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Reccelow

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Everything posted by Reccelow

  1. 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?
  2. 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
  3. 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.
  4. 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.
  5. 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
  6. There is an AI one, works ok, needs some good repaints.....
  7. 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.....
  8. 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?
  9. 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
  10. It's in this topic, on page two I think...
  11. 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!
  12. 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!
  13. 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?
  14. Fantastic. Any chance of a VAQ-130 (line)? This is for CVW3/CVN-75 missions....
  15. 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
  16. 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....
  17. As another experiment, I've placed a carrier (CVN-74) in the Red Sea. Turns out the "Red Sea" is not water, but ..digital pink sand...? So its stationary, but functional. I did a flight to find it and a couple traps to check, TACAN and ICLS work. Here's a template for anyone to use with Syria map Pretty easy to find, head south to the Gulf of Aqaba, follow it to the Straits of Tiran/Red Sea, turn left and head about 150 or so for about 20NM INS: N 27 17.3/E 34 59.1 (F-14 format) Speed 0 Heading 160 Once you get within 250NM, TACAN 74X comes up and ICLS Ch11 for approach. CVNredsea.stm
  18. Ok thanks, I think I've got a decent workaround by "keying" to my side number. Once I'm in-game I check to see which slot (F2-F3-F4...) AB is at then I use the ground crew to change my side number F2 use "102" F3 use "103" and so on... And have all voice commands duplicated for each That way instead of saying "Comm...F10...F3...F3" I can say "103 request marshal" and AB responds with the correct side number too.
  19. Try this method, maybe it will work for you. It does for me but I just cut and paste things with no real lua scripting knowledge.... (change the variables to match yours) --GCI CAP script A2ADispatcher = AI_A2A_GCICAP:NewWithBorder( { "SIADS" }, { "SAF" }, "Syria", { "Capzone" }, 2 ) A2ADispatcher:SetDefaultTakeOffFromRunway() A2ADispatcher:SetDefaultLandingAtRunway() -- Setup the squadrons A2ADispatcher:SetSquadron( "Al Qusayr", AIRBASE.Syria.Al_Qusayr, { "SAF 825" }, 2) A2ADispatcher:SetSquadron( "Aleppo", AIRBASE.Syria.Aleppo, { "SAF 3" }, 2 ) A2ADispatcher:SetSquadron( "Palmyra", AIRBASE.Syria.Palmyra, { "SAF 1" }, 2 ) A2ADispatcher:SetSquadron( "An Nasiriyah", AIRBASE.Syria.An_Nasiriyah, { " SAF 595" }, 2 ) A2ADispatcher:SetSquadronCap( "Palmyra", Capzone, 4000, 10000, 500, 600, 800, 900 ) A2ADispatcher:SetSquadronGci( "An Nasiriyah", 900, 1200 ) A2ADispatcher:SetSquadronGci( "Al Qusayr", 900, 1200 ) A2ADispatcher:SetSquadronGci( "Aleppo", 900, 1200 )
  20. Is there a way of defining the F10 "menu slot" for Airboss? Sometimes it is F3, sometimes F4, etc depending on other modules running. This makes Voice Attack a bit of a pain to keep straight. I'm having to keep a number of profiles for VA depending on which F slot Airboss may occupy
  21. Here is small template to incorporate a few Iraq AD targets. A command center, comm tower in Baghdad , protected by a few SAMs and an couple SA6 around the Al Kut airport to dodge on the way. For the Persian Gulf map BaghdadAD.stm
  22. Ok, after more poking around I came to realize the x/y coordinates are not in any way globally navigation based, such as they do not translate to anything geographical. It's just a linear measurement in metric. To test I placed an object then another 1 mile north. In the mission file the difference in the x (vertical) coordinate was 1852, in meters that's a mile. So it should be a mathematical solution to place things off the map... Happy to see that worked, I now have a target in Baghdad and using that x/y as a "datum" I can place other units/statics. I'll see if I can put together a reasonable Baghdad target template that people can import in to the PG map.....
  23. I did notice there is definitely overlap in the Syria and Persian Gulf map that together that cover all of Iraq, Kuwait, most N Africa and most of Saudi from the Gulf to the Red sea to the Med. Haven't explored north Turkey yet. If users could populate targets, ground/static objects in these places one could recreate all the actual missions in the Gulf War, Southern/Northern Watch, OIF, etc..... mind boggling to realize how much territory is out there not being used Also did find that the Iraqi H3 highway strip near the Jordan/Iraq border is there....did a few touch and goes.. I added a few static buildings, c-130, portable TACAN and laid down FARP mats for a useable runway to make working NAS Fallon. I'm not scenery designer, this took maybe 20 mins....but it shows possibilities...?
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