rato65 Posted September 26, 2023 Posted September 26, 2023 Hi Admiral, first to say - many thanks for your incredible work, absolutely outstanding in my eyes. Thank you so much that we just can use it for free. You may want to know a little issue with the Oak Hill: I downloaded it from your website yesterday and tried to do landing with the Huey, and sling loading ops. As soon as I hover above the main deck frame rates drop to < 10 per second. I checked with other ships and thats fine. I do not know if others have observed this or if it is my setup only. Again, thanks and cheers, rato 1
flag02004 Posted September 29, 2023 Posted September 29, 2023 (edited) Hi every one, here another batch of updated "wake files" from Admiral189's works: Madrid_Maersk.lods.ship_wake Allure of the Seas.lods.ship_wake CMA_CGM_Jacques_Saade.lods.ship_wake CPL_Shipping_Line.lods.ship_wake EVER_APEX.lods.ship_wake Feeder_Ship.lods.ship_wake LNG_Tanker.lods.ship_wake LNG_Tanker_Mozah.lods.ship_wake CMA_CGM_Benjamin.lods.ship_wake CSCL_Star_Shipping.lods.ship_wake For this last one, i needed to rename some files of the "shapes" folder and you will need also to replace this file CSCL_Star_Shipping.lods As I was working on them, i found 2 problems, first on "the Allure of the Seas" mod, the center of the ship is not aligned with the wake file: Second, on the "MS CSCL star Shipping" mod, there are lights in the water on the right side of the ship about 500 m: CPL_Shipping_Line.lods.ship_wake Edited September 29, 2023 by flag02004 3 4
Admiral189 Posted September 30, 2023 Author Posted September 30, 2023 (edited) Hey Guys, Thanks for the feedback. As mentioned after my next release I will be working backward to correct a a few issues with some of the AI Ship mods. To include FPS drop on the USS Oak Hill, Blue Ridge, and San Antonio. I will add Allure and CPL Shipping to the list plus many others. It's known that the FPS drop is due to the Collision model created for the USS Oak Hill which I will replace. My Shipyard will be busy. I forgot to mention. Thank you, Flag02004 for sharing the wake files with the community. I really appreciate it. I've found the wake files don't look good on the smaller Corvette size vessels. Project 205 Moskit OSA 1 and OSA 2 are next to be released. Still a WIP! Edited September 30, 2023 by Admiral189 18 3
chen Posted October 1, 2023 Posted October 1, 2023 @Admiral189 : this fast missile boat is my love ,expect to see it ,thank you very much !
Admiral189 Posted October 1, 2023 Author Posted October 1, 2023 Thanks, Chen, you will be seeing them soon. 2
Oban Posted October 2, 2023 Posted October 2, 2023 I just use the arleigh burke wakes on my coastal (small) ships, as the High Speed default ( La Combattante) is hideous ! AMD Ryzen 9 7845HX with Radeon Graphics 3.00 GHz 32 GB RAM 2 TB SSD RTX 4070 8GB Windows 11 64 bit
flag02004 Posted October 3, 2023 Posted October 3, 2023 2 hours ago, Oban said: I just use the arleigh burke wakes on my coastal (small) ships, as the High Speed default ( La Combattante) is hideous ! you need to try using the "Molnya" wake file instead, and tweak it to feet your ship... 1
crazyeddie Posted October 3, 2023 Posted October 3, 2023 You can adjust these wake files a little, there are 2 settings you could tweek to fit the craft your using. presetId = "ships_name" shipWakeSize = {0, 0} -- these 2 You have to get the bow and wake in the ships lua right first then play around with it from there. I dont like or use the wake effect personally (too many straight lines in the water for me) so I'm not sure what those 2 values are, but play with it, that's how I would work it out. 1
Oban Posted October 3, 2023 Posted October 3, 2023 5 hours ago, crazyeddie said: You can adjust these wake files a little, there are 2 settings you could tweek to fit the craft your using. presetId = "ships_name" shipWakeSize = {0, 0} -- these 2 You have to get the bow and wake in the ships lua right first then play around with it from there. I dont like or use the wake effect personally (too many straight lines in the water for me) so I'm not sure what those 2 values are, but play with it, that's how I would work it out. The two values, as far as I can gather are length (from fulcrum point) and width (props) AMD Ryzen 9 7845HX with Radeon Graphics 3.00 GHz 32 GB RAM 2 TB SSD RTX 4070 8GB Windows 11 64 bit
Admiral189 Posted October 4, 2023 Author Posted October 4, 2023 Thanks Guys for assisting Oban. OSA One and OSA Two twins are both in DCS. Making final adjustments. 12 2
tripod3 Posted October 10, 2023 Posted October 10, 2023 How are you, share the difficulties you have when completing this mod 1 Mr. Croco
Admiral189 Posted October 12, 2023 Author Posted October 12, 2023 Hey Tripod3. Thanks for asking. Sorry i been absent guys. I had a back procedure this past weekend so i have been down a bit. Next month i will go in for another back procedure in the hopes of getting some relief. Pain can get the best of you if you let it. So 3D Modding for DCS. One thing about 3d modeling. You HAVE TOO be able to concentrate on the model your working on. Any distractions will slow you down and take away your interest in modeling. It's not always easy to create models when your being nagged by pain so i do what i can when i can. The OSA Missile Boats are complete with the exception of livery flags for the countries that operate them. The OSA Boats are simple mods. Nothing really technical about about them other than declaring the Styx Missiles for it which I have the hang of now. The reason I have been slow to push out more mods is because I have been spending a lot of time in Substance Painter trying to create better textures for the mods. One thing about SP is you can create different textures and save them for future use and or use the textures that are provided. So i can use one texture set for the ships hulls and use it on all the AI Ship mods. The good thing is you can go back and tweak as needed. Below is an example of what can be accomplished in Substance Painter. Eventually i will get the hang of it. One main thing about modeling is being able to understand 3DS Max and Blender. I always use 3DS Max. I'm currently using 3ds Max 2023 at the moment. I learned Max on my own along with help from other modders which is how i got started and i'm still learning. Youtube can be your best friend when it comes to 3d moddling. So with regard to creating mods for DCS. There are a few things that are time consuming when it comes to creating AI Ship Mods for DCS. 1. Animating - Animating Missile cell hatches and weapons will take time and its one thing you have be motivated to do. It can take hours and hours to animate your mod for DCS. Its one thing you have to be focused on. 2. Textures - Creating texture are easy if you just want to apply textures to mod and release it which is what i have been doing but i want to change that. That's why i've taken the time to learn Substance Painter. However, texturing can take a lot of time because you want to make sure the textures are at least presentable. 3. Coding - Coding is the most important part of creating mods. No matter how long it takes to animate a mod for gaming. If the mod isn't coded properly for weapons, props, radars and so forth the mod will not work properly. Coding takes time because you have to make sure the codes are 100% correct otherwise the mod won't appear in DCS or your animations won't work properly. 4. Testing - The DCS Game Engine will determine whether your coding is scripted properly. If it isn't DCS Game Engine will let you know right away something is wrong. I spend hours and hours in and out of DCS to make sure the mod is operating properly. No matter how good you are at moddling you will always miss something. That's why i always send the mods out for another opinion. 4 eyes is always better than two. These are just some of things you have to do to successfully create a mod for DCS. This is the reason ED has a team to create their mods. If i'm focused and motivated to create a mod. I can easily create a mod in three weeks or less. It's not hard anymore but as mentioned you have to be motivated. Have to be. Sometimes it gets frustrating when you can't get something to work properly but no matter what I always solve the issue. I hope this gives you all a somewhat clear picture of what it takes to create 3D Mods for DCS and the time it takes to create them. I do want to thank you all for your interest in the mods otherwise I probably would have stopped releasing them. I still have a lot of mods to release and that includes ai aircraft and armored vehicles as well. If you all have any questions about modding just shoot me a PM and i will get back to you. Stay tuned i will be releasing the OSA Boats by the weekend. Thanks again! 9 2
flyingscotsman Posted October 12, 2023 Posted October 12, 2023 Hi Admiral 189, Best of luck with the back procedure, mind and rest it if needed after and don't spend too long in front of the PC, I too have back/knee problems, have to ration my time at the PC or I get 'stuck' and can't unbend to easily, Hope it goes swimmingly and we will just have to wait it out if needed ok 1
Admiral189 Posted October 12, 2023 Author Posted October 12, 2023 Thanks, FlyingscotsMan. I know the feeling. I can't sit, stand or even drive for extended lengths of time. My back usually tells me when enough is enough and believe me i listen. After I release the OSAs I will rest. Sometimes it's hard to pull away from what you love doing though. 6
ANDR0ID Posted October 12, 2023 Posted October 12, 2023 @Admiral189 Thanks for the great work. I especially appreciate you showing the USCG some love. I finally had the chance to use USCGC BERTHOLF in game and three recommended improvements came to mind. 1) The US and USCG flags appear upside down/reversed. 2) The USCG flag used is not the USCG Ensign typically flown by USCG Cutters underway. () 3) BERTHOLF did not have the helicopter line up line on the aft superstructure... would be nice for helicopter evolutions. Photo to illustrate attached. Finally, I'm curious if you have plans to add a USCG Sentinel Class WPC in the future? Perhaps in the expeditionary configuration for FIFTH Fleet with the additional .50 cals and MK-19? Thanks again for sharing your work & good luck with your upcoming procedure. Link to my Mods (Armed Blackhawk, Kiowa Weapons Pack, A-29B Extra Weapons, UH/MH-60 Liveries, etc)
HighMaintenanceB Posted October 13, 2023 Posted October 13, 2023 2 hours ago, Admiral189 said: Thanks, FlyingscotsMan. I know the feeling. I can't sit, stand or even drive for extended lengths of time. My back usually tells me when enough is enough and believe me i listen. After I release the OSAs I will rest. Sometimes it's hard to pull away from what you love doing though. Hey Admiral, you go and take it easy - get well soon, and best of luck with everything. 2
pepin1234 Posted October 13, 2023 Posted October 13, 2023 The OSA have manpads air defense? [sIGPIC][/sIGPIC]
Admiral189 Posted October 13, 2023 Author Posted October 13, 2023 Hello Android, as mentioned after the release of the OSA Missile Boats I will be working backward to repair and or update a lot of the older mods as their weapons are out of date. It will take some time but I will do what I can. After a certain update a while back it seemed like the flags on all the ships flipped upside down. You can try flipping the flag in Paint and in some cases, it will fix it. And yes, I have the USCG Sentinel Class WPC in my inventory and will be released at some point. I really like the smaller coastal patrol boats. I will make note of your observations. I will reach out to you when i do update the USCG Vessels. Thanks. Thanks, HighMaintenanceB, I appreciate it. You know being a Navy Vet we all feel like there's nothing we can't accomplish or achieve but sometimes I think we all push ourselves a bit too far. I know my limits though and yes I really need to rest. Something I don't get enough of. Hello Pepin1234 it appears OSA Two has a Manpad launcher. I'm trying to incorporate it now but not sure it will be working on release. It will be added though. It will not be a soldier for the moment. The SS-N-2 Styx Missile is very powerful in DCS. It sunk an aircraft carrier with one hit. If they get within a couple of hundred feet of any ship. That ship will be sunk. The RIM Launchers appear to be more effective at close range than the other weapons in DCS and that includes the CIWS. The OSA CIWS works very well also. The Carrier weapons need some serious updating as they are weak at the moment. I guess that will be up to us to do it though. Thanks all for your feedback. I appreciate it. 15 1
Hawkeye60 Posted October 13, 2023 Posted October 13, 2023 Just WOW @Admiral189 These look outstanding! Looking forward to release! 1 "Yeah, and though I work in the valley of Death, I will fear no Evil. For where there is one, there is always three. I preparest my aircraft to receive the Iron that will be delivered in the presence of my enemies. Thy ALCM and JDAM they comfort me. Power was given unto the aircrew to make peace upon the world by way of the sword. And when the call went out, Behold the "Sword of Stealth". And his name was Death. And Hell followed him. For the day of wrath has come and no mercy shall be given."
Admiral189 Posted October 17, 2023 Author Posted October 17, 2023 Thanks Tromp. Since releasing that post i have slowed down a bit. Still modeling just not a mach speed anymore. The OSA Missile Boat AI Boat mods are complete. I will release them soon so i can move on to repairing the older ships in the Shipyard. This will be BETA release until i can declare the proper script for the SA-N-5 Grail and add hull numbers. Below are the countries currently operating the OSA Missile Boats. Whether they are in operation i'm not sure. Each OSA Mod has livery flags for each country. Weapons: 2x AK230s 30 mm CIWS along with 4x Styx Anti-Ship Missile Launchers. I installed a Manpad Launcher onboard OSA Two but i'm currently using a RIM Script to launch the SA-N-5 Grail Missile until i can declare the proper script for it. DCS has a way of not liking the names we use for the missiles we declare. No matter what i tried it didn't work. The Missile has the proper specs for the SA-N-5 though. OSA One -- GT.Countries = {"China", "Egypt", "India", "Germany", "North Korea", "Poland", "Romania", "Syria", "Yugoslavia", "USSR", "Russia", }; OSA Two -- GT.Countries = {"Algeria", "Bulgaria", "Egypt", "Cuba", "Finland", "India", "Iraq", "Libya", "Russia", "USSR", "Syria", "Vietnam", "Yemen",}; Stay Tuned, Admiral189 9 4
HighMaintenanceB Posted October 17, 2023 Posted October 17, 2023 4 hours ago, Admiral189 said: Thanks Tromp. Since releasing that post i have slowed down a bit. Still modeling just not a mach speed anymore. The OSA Missile Boat AI Boat mods are complete. I will release them soon so i can move on to repairing the older ships in the Shipyard. This will be BETA release until i can declare the proper script for the SA-N-5 Grail and add hull numbers. Below are the countries currently operating the OSA Missile Boats. Whether they are in operation i'm not sure. Each OSA Mod has livery flags for each country. Weapons: 2x AK230s 30 mm CIWS along with 4x Styx Anti-Ship Missile Launchers. I installed a Manpad Launcher onboard OSA Two but i'm currently using a RIM Script to launch the SA-N-5 Grail Missile until i can declare the proper script for it. DCS has a way of not liking the names we use for the missiles we declare. No matter what i tried it didn't work. The Missile has the proper specs for the SA-N-5 though. OSA One -- GT.Countries = {"China", "Egypt", "India", "Germany", "North Korea", "Poland", "Romania", "Syria", "Yugoslavia", "USSR", "Russia", }; OSA Two -- GT.Countries = {"Algeria", "Bulgaria", "Egypt", "Cuba", "Finland", "India", "Iraq", "Libya", "Russia", "USSR", "Syria", "Vietnam", "Yemen",}; Stay Tuned, Admiral189 We look forward to seeing more of this interesting little number, but in the meantime, take it easy and get well soon. 1
chen Posted October 18, 2023 Posted October 18, 2023 Hi,I'm glad to see you are well ,we are all worried about your health ! 2
Freddie Posted October 18, 2023 Posted October 18, 2023 18 hours ago, Admiral189 said: OSA Two -- GT.Countries = {"Algeria", "Bulgaria", "Egypt", "Cuba", "Finland", "India", "Iraq", "Libya", "Russia", "USSR", "Syria", "Vietnam", "Yemen",}; There's a wrong ensign on the Russian boat. Today Russian Navy uses the blue St. Andrew's Cross on white background. On some photos the national colors can be seen on the naval ships, but those are hoisted only during shipbuilder's trials prior to commissioning. 2 Don't worry, I crash better than anyone I know! — Gene Ryack, 'Air America'
Admiral189 Posted October 18, 2023 Author Posted October 18, 2023 Good Morning & Afternoon to you all. Thank you all for your concerns. I really appreciate it. Modeling is my medication so as long as i'm modeling i'm doing ok. Thanks again. Thanks Freddie. I wasn't aware of that. The Russian flag has been update. Thanks. The OSA Missile Boats has been released. Thanks to HawaiianRyan for providing the 3d model and Marroux for creating the Encyclopedia file & wake mod. Enjoy!! I disabled the Manpad surface to air missile launcher onboard OSA Two until i can declare a proper surface to air missile file. The Project 205 Moskit[(mosquito) more commonly known by their NATO Reporting Name Osa, are a class of missile boats developed for the Soviet Navy in the late 1950s. Until 1962 this was classified as a large torpedo boats. The Osa class is probably the most numerous class of missile boats ever built, with over 400 vessels constructed between 1960 and 1973 for both the Soviet Navy and for export to allied countries. Osa means wasp in Russian, but it is not an official name. The boats were designated as "large missile cutters" in the Soviet Navy. 8 9
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