area / nose, the shots go through. When I fire at the dead center the hits register and it eventually blows up. Some screens from the testing. Any ideas what might be wrong anyone? Fire at the nose passes through, to the right is one that I shot at center. Hits register here: Cheers, TeTeT
  8. Hi, great source for a head start into EFM and this C++ stuff! While I coded C some 20 years ago, it was probably never my virtue. I compiled and changed the template slightly with some printf debug output, and enabled the debug view. Works great in ST but leads to a CTD with the MT binary all time. Any advice how to fix this for MT? I guess most players will use that binary nowadays.
  9. Thanks @grim_reaper68 for sharing here and on Discord! I changed the VWV F-8 setting and the light is gone when the AI launches as well:
  10. The F-8 under player control does unfortunately not work on carriers. I tried with CVA-31 and Forrestal and got the same results on both. If you figure out how to make the plane compatible, let me know!
  11. I agree that the player controlled aircraft needs more testing to see where it fails. For the initial release I did test the A-4, F/A-18 and F-14 and they worked for take-off and landing. Not quite sure what works now, besides the A-4... Room for testing, if anyone is interesting, drop me a DM! Cheers, TeTeT
  12. Thanks I have actually never tested the Bon Homme Richard in a proper multiplayer session, so I wouldn't even know. Cheers, TeTeT
  13. Hello, Vietnam War Vessels 0.4.1 is out: https://github.com/tspindler-cms/tetet-vwv/releases This maintenance release includes several enhancements to existing assets. The flagship CVA-31 Bon Homme Richard of our mod now has a companion - generic Essex Class carriers featuring the SCB-125 update, complete with an angled deck and steam catapults. The ship's number is now dynamically applied from a set of textures, instead of being fixed in the model. Additionally, the lower hull now boasts a red coating, accented with a black waterline. Most notably, we've added new runway and taxi configurations for 24 and 36 planes on deck, crafted by Beldin, allowing for more densely packed flight decks. For more details, please refer to the Bon Homme Richard README. Thanks to the collaborative efforts of Beldin and currenthill, the main armament of the USS Maddox has been upgraded to engage both ship/shore and AA targets effectively. The MiG-17F now sports a fresh set of liveries provided by seabat, alongside an updated collision shell that should result in fewer errors reported in the dcs.log. Similarly, the F-8 Crusader has received an updated collision shell, hopefully improving its performance and reducing log errors. We also have a discord channel dedicated to the Vietnam War Vessels mod, follow https://discord.gg/P2B63VEZVk Enjoy, TeTeT
  14. Hi, while 0.4.1 is getting testing, time to start some new changes for the version thereafter, the black waterline and red submerged hull areas: Cheers, TeTeT
  15. Hi, unfortunately we discovered a CTD when the F-8 of 0.4.0 and the RC for 0.4.1 is player controlled and starts from flight deck. A fix is being tested as I write, stay tuned for the 0.4.1 release some day next week. Thanks @Chap2012 for discovering the CTD! With great pleasure I've just tested a new 24 planes on the deck layout by @Beldin. Anyone up for an alpha strike? For now the 24 and 36 plane layouts will be optional for players, they are in the Database folder and can replace the standard runways and taxi script. Some care has to be taken when placing the planes with the 24 planes on deck layout: First 12 A-4s need to be placed to occupy the port side slots. Then 12 F-8s can be added. As the take-off script will abort when planes try to land, we recommend giving some waypoints farther out for all of the groups. Here some screens from today's testing! Cheers, TeTeT
  16. And a short video on using the mods assets in an AI mission, guest starring the A-4E-C:
  17. Hi, some more pics from testing Vietnam War Vessels 0.4.1: Maddox firing the gun, adjusted the way currenthill creates his gun - with kind permission, thanks a ton Some Essex class carriers trying hard to avoid collisions Cheers, TeTeT
  18. Hi, @seabat has supplied the mod with a bunch of updated liveries for the MiG-17F, coming to you in 0.4.1 soon:
  19. No no, it's my fault - I renamed the plane from 'crusader' to 'vwv_crusader', so it can be found beside the 'vwv_mig17' in the editor and did not think of renaming the cockpit file. You need to wait for 0.4.1 or simply rename the file: Shapes/{Cockpit_crusader.lods => Cockpit_vwv_crusader.lods} Then the cockpit shall be back. TeTeT
  20. Not sure I can reproduce this? Do you mean the R550 Magic 1? Looks ok to me on 0.4.1:null
  21. Not sure this is a good idea. The new collision shell I just created comes pretty close to the size: 17.2048 meter roughly in length, Wikipedia states 17.059 m. In width 11.46 meter on the collision shell, 10.87 meter stated on Wikipedia. Given that it is more of a model for AI enjoyment rather than a hi-fi model for player usage, will leave it as is. In other news, the cockpit for player use of the F-8 just got fixed. The A-10A FC3 cockpit will be back in 0.4.1. Cheers, TeTeT
  22. Thanks to @seabat we have now some testing versions of liveries for a generic Essex SCB-125 upgrade carrier available. We hope for an update to 0.4.1 later this week, stay tuned. @Stratos a MiG-21F-13 would make a lot of sense, wonder if we can source a nice model for one. Cheers, TeTeT
  23. Hi, I would like to create a Shilka with reduced accuracy and effectiveness, for training. Can I base this "Shilka Reduced Accuracy" unit on the actual DCS one, and how? I've used set_recursive_metatable for, I assume, deep copying other tables from the base game, foremost for weaponry. But it's unclear to me how to get the Shilka table name and if I can just do: GT = {}; set_recursive_metatable(GT, GT_t.<SOME PATH TO THE SHILKA>); Any help appreciated! Cheers, TeTeT
  24. And blasting Rock'n'Roll out of those speakers Those monitors with the PBR make a nice combo indeed! Just need some VC/NVA and Gis running around then!
  25. Some pics from the assets, some new, some old:
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