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HMS Hermes R12 Released V2.5


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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.

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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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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:

 

3yRzknG.jpg

 

GWoK7Ml.jpg

 

GbyLRf7.jpg

 

nWT2b38.jpg

 

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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..

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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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  • 4 weeks later...

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!


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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!



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The only mods I have are:

A-4E
476th range targets
AU Daring class destroyers.
HMAS Melbourne
DCE
Hermes69
HermesR12

I'll go through a process of elimination.


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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..


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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

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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
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).
57c8c1047ad383ecc0b3a1c3dee6892f.jpg

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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).
57c8c1047ad383ecc0b3a1c3dee6892f.jpg

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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!

image.png

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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!
image.png.45ce3f6056d3db07019f465502cc5f95.png
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!



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Posted (edited)

Don’t even think of that…

 

glad it’s all sorted.


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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  • 1 month later...

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.

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[sIGPIC]picture.php?albumid=1526&pictureid=9861[/sIGPIC]

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Posted (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

 

Screen_240507_183033.jpg

CentaurClass_1981RunwaysAndRoutes.lua


Edited by Beldin
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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

 

Screen_240507_183033.jpg

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

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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.

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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...

 

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