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[Edit: updated 2024-10-16] Vietnam War Vessels 0.6.0 is now available! This release is the result of collaborative efforts from Hawkeye60, seabat, Beldin, Stratos, itsdotbmp, and Violent Nomad in development, with Whiplash and SideKick65 contributing new mission editor screenshots. Special thanks to our testers James J. Jackson, Zabbie, and Slapshot for their valuable input. The update introduces the AI A-1H Skyraider, a versatile aircraft known for its role in the Vietnam War, equipped with 15 pylons for diverse mission capabilities. Additionally, the F-8 Crusader has been refined for smoother catapult alignment, along with updates to taxi and take-off paths for the CVA-31 Bon Homme Richard. There are three zips on the download page https://github.com/tspindler-cms/tetet-vwv/releases TeTeT.VietnamWarVessels.0.6.0.zip - this zip contains everything, it's a one stop shop for the mod TeTeT.VietnamWarVessels.base.0.6.0.zip - only contains the basic livery, much smaller install size TeTeT.VietnamWarVessels.liveries.0.6.0.zip - contains the extra liveries and has a huge disk foot print Please download from https://github.com/tspindler-cms/tetet-vwv/releases We also have a discord channel dedicated to the Vietnam War Vessels mod at https://discord.gg/P2B63VEZVk ================================ [Original Post:] this marks a release of TeTeT's Vietnam War Vessels. It is my first attempt at modding for DCS, so take the result with a grain of salt. The release contains three boats and an (AI) plane: P 4 Torpedo Boat, used by the North Vietnamese navy in the Gulf of Tonkin incident USS Maddox (DD-731), a US destroyer that was attacked by the above type of Torpedo Boat in the Gulf of Tonkin incident USS Bon Homme Richard (CVA-31), an Essex class aircraft carrier, not participating in the Gulf of Tonkin incident, but being used in the Vietnam War F-8 Crusader, a supersonic fighter jet, with liveries for Gulf of Tonkin incident, and others Read more on the history of this fateful event at https://en.wikipedia.org/wiki/Gulf_of_Tonkin_incident The download URL is https://github.com/tspindler-cms/tetet-vwv/releases You find the current and past releases there. I welcome the discussion of the assets, and of course the discussion of the problems you encounter. Please abstain from political discussions in this thread. You can best reach me on discord, this invite is for my arma 3 and DCS mod discord server, visit the #general-discussion-vwv channel can be used for now: https://discord.gg/VpyuCzDr7c Cheers, TeTeT [EDIT] Added 0.6.0 release info
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Hi everyone, At the moment, when a ship comes under attack the AI makes no attempt to manoeuvre defensively and accelerate, be it to try jinking to avoid fire from naval guns or trying to make a bombing run just that little bit harder, or to unmask defensive weapons. This not only makes ships easier to hit, but it also is something that's very easy to exploit and game to increase your chances of successfully engaging a ship, sometimes significantly so, simply by attacking from a direction where the ship's more effective defensive weapons are masked. It would be better if ships would accelerate and jink to avoid weapons fire and to manoeuvre so to unmask defensive weapons systems. The same could also apply when engaging surface targets with guns (and some AI ships already manoeuvre to engage targets with anti-ship missiles or torpedoes). Ideally, there would be some decision making logic for the AI, so that it can deal with multiple threats, taking into account the speed at which the ship can turn, the direction of the threat, the arcs of weapons and the threat's ETA. Perhaps how fast the AI reacts and how effectively they open up firing arcs could be determined by the skill level. Like aircraft, there should also be a setting in the advanced waypoint options/triggered actions to control whether the AI should react or not. As an example, I've got 2 tracks below where I have an OHP firing an RGM-84 at a single Tarantul III. In the first track, the incoming missiles[note 1] approach from its port quarter and the AK-630s successfully manage to defend the ship (despite the FCR for said AK-630s being masked). In the second track, I have the missiles approach from directly ahead - despite the ship definitely detecting the threat (when the Tarantul III switches from alarm state green to red, shutters close on 4 of the bridge windows) it makes no attempt to unmask its defenses. Seeing as the AK-176 in DCS, like almost every other naval gun, is only capable of engaging surface targets[note 2], this renders the ship as good as defenseless from attacks from this direction. Numerous ships also have blind zones where certain defensive weapons cannot engage, or would improve their chances of successfully defending themselves: The Grisha V has a close-in weapons system and a naval gun on the stern, which cannot engage directly forward. The ship would be able to better defend itself if it would turn to unmask these weapons (especially when the SA-N-4 only has a single target channel and only 2 missiles ready to fire before needing to reload, making it relatively easy to saturate). Conversely, the SA-N-4 system cannot engage targets approaching from astern. The Oliver Hazard Perry and Invincible have SAM systems that also cannot engage approaching from astern. The OHP also has a CIWS (and a naval gun) that cannot engage targets directly ahead. Incidentally the STIR is masked when firing SM-1MRs (the SAM the OHP should be firing) directly forward (though the Mk 92 FCS can also provide an illumination channel forward and the STIR doesn't even exist in DCS, when it absolutely should if the OHP has Mk 13 GMLS). The Krivak II could perform double the number of intercepts with its SA-N-4 systems, if it places the target on the ship's beam. It would also unmask the 2 AK-100 guns (if they would engage airborne targets). The Slava's close-in weapons systems have an aft blind zone and the SA-N-6's FCR is masked directly forward at low altitude, the SA-N-4 is also masked directly forward. Placing the threat on the ship's beam allows all 3 weapon systems to engage, maximising the chances of interception. Notes: While the behaviour has changed somewhat, AI ships still don't respect weapon release settings in terms of quantity, attack quantity or group attack. See this thread. Nearly every naval gun currently in DCS should have dual purpose capability, often firing dedicated rounds. The AK-176 can fire the ZS-62 projectile, which contains 400 g of AI-X-2 explosive, with an AR-51L radar proximity fuse that functions up to 8 m away from the target. The AK-100, AK-130, Mark 75 and Mark 45 guns all have proximity-fused rounds available. Unfortunately, with a single exception, they all are only capable of engaging surface targets, with a high-explosive, impact-fused round. See this thread. Tarantul_III_RGM-84_attack1.trk Tarantul_III_RGM-84_attack2.trk
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We have 45 naval assets in the game as of September 25, 2024. Most of the newer ones look very good (i.e. Chinese and South Atlantic assets, all carriers). Unfortunately, most of the civilian and Russian models look extremely outdated. Any chance of a model/texture update for the following ships? Battlecruiser 1144.2 Boat Zvedny Bulker Yakushev Cargo Ivanov Corvette 1124.4 Corvette 1241.1 Cruiser 1164 Frigate 1135M Frigate 11540 They do not have to be 8k and every bolt is modeled, just bring them into this decade. Also, is it possible to remove the old Kuznetsov? Finally, I would like to plead for a few more ships. For naval warfare, this area is extremely lacking. There have been some great additions in recent years, and I look forward to more. Maybe some more American ships from the Cold War era (battleships anyone???)?
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The Civilian Aircraft Mod, Military Aircraft Mod and Civilian Vehicle Mods add so much to DCS. However MOD support is problematic for most, especially on MP servers. Please add these types of units to DCS as a matter of urgency; so many mission types and COIN missions are impossible without male, female and children civilian animated NPC models for rescue, hostage etc. As are airliners for intercept or evacuation missions. Same with civilian cars and trucks, busses and taxis etc.
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Hi everyone, It seems that units (at least amphibious ones) can now be spawned on the decks of ships, including ships that are moving, and will stay put through turns and speed changes (previously when I had tested this, they would spawn at the sea surface, requiring them to be jumped onto ships, though the mission editor restriction still restricts you from placing non-amphibious units onto ships). However, if you use CA to take control of a unit placed on a ship, it will immediately start floating upwards. It's almost as if the unit is being abducted by aliens or something. On the Tarawa at least, they appear to come to a stop and level out at 288 ft MSL and continue to follow the ship (albeit not exactly in the same place and orientation). But it gets weirder still - if you switch to another unit, other members of the group may start doing some other weird things. In the tracks below, when player control is relinquished to another unit, the remaining units in the group fly off of the deck and start travelling in unexpected directions, behaving quite oddly (drifting, jumping around, appearing to snap between pitch angles). GroundUnitsTarawa.trk GroundUnitsTiconderoga1.trk GroundUnitsTiconderoga2.trk
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Below are just a few examples that it's impossible to put ships in ports/docks (shown is the CLOSEST the mission editor will allow them to go to the nearby port) - probably because the description.lua has the wrong depth limit in it, or because the water depth on the map is incorrect. You have this problem with most maps that have ports. The reason I think it's a lua issue is that 3rd party mod ships don't have this problem with the same maps.
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- description.lua
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Hello, coming back to the small stepchild of the CVNs, the LHA Tarawa has an issue in which the bow wake is not rendering/showing I've attached different angles , and also as a reference most other ships that actually have this rendered/showing Medium and High settings checked, consistent for AI and Carrier class ships. Additionally , but I believe this was already reported, stern wakes don't seem to appear on any of them anymore.
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Hi all. I have been 2 months out. When I start a mission from carriers they are not in the mission and the aircraft falls into water. Is it a new bug?, Is it neccessary any option to see carriers and ships??. I have supercarrier module. Thanks. PS: Everything is updated
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The USS Arkansas would make for a great addition to the WW2 asset pack especially with the coming Pacific theatre. Not only would it be relevant in the pacific but would also be relevant to the Normandy map as it was there for the invasion. here is a brief history of the USS Arkansas in WW2 Following the outbreak of World War 2, Arkansas conducted neutrality patrols in the Atlantic prior to America's entry into the war. Thereafter, she escorted convoys to Europe through 1944; in June, she supported the invasion of Normandy, and in August she provided gunfire support to the invasion of southern France. In 1945, she transferred to the Pacific, and bombarded Japanese positions during the invasions of Iwo Jima and Okinawa. After the end of the war, she ferried troops back to the United States as part of Operation Magic Carpet. Arkansaswas expended as a target in Operation Crossroads, a pair of nuclear weapon tests at Bikini Atoll in July 1946.
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- world war 2
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Hello! I finally found some time to try out Open Beta yesterday, when discovered that both the YJ-62, and YJ-83 missiles are not deploying into their proper post launch flight configurations. While the missiles themselves fly without issue, they end up zipping around with either none of their wings deployed, and or both of their launch boosters remaining attached to their tails. The booster sections in particular for both the YJ-62 & YJ-83, will remain attached to the missile all the way from launch to impact with the target. I have included several screenshots of my game below to describe what I am referring to. Hope this helps!
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- naval surface combatants
- bug?
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Hi, is there any way to place player helicopters on the cargo ships or destroyers with a visible helicopter pad? I tried using "take off from parking hot" , but unlike on aircraft carriers, the helo doesn't snap to the pad, instead it repositions to the nearest parking on a land base, which is obviously not what I want. Regards, Snappy
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Hi everyone, If a bomb with a delayed fuse impacts a ship, it doesn't move with them and will instead remain fixed relative to the world when they come to a stop. If the ship is moving sufficiently fast enough (or with a bomb delay long enough), the bombs will phase through the ship and be fixed underwater. The distance may open sufficiently enough so that when they explode, no damage will be done to the ship. This is particlarly important for situations like the Falklands War, where the Argentinians made use of bombs with delayed fuses, allowing them to attack from very low altitudes (and thus degrading the effectiveness of shipboard radar). At the moment this kind of thing is more difficult to impossible unless bombing stationary targets. bomb_ship_impact.trk
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Hi all, after 20 years of modding in ArmA series game, I've decided to continue importing my work here in DCS. So I've started by a Ship (a MEKO-200HN Frigate). Looking on forums here I'm trying to gather knowledge of what I need to do in order to have this Ship working (by AI) in game ... but what I found are just scattered infos for several things without any decent tutorial to explain step by step the procedure. By now I have my model working in game with some animations (propellers - radars) but still can't figure out about weapons animations plus make them fire. I have the animations set as described by some users here, but even if working into ModelViewer, they don't into game (at least as should). The animations I'm interested, have to do with Ship main cannon, VLS, Harpoon launcher, Torpedo tubes and CIWS ... Notice that I'm still on digging for such things and my knowledge is limited and btw I'm using 3DS MAX 2022. Any help would be much appreciated. P.S. excuse my English as are not my native language. P.S.2 please let me know if more details needed by my side.
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Are there any WWII ships assets available for the last updates, or any planned? Looking for: Troop Transports Cargo Ships Work Ships Greyhounds Light Destroyers. Barges Oilers and Fuelers Also damaged or half sunk ships. ?
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Got Normandy 2.0, The Channel, WW2 assets and Combined Arms, latest game DCS 2.8.8.43489 Open Beta When creating a mission on the London area it seems i cannot address a ship ANYMORE to be placed on the Thames like a Harbor Tug, as it just wont show up in the editor ship selector. It does however when i load a mission i created before with an older game version, thus in the latest update. IMO it seems a genuine bug (with at least this Tug). Creating a new Mission for London, ww2:
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So started noticing this issue back when fuse options were first brought to DCS WW2, basically it seems that the bombs phase right through units that they hit, the collision with the unit seems to start their fuse (so instant fuses detonate when they should) and it does slow the bombs down but penetration seems way too extreme, with bombs punching in one side of a ship and out the other without much difficulty when ideally they should be 'stuck' in the ship or bounce off landing in the water on the side they were released from depending on the specific bomb, ship, bomb velocity and impact angle. I would expect it would be quite rare for most of these bombs to go in one side and out the other on the vast majority of the ships we have in the game. See the attached track for an example(BombCollision.trk), I'm using a mossie with the GP mkV (30 min fuse) to make it extra apparent, and using a supercarrier as my target as it is very easy to demonstrate the issue, however the problem seems to apply to all ships.
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I wanted to have the Carriers steam up and down the coast in an eternal loop. Googled and found this from 2013: "switch waypoint" doesn't exist anymore it seems.
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Hey there ive been searching for awhile now and been scanning for a landing craft that can carry tanks or troops to shore, i see there are mods out there but i cannot seem to find them. i would love a LCAC mod but i cannot i find any that are available? thanks in advance!!!
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Pretty simple ask, would enable a lot more control for mission makers if ground units could have access to this ROE option.
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Modernized US Navy Ships by Currenthill I have reorganized - see this thread for information:
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Modern Chinese Navy Ships by Currenthill I have reorganized - see this thread for more information:
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Hi everyone, Found a bug with the ships in DCS that I couldn't see reported before. Very simply, when firing anti-ship missiles, ships don't obey release quantities nor do they obey max attack quantities. In the track below I've got a La Combattante IIa that is set-up to attack a Krivak II. I want the La Combattante IIa to fire a single missile at the Krivak II. To do this I've set the release quantity of anti-ship missiles to 1, and the max attack quantity 1, i.e; make 1 attack, firing a single missile. Instead it keeps firing missiles until the Krivak II has sunk/been destroyed. Firing 2 salvos of 2 missiles each (with 25 seconds between each missile, and the 2nd salvo firing after the missiles of the first salvo have hit). It gets especially bad when you have a ship with lots of missiles firing against a smaller ship, or when firing against a ship that can't really defend itself, that doesn't require lots of missiles to sink - in both cases it leads to them being pretty wasteful with the missiles. AShM_Max_Fire.trk
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See track. The intention of the mission (which would take place at night) is for the armed speedboat to fire at the superstructure of the tanker. The closest I have come to realizing this is to get the speedboat to fire at a point, which I think would work if the altitude option worked. Instead it just fires at the waterline. The fire at point altitude option works for all AAA units I have tried, why not make it work for all units? The more options we have to edit missions the better! Fire at point altitude.trk
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- fireatpoint
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