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SUNTSAG - Lockdown Mods/Liveries Collection (New and Revised)


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Posted (edited)

@SUNTSAG

I´m testing your mods, V1 site and Chain Home Radar mod, but for the Chain Home i cant make it detect any enemy plane when im asking for Picture or Bogey Dope.

Could you be so kind to shate a mission template where the Radar Station already transmit enemy position?

I thought that just spawning enemy planes inside the detection zone should be enough but i cant make it work.

Edited by Esac_mirmidon

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Posted
1 hour ago, Esac_mirmidon said:

@SUNTSAG

I´m testing your mods, V1 site and Chain Home Radar mod, but for the Chain Home i cant make it detect any enemy plane when im asking for Picture or Bogey Dope.

Could you be so kind to shate a mission template where the Radar Station already transmit enemy position?

I thought that just spawning enemy planes inside the detection zone should be enough but i cant make it work.

Thanks for the heads up I will take a look at the issue with the radar. In the mean time I have removed the link post until rectified. Cheers.

 

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Posted

Maybe is not a bug and is a faulty edition by me. 

XDD

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  • 3 weeks later...
Posted (edited)

@SUNTSAGCould you be so kind to provide an example mission with the Chain Home Mod working as the last part of your video?

And also do you know the names of this EWRs to add to the ewrs.validSearchRadars?

EWR FuMg-401 Freya Lz

EWR FuSe-65 Wurzburg Riese

Thanks a lot.

PD: Also, where is the Mist 4.4.9.0 edited lua file? Is not inside the Mod package anywhere.

Edited by Esac_mirmidon
  • Like 1

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Posted

It seems is working with a stock Mist 4.4.9.0 anyway

  • Like 1

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Posted

As requested, here is a Normandy map based working example mission containing the Chain Home Radar mod.

I have also attached a new version of the original Chain Home script and associated sound files. It now includes the ability to have both Axis radar units (Würzburg and Freya) detect and display detection messages for allied aircraft.

Because the script was designed for allied use the measurements are set to imperial. Having said that, axis pilots can whilst in cockpit, adjust to a metric option if desired.

I can’t redistribute Mist 4.4.90 it’s not my work but it can be obtained via GitHub or from within this example mission.

ChainHome&LuftwaffeRadarScript.lua LUFT SCRIP TEST.miz

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Posted

Thanks a lot mate.

Your constant work with mission editor tutorials and files are awesome.

  • Like 2

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  • 1 month later...
Posted (edited)

The download lin

On 5/12/2020 at 8:25 AM, SUNTSAG said:

WW2 V-1 Launchable - WWI Assets Pack

 

WW2 V1 German Rocket Launcher makes the V-1 Missile Launchable in the WWII Assets pack, therefore YOU MUST OWN IT for it to work.

 

Once extracted simply place the folder in 😄 Saved Games/Mods/tech

 

Previous version stopped working on release of the last OpenBeta patch. Here is the fix with additional items:

 

DOWNLOAD LINK V1 Version 1.3

 

https://drive.google.com/file/d/1H_XLsK1D0vAcLMOubzftEYQHlOlbRUSE/view?usp=sharing

 

 

New WWII Mod for which the Asset Pack will be required. German 88mm Anti Tank Weapon, which is also CA compatible.

 

DOWNLOAD LINK AT88mm Version 1.0

 

https://drive.google.com/file/d/1isxIdUhJbOko1LnyIoGrY-UZmMf8YF3_/view?usp=sharing

 

The download link for the AT88mm is dead, and I didn't see another one in here. If there is, could you steer me to it? 

Appreciated

Edited by _Hoss

Sempre Fortis

Posted
7 minutes ago, AvgeekJoe said:

Where does one get such a template?

 

You could start by looking at those that have been shared by willing users:

 

https://www.digitalcombatsimulator.com/en/files/filter/type-is-static_template/sort-is-date_desc/apply/

 

another alternative is to build your own, here one author shows how he does it:

 

https://youtu.be/4hpKK_8Qec4?si=M685xQbpTaSm7v5g

 

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  • 4 months later...
Posted

Hello Suntsag,

may I offer some suggestions for your Modified Early Warning Radar Script, please?

1) Replace the UnitType with a UnitCategory, maybe?

For me it would enhance the fun and immersion not to know exactly what's up against me. Radar operators in WW2 were not able to detect the type of plane, too. Experienced operators were able to make an educated guess about the kind of contact looking at speed, height, shape of radar-return, reports about enemy tactics etc. So they were able to classify the incoming contacts into categories of small, medium or large aircraft.

To localize the content of the message-box using contemporary brevity-codes might add to immersion. Depending on the player it might add confusion first. For me it would add to immersion quite a lot. Presenting different in-game-boxes for Red and Blue pilots certainly enlarges the code - not sure it's worth the effort. Anyhow, I added suggestions for Red & Blue codes, too.


unitCategory for BothSides   Blue          Red

single engine  = Light     = Snapper     = Indianer
twin engines   = Medium    = (RAF-code?) = Auto
3 or 4-engines = Heavy     = (RAF-code?) = Möbelwagen
not in script  = Unknown   = Bogey       = Fragezeichen

Any UnitType missing (mods f.e.) per default is neutral, "unkown". But easily to add to the script using a table like this:

Spoiler

UnitType =              BothSides, Blue, Red

[ "A-20G"           ] = Medium, Medium, Auto
[ "B-17G"           ] = Heavy, Heavy, Möbelwagen
[ "Bf-109K-4"       ] = Light, Snapper, Indianer
[ "C-47"            ] = Medium, Medium, Auto
[ "F4U-1D"          ] = Light, Snapper, Indianer
[ "F4U-1D_CW"       ] = Light, Snapper, Indianer
[ "FW-190A8"        ] = Light, Snapper, Indianer
[ "FW-190D9"        ] = Light, Snapper, Indianer
[ "Ju-88A4"         ] = Medium, Medium, Auto
[ "MosquitoFBMkVI"  ] = Medium, Medium, Auto
[ "P-47D-30"        ] = Light, Snapper, Indianer
[ "P-47D-30BL1"     ] = Light, Snapper, Indianer
[ "P-47D-40"        ] = Light, Snapper, Indianer
[ "P-51D"           ] = Light, Snapper, Indianer
[ "P-51D-30-NA"     ] = Light, Snapper, Indianer
[ "SpitfireLFMkIX"  ] = Light, Snapper, Indianer
[ "SpitfireLFMkIXCW"] = Light, Snapper, Indianer
[ "TF-51D"          ] = Light, Snapper, Indianer
[ "B-26-mod f.e."   ] = Medium, Medium, Auto
 missing in table     = Unknown, Bogey, Fragezeichen

 

2) If there's an elegant way to group contacts flying together in a distance below 500 m without the script bringing the CPU to it's knees? In that case it would be elegant to further replace the UnitCategory with unitFormation. Even modern radars are not able to distinguish between a return from a large airliner or a close formation of 4 fighters. Same for the WW2-radar-operators. Looking at the details of a radar-return they often were able to distinguish between a single large contact and a few small planes in formation. But not much more and so the messages usually were not more detailed than codes for single, few and many.

UnitFormation =      BothSides     /     Blue             /     Red
single = 1   = (Light,Medium,Large)/(Snapper,Medium,Heavy)/(Indianer,Auto,Möbelwagen)
few    = 1-4 =         few         /     Few (RAF-code?)  / Welle
many   = >4  =         many        /     Many (RAF-code?) / Staubwolke


3) If you see the beauty of a localized message-box in game, too, here's a suggestion for the headers:

Spoiler

Suntsag
            friendlyTable[j].unitType = bogeyType
            friendlyTable[j].bearing = bearing
            friendlyTable[j].range = range
            friendlyTable[j].altitude = altitude
            friendlyTable[j].speed = speed
            friendlyTable[j].heading = heading
            
BLUE
            friendlyTable[j].unitType = Bandit
            friendlyTable[j].bearing = Vector
            friendlyTable[j].range = range (RAF-code?)
            friendlyTable[j].altitude = Angels (in 1000'th ft)
            friendlyTable[j].speed = speed (RAF-code?)
            friendlyTable[j].heading = heading (RAF-code?)

RED
            friendlyTable[j].unitType = Kurier
            friendlyTable[j].bearing = Postkutsche
            friendlyTable[j].range = Ente
            friendlyTable[j].altitude = Hanny (in 100'th m)
            friendlyTable[j].speed = Orkan
            friendlyTable[j].heading = Karuso
            

Nice source offering exhaustive details for the German fighters brevity code:
https://www.gyges.dk/Operational brevity code.htm
https://www.gyges.dk/Operatonal brevity code Ver 10_1.pdf

4) Within your script you asked for gaps in the 
ewrs.acCategories. I've added most WW2-planes, I-16 is missing.

Spoiler

ewrs.acCategories = { --Have I left anything out? Please let me know if I have
[ "Bf-109K-4"       ] = ewrs.FIGHTER ,
[ "F4U-1D"          ] = ewrs.FIGHTER ,
[ "F4U-1D_CW"       ] = ewrs.FIGHTER ,
[ "FW-190A8"        ] = ewrs.FIGHTER ,
[ "FW-190D9"        ] = ewrs.FIGHTER ,
[ "MosquitoFBMkVI"  ] = ewrs.ATTACK  ,
[ "P-47D-30"        ] = ewrs.FIGHTER ,
[ "P-47D-30BL1"     ] = ewrs.FIGHTER ,
[ "P-47D-40"        ] = ewrs.FIGHTER ,
[ "P-51D"           ] = ewrs.FIGHTER ,
[ "P-51D-30-NA"     ] = ewrs.FIGHTER ,
[ "SpitfireLFMkIX"  ] = ewrs.FIGHTER ,
[ "SpitfireLFMkIXCW"] = ewrs.FIGHTER ,
[ "TF-51D"          ] = ewrs.FIGHTER ,
[ "A-10A"          ] = ewrs.ATTACK  ,
[ "A-10C"          ] = ewrs.ATTACK  ,
[ "C-101EB"        ] = ewrs.ATTACK  ,
[ "F-15C"          ] = ewrs.FIGHTER ,
[ "F-86F Sabre"       ] = ewrs.FIGHTER ,
[ "Hawk"           ] = ewrs.ATTACK  ,
[ "L-39C"           ] = ewrs.ATTACK    ,
[ "L-39ZA"         ] = ewrs.ATTACK  ,
[ "MiG-15bis"      ] = ewrs.ATTACK  ,
[ "MiG-21Bis"      ] = ewrs.ATTACK  ,
[ "MiG-29A"           ] = ewrs.FIGHTER    ,
[ "MiG-29S"           ] = ewrs.FIGHTER    ,
[ "M-2000C"           ] = ewrs.FIGHTER    ,
[ "Su-25"          ] = ewrs.ATTACK    ,
[ "Su-25T"         ] = ewrs.ATTACK    ,
[ "Su-27"          ] = ewrs.FIGHTER    ,
[ "Su-33"           ] = ewrs.FIGHTER ,
[ "Ka-50"          ] = ewrs.HELO    ,
[ "Mi-8MT"         ] = ewrs.HELO    ,
[ "SA342M"           ] = ewrs.HELO    ,
[ "SA342L"           ] = ewrs.HELO    ,
[ "UH-1H"          ] = ewrs.HELO    ,

 

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