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HMS Hermes R12 Released V2.5


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On 6/27/2022 at 7:45 AM, joey45 said:

Can't get them to fire... The trackers move and track but the launchers don't... I can't get them to fire while controlling them via CA  either

 

It's released now.

I wonder if it has anything to do with the orientation of the launcher. The RAZBAM ones have the launchers facing forward, both azimuth and elevation, then uses "reference_angle_Z" to make them rest pointing up.

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install >>Saved Games\DCS Version\Mods\tech

AI harriers only take off in the current Open Beta

Make sure the date restriction is off. The clock at the bottom of the ME.

The boat is not country locked

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Hello "joey45"
thank you for the answer, I installed HERMES in the right directory and the clock of DCS is well selected.

4l3u.jpg

But HERMES is not visible in the mission creator.

dc57.png


In DCS encyclopedia, I have the texts of both versions but the images are black.

73l6.png

Maybe there are files missing in your .zip ?

3d25.jpg

 


Edited by Pappy2
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So it shows in the encyclopaedia but no in the mission editor.........

it works with other people.... 

Load this test mission and see if it works...

Hermes_LN_Test.miz

 


Edited by joey45
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The only way to make sense out of change is to plunge into it, move with it, and join the dance.

"Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.."

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8 hours ago, Pappy2 said:

Thank you "Joey"
The mission is for DCS Beta.
I only have DCS, the mission does not work with me.

Might be the source of your problem. Move over to the beta. Half the modules don't even work without being in beta. At the very least, reverting back to the regular version just to create a mission you can use isn't what most people are going to do.


Edited by Xeno426
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6 hours ago, joey45 said:

Yeah I'm redoing the animation args so everything might change including the code..

Well, all that would really need to change is the argument references for things (lights, turrets, radar, wires), additional entries for things that now have arguments, and the reference angles for the launchers and radar systems. The rest of the your code won't change.

Unless you're adding damage states and editing the model to include damage areas. Then you'd have to change up the GT.DM entries and link the radar and weapons to the appropriate locations.

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Hey joey45

I just downloaded and installed your latest HermesR12 mod (Hermes_26783.zip) and installed it in My saved games folder in "C:\Users\XXXXX\Saved Games\DCS.openbeta\Mods\tech\HermesR12"

Ships shows up fine in mission editor but i get some erroneous behavior from the mission editor when i place a helicopter on the carrier.

i place a helicopter (Apache in this case) and select "Takeoff from runway" and get two pots to park at - 1 and 2

If i select "Takeoff from Ramp" i get the same - two spots (1 and 2) and again the same if selecting "...from parking hot".

 

No matter which one i select the helicopter spawns with wheels on the water surface inside the carriers 3d model. I have tried every conceivable mix of options, without success. Tried different helicopters, tried both AI helicopters and as Player and as Client.

 

First i wonder why i only have two spots, cus when looking inside the .lua file "CentaurClass_1973RunwaysAndRoutes.lua" it looks like you have assigned like 8 spawnpoints for helicopters.

Second im curious why the helicopters spawn on the surface of the ocean and not on the deck of the carrier.

 

Thanks for your sublime work - cant wait to get it working here 😄

best regards

Martin

 

 

PS- Just tested from a hovering apache that i could land - i could. And the helicopters altitude parked at the aft of the ship measured at 40ft. by the altimeter with the pressure set correctly.


Edited by Mav87th
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The spawn 1 & 2 is a DCS thing..

 

Spawning on the water is a bug I'll look into.

It works on the 82 so I'll have a look through the code when I get the chance today


Edited by joey45

The only way to make sense out of change is to plunge into it, move with it, and join the dance.

"Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.."

https://ko-fi.com/joey45

 

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Thanks Joey - but i kinda fixed it my self....

Here is my edited .lua that at least got it spawned on deck

I basically corrected all heights in points by +0.38 meters

 

Gotta retract that above - it worked because i changed from the 1973 to the 1981 Hermes.

So the 1981 Hermes works with 8 helicopters, albeit the last 5 parking spots are placed approximately 10 meters to far aft on the ship.

 


Edited by Mav87th
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Okey for some reason the CentaurClass_1973RunwaysAndRoutes file isn't loading in game and it's not loading in the modelviewer so I'm currently going line by line..... 

The only way to make sense out of change is to plunge into it, move with it, and join the dance.

"Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.."

https://ko-fi.com/joey45

 

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Okey, I have fixed it but I need to push the heli spawns about 10 forward form what I see in the modelviewer.

Just fine tuning some routes, should have an update by tonight.


Edited by joey45
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The only way to make sense out of change is to plunge into it, move with it, and join the dance.

"Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.."

https://ko-fi.com/joey45

 

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Uploaded the updated files to the first post for you lot to test.


Edited by joey45
changed thread to post
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The only way to make sense out of change is to plunge into it, move with it, and join the dance.

"Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.."

https://ko-fi.com/joey45

 

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Thanks Joey45

They both works like a charm. Helicopters are offset a little bit from the "spots" but i can certainly live with that. 

 

Tested with 9 helicopters on each boat, and had the AI's do a full circle of takeoffs and landings while i took off last and hovered over the boat.

DCS 2022-07-17 16-12-08-19.png

DCS 2022-07-17 15-58-23-08.png

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Good to know..

 

I should be doing an update next month unless the next patch breaks stuff..

I'm currently sorting out / updating some of my older mods that have broke over the past year.

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The only way to make sense out of change is to plunge into it, move with it, and join the dance.

"Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.."

https://ko-fi.com/joey45

 

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Great Joey

i dont know if you know, but it seems to me, that different helicopters take a different placement on the same spawnpoint. Some right on top of it (like the Gazelle) and some "behind" the spot (Apache) and some in front of it (Huey). I will try to do some tests to see if that is the same on all carriers. I suppose it perhaps is a setting in each helicopters script files and not your mod.

 

When you do the update, can you make something like this for a good overview for mission makers? 

Snap11.jpg

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Yeah the spawns are a bit messed at this time..

been adding the decal layer for the deck and Island ID stuff...

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The only way to make sense out of change is to plunge into it, move with it, and join the dance.

"Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.."

https://ko-fi.com/joey45

 

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On 5/25/2018 at 9:01 PM, joey45 said:

Updated files for the 70s/80s version. overwrite the files in the folder. Make copies if you want.

CentaurClass_1981RunwaysAndRoutes.lua 10.5 kB · 15 downloads CentaurClass_1973RunwaysAndRoutes.lua 8 kB · 15 downloads

 

Allow me to be confused -- should I just download this file and copy them to the Hermes folder?

VR Flight Guy in PJ Pants -- this is how I fly. We do not fly at treetop height, we fly between trees(TM)

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