joey45 Posted February 25 Author Share Posted February 25 1 hour ago, Rudel_chw said: Did you entered the "Map" field? You need to set it to "Any Map". Thank you sir... I will try again. 1 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 Link to comment Share on other sites More sharing options...
joey45 Posted February 25 Author Share Posted February 25 user files download link is now live. Same version 2 2 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 Link to comment Share on other sites More sharing options...
Rudel_chw Posted February 25 Share Posted February 25 26 minutes ago, joey45 said: user files download link is now live. Same version Thanks a lot, lovely Mod, and seems to work with no issues, I will let you know if I uncover any while testing: 3 For work: iMac mid-2010 of 27" - Core i7 870 - 6 GB DDR3 1333 MHz - ATI HD5670 - SSD 256 GB - HDD 2 TB - macOS High Sierra For Gaming: 34" Monitor - Ryzen 3600 - 32 GB DDR4 2400 - nVidia RTX2080 - SSD 1.25 TB - HDD 10 TB - Win10 Pro - TM HOTAS Cougar Mobile: iPad Pro 12.9" of 256 GB Link to comment Share on other sites More sharing options...
Dusty_13 Posted February 29 Share Posted February 29 Hi Joey45, Firstly thanks for updating this fantastic mod, I am just wondering what happened to the skin/livery as I can no longer see the ship number R12? have I missed something ? 1 Link to comment Share on other sites More sharing options...
joey45 Posted February 29 Author Share Posted February 29 2 hours ago, Dusty_13 said: Hi Joey45, Firstly thanks for updating this fantastic mod, I am just wondering what happened to the skin/livery as I can no longer see the ship number R12? have I missed something ? At the moment it's just a generic livery... gonna add more when I get the visibility working they way I want.. 3 1 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 Link to comment Share on other sites More sharing options...
Scotch75 Posted March 29 Share Posted March 29 Hey Joey,The ships are looking great. I downloaded the 1969 version and it installed correctly and works. I then downloaded the V2.5 (70s/80s), installed it to the (Saved Games) .../mods/tech/ directory, but the model does not show up in the encyclopaedia or the Mission Editor dropdown list. I am on the latest version of DCS, the historical filter is unchecked, and the show models button is selected. The unzipped "HermesR12" folder seems ok with the same structure as the "Hermes69" folder. Does anyone have any ideas?Cheers!Sent from my SM-G998B using Tapatalk W10 Home 64Bit, Intel Skylake I5 6600K 3.50GHz, ASUS ROG Stryx Z270F MoBo, 32GB G.Skill RipJaws V DDR4 3200 RAM, Samsung 960 Pro 512GB M.2 SSD (OS), Samsung 850 Pro 512GB SSD, 2TB Seagate SDHD, 2TB WD Green HDD, GALAX GTX GeForce 1070 EXOC Sniper White 8GB VRAM Link to comment Share on other sites More sharing options...
joey45 Posted March 29 Author Share Posted March 29 Does the 70/80 work without the 69 version installed? 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 Link to comment Share on other sites More sharing options...
Scotch75 Posted March 29 Share Posted March 29 No, I took the 1969 version out of DCS then tried placing the 70/80 on a blank map. It still did not show in the dropdown menu. Strangely, in the encyclopaedia, it lists:HMS Hermes 1969 - with a model but no description/history in right of screen.HMS Hermes R12 1969 - with no model, but full history and description.I wonder if they are cross-pollinating each other??Cheers!Sent from my SM-G998B using Tapatalk W10 Home 64Bit, Intel Skylake I5 6600K 3.50GHz, ASUS ROG Stryx Z270F MoBo, 32GB G.Skill RipJaws V DDR4 3200 RAM, Samsung 960 Pro 512GB M.2 SSD (OS), Samsung 850 Pro 512GB SSD, 2TB Seagate SDHD, 2TB WD Green HDD, GALAX GTX GeForce 1070 EXOC Sniper White 8GB VRAM Link to comment Share on other sites More sharing options...
joey45 Posted March 29 Author Share Posted March 29 Might be conflicting with another mod. 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 Link to comment Share on other sites More sharing options...
Scotch75 Posted March 30 Share Posted March 30 The only mods I have are:A-4E476th range targetsAU Daring class destroyers.HMAS MelbourneDCEHermes69HermesR12I'll go through a process of elimination.Sent from my SM-G998B using Tapatalk 1 W10 Home 64Bit, Intel Skylake I5 6600K 3.50GHz, ASUS ROG Stryx Z270F MoBo, 32GB G.Skill RipJaws V DDR4 3200 RAM, Samsung 960 Pro 512GB M.2 SSD (OS), Samsung 850 Pro 512GB SSD, 2TB Seagate SDHD, 2TB WD Green HDD, GALAX GTX GeForce 1070 EXOC Sniper White 8GB VRAM Link to comment Share on other sites More sharing options...
Scotch75 Posted March 30 Share Posted March 30 Ok, something strange is going on here. I just redownloaded a fresh copy of the HermesR12 mod (70/80s) from the link on the first page and installed it in the Saved Games/DCS/Mods/tech/ directory. It is still not showing up in the Mission Editor as a selectable unit. It is also not present in the encyclopaedia. No other Mods present.I wonder if this has something to do with the new unified DCS version? I used to be on the open beta, but when the new unified version was released, I did a complete reinstall of DCS. So my Saved Games changed from DCS.openbeta to DCS. All existing Mods continued to work.Scratching my head now..Sent from my SM-G998B using Tapatalk W10 Home 64Bit, Intel Skylake I5 6600K 3.50GHz, ASUS ROG Stryx Z270F MoBo, 32GB G.Skill RipJaws V DDR4 3200 RAM, Samsung 960 Pro 512GB M.2 SSD (OS), Samsung 850 Pro 512GB SSD, 2TB Seagate SDHD, 2TB WD Green HDD, GALAX GTX GeForce 1070 EXOC Sniper White 8GB VRAM Link to comment Share on other sites More sharing options...
TeTeT Posted March 30 Share Posted March 30 28 minutes ago, Scotch75 said: I wonder if this has something to do with the new unified DCS version? I used to be on the open beta, but when the new unified version was released, I did a complete reinstall of DCS. So my Saved Games changed from DCS.openbeta to DCS. All existing Mods continued to work. Have you taken a look at dcs.log (DCS\logs\dcs.log)? Maybe this contains a trace why the mod won't be available. Good luck, TeTeT Link to comment Share on other sites More sharing options...
Scotch75 Posted March 30 Share Posted March 30 Have you taken a look at dcs.log (DCS\logs\dcs.log)? Maybe this contains a trace why the mod won't be available. Good luck, TeTeTMany thanks for the suggestion. I can only find a few lines referencing Hermes69 and Hermes R12.I have attached a screenshot (quicker for me to do).Sent from my SM-G998B using Tapatalk W10 Home 64Bit, Intel Skylake I5 6600K 3.50GHz, ASUS ROG Stryx Z270F MoBo, 32GB G.Skill RipJaws V DDR4 3200 RAM, Samsung 960 Pro 512GB M.2 SSD (OS), Samsung 850 Pro 512GB SSD, 2TB Seagate SDHD, 2TB WD Green HDD, GALAX GTX GeForce 1070 EXOC Sniper White 8GB VRAM Link to comment Share on other sites More sharing options...
Citizen Posted March 30 Share Posted March 30 2 minutes ago, Scotch75 said: Many thanks for the suggestion. I can only find a few lines referencing Hermes69 and Hermes R12. I have attached a screenshot (quicker for me to do). Sent from my SM-G998B using Tapatalk nullOkay, I've seen this one before. Go to the DCS splash screen and in the top right click the MODULE MANAGER. Click the Installed tab and scroll down to mods. You should see the radio button for the Hermes shifted to the left and not green. Correct that and you are G2G! 1 Link to comment Share on other sites More sharing options...
Scotch75 Posted March 30 Share Posted March 30 nullOkay, I've seen this one before. Go to the DCS splash screen and in the top right click the MODULE MANAGER. Click the Installed tab and scroll down to mods. You should see the radio button for the Hermes shifted to the left and not green. Correct that and you are G2G!Brilliant, that was it. I totally forgot about the Module Manager. Thanks so much.Thanks to all for the help, and a Happy Easter to all and your families.Cheers!Sent from my SM-G998B using Tapatalk W10 Home 64Bit, Intel Skylake I5 6600K 3.50GHz, ASUS ROG Stryx Z270F MoBo, 32GB G.Skill RipJaws V DDR4 3200 RAM, Samsung 960 Pro 512GB M.2 SSD (OS), Samsung 850 Pro 512GB SSD, 2TB Seagate SDHD, 2TB WD Green HDD, GALAX GTX GeForce 1070 EXOC Sniper White 8GB VRAM Link to comment Share on other sites More sharing options...
joey45 Posted March 30 Author Share Posted March 30 (edited) Don’t even think of that… glad it’s all sorted. Edited March 30 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 Link to comment Share on other sites More sharing options...
jafa Posted May 3 Share Posted May 3 Hi joey , I was just wondering if its possible to make the deck shiny and then offer it as an option for use if your creating a wet weather scene , forgive my ignorance as I no nothing about texture modelling. Cheers Jafa. 1 [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
Beldin Posted May 7 Share Posted May 7 (edited) Updated runway lua for Hermes. Using both runway and spawn points she can launch up to 24 Harriers. Smaller groups of 4, 8, 12 and 20 should work as well. Known Issues. Only tested with AI units When using runway spots you must reset the aircraft's take off order. The default 1,3,2,4 does not work. Note you can reverse the take off order for runway start planes to make them "static" for pictures/videos A few minor unnatural taxi movements as the plane sometimes "slides" into final take off position. "Dangerous" aircraft spacing at times. There should be no collisions but at one point a plane rear ended another, lost it's nose cone, yet both planes still took off. I wish I saved that one. Take off order and starting point for some planes is a bit strange. I wanted to give each plane the rear most runway point for take off but DCS did not like that. What should be a simple change in starting position will sometime change the taxi order of other planes. If anyone knows why this is please PM me. Helicopter and landing/parking need to be rechecked. I had them working at one point but that was a few updates ago. NOTE, I have no idea where I left off with on the landing/parking side of things. But there should be spots for a few aircraft. I do recall Joey had the elevator working but I don't think I did much with the landing because I was in a state shock and amazement at Joey's skill in getting the elevator and lower deck parking to work I will continue to refine this and post any progress. Updated runway luas will soon be available for most carriers , I think. Focusing on the Cold War era for use with the new Kola map at the moment. Please PM me with any issues CentaurClass_1981RunwaysAndRoutes.lua Edited May 8 by Beldin 4 2 Link to comment Share on other sites More sharing options...
andyc Posted May 8 Share Posted May 8 19 hours ago, Beldin said: Updated runway lua for Hermes. Using both runway and spawn points she can launch up to 24 Harriers. Smaller groups of 4, 8, 12 and 20 should work as well. Known Issues. Only tested with AI units When using runway spots you must reset the aircraft's take off order. The default 1,3,2,4 does not work. Note you can reverse the take off order for runway start planes to make them "static" for pictures/videos A few minor unnatural taxi movements as the plane sometimes "slides" into final take off position. "Dangerous" aircraft spacing at times. There should be no collisions but at one point a plane rear ended another, lost it's nose cone, yet both planes still took off. I wish I saved that one. Take off order and starting point for some planes is a bit strange. I wanted to give each plane the rear most runway point for take off but DCS did not like that. What should be a simple change in starting position will sometime change the taxi order of other planes. If anyone knows why this is please PM me. Helicopter and landing/parking need to be rechecked. I had them working at one point but that was a few updates ago. I will continue to refine this and post any progress. Updated runway luas will soon be available for most carriers , I think. Focusing on the Cold War era for use with the new Kola map at the moment. Please PM me with any issues CentaurClass_1981RunwaysAndRoutes.lua 11.31 kB · 7 downloads @Beldin what do you mean by "When using runway spots you must reset the aircraft's take off order." - How exactly do you do that ? Also as you have worked your magic on this - I don't suppose you fancy taking a look at @T-Pap 's HMS Illustrious - AI aircraft seem to all select the same take off spot when selecting 1/2/3/4 as start point - or at least 2 of them do. When taxi'ng the left undercarriage wheel on harrier hangs off the port side of the runway Link to comment Share on other sites More sharing options...
Beldin Posted May 8 Share Posted May 8 1 hour ago, andyc said: what do you mean by "When using runway spots you must reset the aircraft's take off order." - How exactly do you do that ? In ME when planes are assigned to runway start you should see a number (I think it's called parking spot). DCS seems to treat all carriers like Nimitz as the take off assignment for runway starts is 1,3,2,4. based on the Nimitz's catapults. But on other carriers like Tarawa and Invincible (and mods) this causes problems. Plane "1" takes off fine but then plane "2" is stuck behind plane 3. The only carriers that don't have this issues are the ones that only have 2 "runway" spots . In that case DCS will default to 1 and 2. But that only works with 2 planes groups. I can't remember what happens if you assign a 4 plane group to a carrier with only 2 catapults/runway spots. I do have an updated runway lua for the stock Invincible with 12 spots total (4 runway/8parked) . I should be able to port that over to T-Pap's Illustrious. I hope to post updated runway luas for most of the mod and stock carriers by this weekend in a new thread so keep your eyes on the forum. 2 Link to comment Share on other sites More sharing options...
andyc Posted May 9 Share Posted May 9 20 hours ago, Beldin said: In ME when planes are assigned to runway start you should see a number (I think it's called parking spot). DCS seems to treat all carriers like Nimitz as the take off assignment for runway starts is 1,3,2,4. based on the Nimitz's catapults. But on other carriers like Tarawa and Invincible (and mods) this causes problems. Plane "1" takes off fine but then plane "2" is stuck behind plane 3. The only carriers that don't have this issues are the ones that only have 2 "runway" spots . In that case DCS will default to 1 and 2. But that only works with 2 planes groups. I can't remember what happens if you assign a 4 plane group to a carrier with only 2 catapults/runway spots. I do have an updated runway lua for the stock Invincible with 12 spots total (4 runway/8parked) . I should be able to port that over to T-Pap's Illustrious. I hope to post updated runway luas for most of the mod and stock carriers by this weekend in a new thread so keep your eyes on the forum. ok so thanks for the explanation - is there any way round the problem when placing planes ? and thanks for the update in the lua's... Link to comment Share on other sites More sharing options...
Richard Dastardly Posted May 24 Share Posted May 24 (edited) Did we ever get to the bottom of these? I notice it's a long running thing that nobody seems too concerned about ( it also happens with other mods ) 2024-05-24 14:07:43.460 ERROR Scripting (Main): plugin: HMS Hermes 1969 by Joey45 unit replace HERMES69 not allowed 2024-05-24 14:07:43.466 ERROR Scripting (Main): plugin: HMS Hermes R12 by Joey45 unit replace HERMES73 not allowed 2024-05-24 14:07:43.466 ERROR Scripting (Main): plugin: HMS Hermes R12 by Joey45 unit replace HERMES81 not allowed The carrier seems to be functional, just wondering if it should be *more* functional somehow. I did go through all the lua I could find, the only reference to the unit names in all-caps I could see was the liveries. Thanks for keeping this going, btw! The tower seems to come up very bright on my system - at first I thought it wasn't actually being textured but apparently it is. Can anyone recommend a pack of deck vehicles btw? I've got the Forrestal & Supercarrier ones but the latter are a bit large & even the Forrestal ones don't really seem to fit that well. Also - did these have landing radio guidance similar to ICLS at any point? even frigates have radio GS guidance for helicopters, I'd be a bit surprised if a carrier was stuck with just TACAN. Edited May 24 by Richard Dastardly Most Wanted: the angry Naval Lynx | Seafire | Buccaneer | Hawker Hunter | Hawker Tempest/Sea Fury | Su-17/22 | rough strip rearming / construction Link to comment Share on other sites More sharing options...
joey45 Posted May 24 Author Share Posted May 24 I still need to sort out the textures on the super structure then the hull and remake the boats while sorting out everything else. The only other guidance she had was the H.A,P.I system which, I was told by the crew, worked on pixy dust. regarding the error messages.... Beats the hell out of me. 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 Link to comment Share on other sites More sharing options...
andyc Posted May 24 Share Posted May 24 2 hours ago, joey45 said: I still need to sort out the textures on the super structure then the hull and remake the boats while sorting out everything else. The only other guidance she had was the H.A,P.I system which, I was told by the crew, worked on pixy dust. regarding the error messages.... Beats the hell out of me. thats not the only mod creating those error messages - and infact when i saw them the other day - (after dcs update) I thought they might been reason why it was crashing on start until i saw the messages about the uh60l armed version issues... Anyway I've seen it with @T-Pap QE2 and his HMS illustrious as well as @Admiral189 HMS_Support_craft mod all doing it as well as Joey's Hermes mod 1 Link to comment Share on other sites More sharing options...
Richard Dastardly Posted May 24 Share Posted May 24 Centaur seems to have been fitted with what I presume was rather optimistically called a blind-landing radar at some point, but this seems like a rabbit hole I don't have time to devote to falling down at the moment. I guess being talked back also worked. Seeing a pic of a US F-4 on Hermes was an eye opener, I bet that crew held their breath when they were launched off again... Most Wanted: the angry Naval Lynx | Seafire | Buccaneer | Hawker Hunter | Hawker Tempest/Sea Fury | Su-17/22 | rough strip rearming / construction Link to comment Share on other sites More sharing options...
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