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T-Pap

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  1. Thanks for letting me know ! Will be simplifying some objecfts to reduce size and strain on the system I have been thinking of it as modeling-wise it is abit easier to do but since we don't have f-35s which are the main aircraft for that carrier im not sure it will be useful . Especially considering they are only technically in service right now !
  2. Hi yes , it is written in the notes and the readme file ! will be fixing soon and uploading the the .lua file !
  3. v1.0 is now online ! This is with base textures used for modeling purposes and a few issues described in the initial post up top which i have updated with the file and info. Already hard at work with the next update to address issues ! Hope you like my first attempt at this ! She is a mix of variants cause i could not find specific photos of each ship to model to . Many photos online stating one ship but actually showing another . Hence this is a mashup and will slowly start seperating them for later update to provide two variants. If you have pics with the ship you were on I would love to see them ! Please feel free to upload them and send them to me as well
  4. Sorry for the delay ! Got sidetracked playing around with another project that i'm working on for DCS. All that is the left until the first version is released is working on the Lua files for AI landings etc. Those lua files can really be hell to tweak!
  5. Isn;'t the chaff dispencing lua based though with the appropriate connector on the model ? Wouldnt it work similar to a modded aircraft ?
  6. UPDATE : Getting near completion ! Issues still to be resolved : - Getting AI pilot when using skijump to pull up at the end or get the aircraft to take off from further back - Get SeaDart to launch - Get Chaff dispencers to fire - Some textures still missing on 2ndary items Shoud be ready for Christmas
  7. HMS INVINCIBLE & HMS Illustrious V1.3 Mod Release! ( 19/01/2021 ) - UPDATED UPDATE Changelog V1.3 : - Re-worked modelling on HMS Invincible - Brand-new Seadart Model and launcher - (Launcher will receive further fixing in next update) - Deck signs and writting added - Ship R05 Insignia added to Island - Fixed Hull and added red base - Corrected Encyclopedia (Thanks Joey45) - Added Themes (Thanks Ozone1) V1.2 - Only update to Illustrious - Extensive re-work of deck and ambience lighting on HMS Illustrious - Re-modelled surfaces - Crest and Insignia added - Animation updates HMS Invincible R05 (1982) and HMS Illustrious R06 (2012) ! What works : - Lights , however they remain mostly on during the day as well (Have not been able to animate the time of day change yet) - AI Takeoff and Landing (testsed with 3 AI - Ski jump will not work with them though due to DCS bug.They attempt it but usually crash in sea) - Radar Animation What doesn't work : - Lights , however they remain mostly on during the day as well - Elevator animations - No working defensive weapons yet (to be added to next update) All textures are base textures used for the modelling. Proper textures are being made now and will be added to next update . Some parts of the ship might seem better made than others , this is because this ship was my learning project so as I progressed I modelled better. All will be addressed in upcoming updates however due to work and time , I will doing best I can . Afterall , Razbam's South Atlantic map and assets should be releasing with this year ! You can download the mod via mediafire : https://www.mediafire.com/folder/20i7ulxfq5t2p/HMS_Invincible_%26_Illustrious_DCS_Mod I've also submited it to the user files section so will be made available there aswell ! Big thanks to Joey45 (Hermes Mod) for his help ! --------------------------------------------------------------- Have been working on this model for quite a few weeks . Initially started as project to learn to model better , turned into a proper project and am now (i think) on the final stretch to complete her. HMS Invincible R05 - Currently working on lighting and still have a few features to add on deck and on the island (Windows , doors and cabling etc). I've tried to model her based on the 1982 variant R05 however there might be a few inconsistencies as from the material available online alot of times I have realised the HMS illustrious was tagged as the R05 instead of R06 mixing up the features which are slightly different . Slowly correcting whatever I can so for the most part I hope it will be close enough to the R05. Couple of screenshots and will update soon with more as I get closer to finishing her within the next week or two in order to upload a first version!
  8. Yeap , perfect thank you ! :)
  9. Lighting is nice but the landing spots are all off especially on the 1981 variant .. Helicopters spawn at the left of the carrier and fall into sea , Harrier spawn points - only parking ramp and hot work , runway position 2 spawns around 20 meters in the air
  10. Merci Patrick ! The Alt+Z was Alt+w on my keyboard! Works great and love it :) Thank you for the amazing stuff you make :)
  11. Hi , can't seem to get the Exocet or Scalp to work . Pod does not lock on to targets . In the Instructions text file it says to press also LAlt + Z for (TIR Authorization?) but LAlt+Z is time dicrease.... Could you provide some clarification ? Thanks , I absolutely love this mod :D :D
  12. Absolutely awesome ! Been waiting for this :D The aircraft appears to be crazy fast ... even on ground is like a bullet
  13. Kust discoved issue is with all carriers including stennis and tarawa. They do not spawn in game anymore
  14. Have similar issue , since latest beta update unable t use supercarrier with any module . I just explode and the ships don;t even appear within the game . Even just adding the supprtcarrier or tarawa or the stennis , they dont get added into the game atall . Trying to fly a mission with f14 or f18 on them results in getting the map screen when mission launches and 3 secs later just explode in the sea. Repair will not fix it neither will trying what was stated above.
  15. Good idea , will check it out and make it larger to see maybe the angle and shape of object are causing the prob ! Thanks for the advise :)
  16. Calling the EDM directly ....
  17. Seem to be facing an issue with the models in game - When in first person view looking at some models of mine at certain angles , they dissapear (yet their projected shadow remains) and re-appear if i move my head (in VR) or pan camera sligtly to another angle. This is only in first person view , outside cameras are unaffected . It is as if there are blind spots that certain angles make the models invisible .. Has anyone had a similar experience or could help figure out what this is ? Thanks
  18. Hi everyone , I require some help fwith a prob i;m facing with my 3d models. I have used blender to create a aircraft hangar and exported it as an edm with the new edm plugin. The model appears in DCS great with all its textures etc however , when viewing it from inside the cockpit at certain angles , the object completely dissapears and then reappears if i slightly move my head or pan the camera again . The does not happen with any of the exterior cameras at any angle , only viewing as first person either desktop or VR As soon as i turn and look at my hangar at say 30 degree angle it completely dissapears (its projected shadow though still remains) . If i slightly move my vision it will appear again but just dissapear again once i move my head to specific angles. I just can't narrow down what is affecting the rendering . Any help appreciated if anyone has a similar experience. Thanks
  19. Oh man !! I really don't know how to thank you ! Yes ! Thanks so much for this ! What i was doing wrong was not turning flag2 off and randomising tit's value again as part of the switched condition actions before it looped ! I was adding this only to the start on the inital trigger and in that sequence it would not reset ! Seriously , I cant thank you enough !!!!!!!!!
  20. Hi , Thanks this timer works great as a non-stop repeater but i'm looking for a way to break the cycle if a condition is met too . With a basic knowledge of BASIC i'm trying to get the following code to work : 1 IF (unit1 AND unit2) IN zone1 2 THEN flag1=ON 3 GOTO 5 4 ELSE GOTO 1 5 INCREASE Flag1(1) 6 SET flag2=60 7 SET flag3=Random value (0,10) 8 IF flag1=flag2 AND Flag3 <5 9 SET Flag1=0 10 MESSAGE.TO.ALL=" Timer Reset" 11 GOTO 5 12 ELSE MESSAGE.TO.ALL="Round Complete" As long as flag3 keeps randomly being set to a value less than 5 every 60 seconds the loop goes on until flag3 is randomly set to >5
  21. Hi and thanks for replying ! :) The two units that enter the zone only trigger the repeatative countdown and after that have no further role to play in the conditions of the triggers . They only set off the timer. Once that happens , i want a flag to receive a random value between 0-10 every 60 seconds . If at the end of each 60 second cycle that value is over 5 then the cycle stops , if it is less then 5 , the cycles repeats with a new 60 second timer to next check. I was wondering if there was a way to do it with a loop that checks for the value every 60 seconds instead of creating x amount of flags for as many times as i want it to check. Imagine something like russian roullette . Constantly assigning a value to a flag every 60 seconds and checking the value to see if the loop ends or continues . I'll try what you posted below as well ! Thanks :)
  22. Hi , Im trying to create the following sequence with triggers . Trigger 1 : -Both aircrafts enter a trigger zone and receive message they are both in when it happends (done) -Set a flag to on with a value of 1 (done) Trigget 2 : -When time since flag more than 60 seconds , Flag gets assigned a random value between 1-10 (done) Trigger 3 : If that value is more than 5 then repeate trigger 1 and 2 ELSE send "Message A" to both groups (problem) I want each time 2 aircraft enter a zone to receive a 60 seconds "countdown" where after that time a random value is set to a flag which wil either reset the 60 seconds and restart the process or send a message to the groups and end the loop . Is there a script or trigger that allows the looping of trigger until a criteria is met at which time it stops ? Ive tried adding trigger for the more / less value to the flag but it just runs through it no matter the value and never loops when the value is less than the condition .
  23. Hi , I'm trying to find a way to do the following : After adding a trigger and radio menu item to the F10 via "Add radio item" , the player will be able to change slot to another aircraft of choice without the need to though the game menu. My idea is to set add 2-3 to-be available aircrafts in mission in client mode , add radio item option for each , then i need a script or trigger option that once chosen will allow me to jump into another aicraft of my choosing . Ex: while Flying in Harrier -> press radio menu -> press F-10 -> press 2 for f-18 -> i am placed in the f-18. Thanks
  24. The Av88 has a 2m25 wider wingspan , so the deck's width would have to be widened relative to that. They are both the same length so longwise its ok. So i think appr up to 5m extra width to the deck , 2.5m each side of the deck to offsett the island proportionatly would fit the av88s in the manner the hermes fitted the sea harriers in reality.
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