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Reccelow

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Everything posted by Reccelow

  1. Have a look at my RunwaysandRoutes file , I have Cat 1 shut down. (And also helo spots 1-4) I use cat 1 area for parking and statics, etc... Look at lines after "GT.TaxiForTORoutes = " I just changed anything going to cat 1 to cat 2. Works for me, hopefully for you. A bit playing around you can route things all over the deck.. Mine was in: (your DCS install folder here)\CoreMods\tech\USS_Nimitz\scripts USS_Nimitz_RunwaysAndRoutes.lua
  2. Is there a template around for the V-22? Looking to make this (or if some wizard repainter can, that would be much better!)
  3. Worked like a charm, thanks!
  4. Is there a method of enabling both the ON/OFF for Carrier Hook Bypass and Catapult Launch Bar to separate UP and DOWN? (like the gear , hook, etc...) Other than that, excellent bit of kit.
  5. If you weren't aware, there is a Superhornet mod that makes use of the C model cockpit. As I believe it is not possible to mod/model the actual E/F/G digital UFCD in DCS , would it be possible to do it in your software? Specifically, is you application able to have "sub-pages" modelled? See this example of the Superhornet UFCD AP selection to sub page. Would be more than happy to pay for this type of upgrade...
  6. Continuing to play around with this I found the following : In the existing Callsign Mod sound files you can copy any one of the callsigns (Mustang.wav, Hornet.wav, etc...) and rename it to one of the default (Enfield.wav, Dodge.wav, etc...) and you can at least get 5 non standard. However displayed text will not be changed. So I suspect the problem is with a call to the modded sound files, not the path .......? For example I've replaced "Enfield" with "Mustang" In my /Saved Games/DCS.openbeta/Sounds/Speech/ENG/Common/Player/Callsign/Mustang.wav I've copied that file and renamed it to: /Saved Games/DCS.openbeta/Sounds/Speech/ENG/Common/Player/Callsign/Enfield.wav And you need to copy the renamed file to each of the subfolders under /Saved Games/DCS.openbeta/Sounds/Speech/ENG/Common/
  7. Yup, thats the one. Seems both the Sounds and AI aircraft database are now somewhere else since 2.7.... Still working on my 2.5.6
  8. Last workaround dosent work since last patch. I've been trying different folders, combinations, etc..... Is there a way to script a unique callsign into the individual aircraft in the Mission Editor?
  9. Its been over a year but I remember how I got started : If you look into the files in this folder in your DCS install ..\Mods\USS_Nimitz\Database In any of the supercarrier files (USS_CVN_71.lau for example...) there is a line at the bottom "GT.carrier_crew_config_name = './CoreMods/tech/USS_Nimitz/scripts/GroundCrew.lua';" This got me looking into the supercarrier scripts subfolder and found if I copied the same folders and structure to the Stennis, edited the Stennis .lau's ....that was how I got going. Its fairly easy once you start experimenting. I dont know any coding, so I just cut and pasted the needed lines that pointed to the subfolders for the crew and animations. However placement of the actual crew on the deck needs lots of adjustment. And I never could get cat 4 working so eventually I found it was much easier to edit the island number on the Roosevelt to the Vinson "70". That only took a few hours after I figured out how to do some basic photoshop. Hope that helps. If the Forrestal does make it out, I will see if its possible to do it on that
  10. Reccelow

    Tankers?

    Besides the Rafale, are there any new Naval tanker mods out there? The S3 is OK up to 2005/6 scenarios, past that it looks rather dated... I've tried adding the buddy store from the Rafale onto the VSN FA-18F, re-roled it as a dedicated tanker airframe and shows OK in game and as a tanker in the comms menu, but cant get it to work.
  11. I was able to add the animated deck crew from my SC module to the Stennis. It was some lau file editing, mainly just paths, and copying files to saved games locations, etc. A couple builds ago I was fooling around with a CVN-70 mod from the Stennis and found out the crew can be added. I was able to get Cats 1, 2 and 3 working correctly but 4 was buggy, only the AI could use it. When the Forrestal gets out I'll revisit that to see if it will still work.
  12. I've only ever used twist grip stick, previously T1600 now VKB. Also fly IL-2 and !L-2 Cliffs of Dover same way. Dont "chase" the yaw on takeoff/landing, add a small amount and gauge the response. The amounts needed vary dynamically as speed increases/decreases. The damping on the VKB stick make it almost effortless
  13. There is an AI one, works ok, needs some good repaints.....
  14. Thank you for the response, and I agree with your points about the dynamic weather. I'm OK with it, I dont expect "activeSky" type injections, and its fine for what it does. I use it in conjunction with DSMC "semi-dynamic" campaign creation with random weather. To be clear what I'm looking for is to have Airboss turn the carrier into wind for the recovery window and disregard the speed value. Perhaps something like : function AIRBOSS:AddRecoveryWindow(starttime, stoptime, case, holdingoffset, turnintowind, speed(true/false, ((if true then nn knts)) ), uturn) As is evident, my coding skills are limited to cut and paste.....
  15. AIRBOSS question on the following: function AIRBOSS:AddRecoveryWindow(starttime, stoptime, case, holdingoffset, turnintowind, speed, uturn) -- @param #boolean turnintowind If true, carrier will turn into the wind 5 minutes before the recovery window opens. -- @param #number speed Speed in knots during turn into wind leg. I would like to be able to set the boats speed in the ME and accept whatever over-deck I get from the dynamic wind. Under dynamic weather with high winds the boat comes to a complete stop if the resulting wind over deck is more than 30 . I've tried setting the value to 35, 40, 45, etc and it has no effect. Also tried setting the "turnintowind" true with no speed value and get a script error.... Any way of getting the boat into wind without relying on the speed value?
  16. Hi Admiral, What are your thoughts on a CVN-65 such as this? https://www.turbosquid.com/3d-models/3d-model-carrier-uss-enterprise/856662
  17. It's in this topic, on page two I think...
  18. This is all truly fantastic stuff. May I bother the pioneers here to post some of their modifications? Thanks for that lua checker link....thats a time saver!
  19. Outstanding efforts. I've been dabbling into this too, managed to add the deck crew to the standard carrier (my SC on the Syria map just kills the frames...). There was enough coordinate / mapping mismatch I couldn't make sense of the underlying systems. Like turning on the lights. Thanks!
  20. Thanks for that A6, looks great on my "USS Ranger" (quick number edit of the CVN-77 mod...) Question: The AI as statics on deck don't have folded wings, is this something I can fix with your instruction?
  21. Excellent job as always. Thank you
  22. Outstanding!
  23. Fantastic. Any chance of a VAQ-130 (line)? This is for CVW3/CVN-75 missions....
  24. I'm obviously having too much fun with this..... Here is a template for the Syria map for Operation Northern Watch (or start of OIF) Polygon borders for Iraq with the No Fly Zone Command centers in Baghdad, Kirkuk, Mosul and H3 with a few SAMs for defense A flight of MiG25s (airborne of course..) from Tammuz AB just west of Baghdad heading to the edge of the northern No Fly Zone ONW1.stm
  25. I haven't noticed that myself, so far it catches up and stays in formation on SEAD escort and tanks with the KC135 at over 300..... Here's a couple screens, one doing 286 and one at 317. I've made no changes to the mod....
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