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TeTeT

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Everything posted by TeTeT

  1. Currently no such plans, we're about to push out 0.3.1 after some testing is done on the weekend. For 0.4.0 we already want to include some additional boats. But the Corsair is a nice plane, so I wouldn't say never! Cheers, TeTeT
  2. Update video for 0.3.0: The team is busy working on 0.3.1 to bring some needed improvements to the mod. We hope for a soonish release, within two weeks (tm) Cheers, TeTeT
  3. They are included in version 0.3.0 of this mod, see the first post for download link: https://github.com/tspindler-cms/tetet-vwv/releases
  4. Hi UN9249, thanks for checking out the mod! The starting positions need a check-up then, I only placed planes in a way that it works so far. Which options of runway/ramp/parking hot did you use to achieve the blocked take-off slots? On the rotations, are you on DCS 2.8 or 2.9? There seems to be a substantial difference if a plane will rotate 180 degree after the last parking spot is reached. Also in our testing at times the parking positions were reached in ... interesting ways. Cheers, TeTeT
  5. Some pictures from Sidekick65, a youtuber with a bunch of DCS content, focusing on Iron Bombing: https://www.youtube.com/@Sidekick65 If you enjoy the A-4 you will find a load of content on his channel. Not sure about the scale, I admit I haven't measured the 3d model. But it benefitted from moving the cat forward, just like for the VSN F-4 and F-14.
  6. Vietnam War Vessels 0.3.0 is out: Thanks to the team for adding the F-8 primarily as an AI and static plane to the pack! While it can be flown as player, it's hardly tested and not very functional at the moment. Check the Limitations section in the README, listed here as well: Known Limitations ================= CVA-31 Bon Homme Richard - Player controlled helicopters slightly move forward on the flight deck F-8 Crusader - Aircraft is intended as static and for limited AI operations - Player control is experimental at best, but largely untested and unsupported - Carrier launch operations are not supported for player aircraft, only AI - Unknown how to drop bombs as player aircraft - Variable incidence wing is not enabled Excerpt from the Changelog since the last update: 2023-01-10 F-8 Crusader - Add no wing pylon version for French Navy - Various config fixes - New liveries by seabat - Model updates by Hawkeye60 Maddox - Add wake, thanks to toan 2023-12-30 F-8 Crusader - Initial release Maddox - Fix connects and sensor height Bon Homme Richard - Add wake, thanks to toan - Raise landing points to 17.2 meters - Use new parking positions by seabat 2023-12-26 - Prefix all mods directories with vwv Bon Homme Richard - Make damage args consecutive for DM table - Add Zabbie as tester to README - Change cat position slightly - Change height of cat connectors - Update screens with those from Sidekick65 The team is: @Hawkeye60 @seabat @toan @Citizen @TeTeT Enjoy the release, TeTeT
  7. I try: There's a script that contains the code for the parking positions, for the Bon Homme Richard it's called EssexRunwaysAndRoutes.lua. Inside the file the parking positions are defined as sequence of positions combined with a speed vector: {{ 120.000, 16.95, -2 }, 4.0} the first three digit inside the curly braces are the position in relation to the carrier. The fourth number (4.0) is the speed to go to this position. Negative numbers mean the plane travels backwards. In this case, we changed -4 to +4, so instead of rolling backward into the parking position, the plane moves forward and ends facing outboard with the nose. Then the new 2.9 mechanism will take care of reversing the planes direction.
  8. Memories of Pacific Air War come back
  9. We experienced the same difference between 2.8 and 2.9 when developing parking spots for CVA-31 Bon Homme Richard. Not sure if this 180 degree reversal is for the better or not? We just swapped the speed (-4 for +4) to work around this behaviour. Cheers, TeTeT
  10. Meantime we're busy getting the F-8 Crusader into the pack. It will be a low-fi version with a SFM and not really carrier operations suitable, but for the AI. If you know how to get the carrier ops going for a SFM plane, please reach out! Hawkeye60 and seabat have delivered model and liveries in abundance for the F-8. Citizen has reworked the AA effects of the Maddox armament. Sidekick has provided screenshots for the loading et al screens. seabat has delivered new parking positions and fixed the AI landing of CVA-31! Toan sent new wake effects for both Bonnie Dick and Maddox. Stay tuned for an update, hopefully next week! Cheers, TeTeT
  11. No, we have neither a map nor picture at the moment. But the ramp start positions go back from the two catapults towards the landing zone on the flightdeck, leaving the area before the island free for statics. When landing, the latest version has the park positions moved to the bow of the carrier, e.g. blocking catapult 1 and 2. Again, the area in front of the island is free for statics. I quickly sketched this. Purple are the parking positions after landing, green are the ramp positions before launch: Cheers, TeTeT
  12. Thanks to @seabat there are now liveries for CVA-31 Bon Homme Richard for the A-4 Skyhawk Community mod: https://www.digitalcombatsimulator.com/en/files/3335218/ Thanks a lot!
  13. Confirming that no crash happened with 8 MiG-21 vs 2 F-8 and plenty of counter measures in the air.
  14. Indeed If you downloaded the zip from the github repo, that's the current development release. We'll look into the counter measures, thanks for the report!
  15. Which F-8 are you using, where is it from? @Urbi same question for you. Wondering if we're doing duplicate work here. Happy New Year, TeTeT
  16. Some progress on the update front. @seabat has created a new runways and routes script for parking and landing, which fixes the many bolters and wave offs. @Hawkeye60 and @toan are busy with the F-8 model and improvements to it. Here some screens from testing: Enjoy, TeTeT
  17. Silly me I had not declared all connectors as such in the EDM properties of my blend file and hence the game rightfully complained. For clarity I changed the connector name(s) from POINT_127mm_1 to POINT_GUN_127mm_1_1 and such. On another subject: I tried to get rid of the sensor height error (not found) and added GT.sensor = {}; GT.sensor.height = 15; -- unclear what it does Now the game shows the error: wWeaponSystemManager (Main): rangeFindingTarget not defined!! USS Maddox, as seemingly declaring GT.sensor as empty table is not a great idea. Any way out there?
  18. Making this information somewhat public: Seems the connectors for the weaponry need a special name now? ERROR WEAPONS (Main): Invalid connector name (POINT_127mm_1): unit type = USS Maddox, ws id=1, ln id=1, br id=1 It's not clear to me how the name for POINT_127mm_1 needs to be choosen now. @Hawkeye60 pointed me to the error, but I'm a bit stuck. Cheers, TeTeT
  19. Great work, thanks @Hawkeye60! I've tested the new parking slots. I combined it with some UH-1H flying so it took a fair while. I found two strange things: The helicopter on the deck would constantly move forward a few cm, be it with engine or or off The new parking slot looked great, the second A-4 landed, taxied, was pushed back. And then turned around to face nose over board No idea what that was Unfortunately when the third A-4 in row landed, DCS froze. I was running the MT version, will revert back to ST for more testing. Cheers, TeTeT
  20. Sure, feel free to post a link or a download for the F-8!
  21. Wow, interesting find! I see there's a max file in the download included - maybe @Hawkeye60 has capacity to make it work better? I don't use 3ds max, though. Cheers, TeTeT
  22. Thanks for the modified file! I'll take a look. I use http://www.gonavy.jp/CV-CV31f.html as reference for the squadrons at different times operating from the Bon Homme Richard. Most notably (and missing) is the F-8 Crusader, https://en.wikipedia.org/wiki/Vought_F-8_Crusader , for the Vietnam War era. @Hawkeye60 already reported that one is in the making. @Hawkeye60 on helicopters deployed, I find: https://en.wikipedia.org/wiki/Piasecki_HUP_Retriever (till 1963) https://en.wikipedia.org/wiki/Kaman_SH-2_Seasprite (Vietnam War) @Citizen I usually credit contributors directly in configs and scripts, and as the original parking positions were your work, you're in I'll test out @toan config later. Happy Christmas all! TeTeT
  23. @toan I can clearly relate there. I must have watched hundreds of AI landings by now and the taxiing is sometimes ok, sometimes they go wide and overboard, sometimes they park just in impossible spots. I have not much of an idea what to do about it, unfortunately. Good luck, hope you find a way out of the landing+parking maze!
  24. I have only developed and tested in 2.9.x so far and I feel failing forward is the way to go with DCS modding. E.g. stay on the latest and greatest open beta and make the best out of it. I started to work on animated radars, but got side tracked by observing and attempting to fix the landing problems. Albeit no fix was found so far. Not really, as mentioned above the problems with landing were on the forefront of mind. I hope to get to the meatball next year. The F-4 never was stationed on Essex class carriers, so my focus was on the A-4 as well. Not that I didn't try to get the Phantom going ... I've seen the sinking in the deck countless times, and wonder what setting controls it. Somehow the AI planes seem to rely on lua config and are not fully affected by the collision shells. Any advice welcome there! I was pretty low on time this week, so no new update currently. But development will continue!
  25. I just did a quick test, two out of eight A-4 landed for me without problem, the 3rd and 4th plane of the first flight however racked up failed landings. Here is the trapping of 4-1:
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