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ADMIRAL189'S CORNER - INCOMING SHIP MODELS


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Posted

Hello Xerad,

Thanks, I will download both mods to see if my Virus software picks up any viruses. Have the virus software on your PC check the mods for viruses because browsers sometimes throw off false positives.  You are the first to report any viruses on the mods. Both have been released for some time now. Thanks.

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Posted (edited)

Good Evening everyone. 

I have released the Iranian Frigate IRIS Alvand with liveries of the IRIS Alborz (72) & IRIS Sabalan (73).  The flight deck area is too small to land a helicopter unless you land sideways but it will be a tight fit. I think it was placed on the ships for cargo drops. 

The Alvand classor Saam classwas originally a class of four frigates built for the Imperial Iranian Navy. They were renamed after the Iranian Revolution and served in the Islamic Republic of Iran Navy during the Iran-Iraq War. Three still remain in service. A fourth was sunk by the U.S. Navy in 1988 during Operation Praying Mantis on 18 April 1988.   

Located by two American A-6E Intruders of Attack Squadron VA-95 steaming roughly 16 kilometers (10 mi) southwest of Larak Island, she was hit by two Harpoon missiles and four AGM-123 Skipper II laser-guided missiles. A pair of Rockeye cluster bombs from the aircraft and a single Harpoon from the destroyerUSS Joseph Straussfinished the destruction of the ship.  

Thank you all for your patience. Please notify me if you have any major technical issues. Enjoy!

IRIS-Alvand-Frigate.png

 

Edited by Admiral189
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  • Thanks 5
Posted (edited)

There's an error in "\Alvand_Class_Frigate\Database\Navy\IRIS_Alvand.lua":

2024-04-19 23:16:32.144 ALERT   Scripting (Main): loadfile: [string "\DCS\Mods/tech/Alvand_Class_Frigate/D..."]:272: '}' expected (to close '{' at line 268) near '0000'

 Line 272 of that file is 

distanceMax = 15 0000,

Should be 

distanceMax = 150000,

Thank you so much 🙂 

image.png

Edited by mmarques
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Posted

Thanks, Mmarques, you have eagle eyes, my friend. I will scour the code and send out an update. The mod still appears in-game correct? It's the same mod I'm playing with in DCS.

 

 

  • Like 3
Posted
15 hours ago, Admiral189 said:

Good Evening everyone. 

I have released the Iranian Frigate IRIS Alvand with liveries of the IRIS Alborz (72) & IRIS Sabalan (73).  The flight deck area is too small to land a helicopter unless you land sideways but it will be a tight fit. I think it was placed on the ships for cargo drops. 

The Alvand classor Saam classwas originally a class of four frigates built for the Imperial Iranian Navy. They were renamed after the Iranian Revolution and served in the Islamic Republic of Iran Navy during the Iran-Iraq War. Three still remain in service. A fourth was sunk by the U.S. Navy in 1988 during Operation Praying Mantis on 18 April 1988.   

Located by two American A-6E Intruders of Attack Squadron VA-95 steaming roughly 16 kilometers (10 mi) southwest of Larak Island, she was hit by two Harpoon missiles and four AGM-123 Skipper II laser-guided missiles. A pair of Rockeye cluster bombs from the aircraft and a single Harpoon from the destroyerUSS Joseph Straussfinished the destruction of the ship.  

Thank you all for your patience. Please notify me if you have any major technical issues. Enjoy!

IRIS-Alvand-Frigate.png

 

 

Thank you very much for your work and dedication. 

  • Like 1
Posted

You are very welcome HighMaintenanceB. I really appreciate it. It keeps me going. Thanks.

Last night I spent some time in Substance Painter playing with textures on the Italian Frigate Comandante Cigala Fulgosi. Rust and weathering will be added later. I'm just trying to figure out which textures work best on the model. I think I have ironed out the best Hull and deck textures. WIP!!

As mentioned before. I will not set a release date. Stay tuned. Thank you all. 

Screenshot-04-20-2024-10-29-42.png

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Screenshot-04-20-2024-10-34-16.png

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Posted

HI Admiral, 

                             Thanks for the Iranian vessel, bet I'll get blasted before I can hit it, but worth a few tries.

Not exactly and advert for joining the navy in that area though is it. That's quite a lot of assest that went their way. I could understand putting to sea, as part of a large patrol....more targets, some might get home. But on it's own, with the U.S. Navy and Carrier support in the area, bit if a one way trip. Nice model, thank you.

Posted

Hey Flyingscotsmans, thanks i appreciate it. I'm happy to know most of you are still interested in my AI DCS Ship mods I put out.

the Iranian warship doesn't have any surface-to-air missiles but if get close enough the guns will take you out. She's a sitting duck when it comes to anti-ship missiles. 

So progress on the Italian Frigate is coming along well. However, it has come to my immediate attention that the USS Forrestal Battle Group has a lack of Warships to defend her. I will fix that. First up will be the USS Virginia Class.  I will work on her as I'm working on the other mods. She will be released in the immediate future. 

Screenshot-04-21-2024-09-55-44.png

 

 

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Posted

Good the Virginia CGN, will you have the Belknap and Farragut soon ?

Question: why on the MP servers I dont see none of your scorts with the Carriers ? Only use to appear Ticos, Burkes and Perrys

Posted (edited)
12 hours ago, toni said:

Good the Virginia CGN, will you have the Belknap and Farragut soon ?

Question: why on the MP servers I dont see none of your scorts with the Carriers ? Only use to appear Ticos, Burkes and Perrys

MP servers require the server and all users to install mods for them to be seen. Most don’t because want to keep the client check active. However, a lot of virtual squadrons such as ours (vVF-142) use Admirals assets to help make the Cold War feel a little hotter. 

Edited by roobarbjapan

vCVW-10 - Now Recruiting - JST

Posted

Hey Toni, I have a model of the USS Belknap but unfortunately, I can't release it. The original artists asked me not to share it. In short, it was stolen and sold online by someone.  There is another one sold online that is half-price right now. It's not great but it will due. I will send you the link for it if you like to acquire it. I will look at what work needs to be done to the  Farragut once I start working on the Virginia Class. 

Thanks, Roobarbjapan for answering Toni's question. Thanks.

 

 

  • Like 3
Posted
On 4/21/2024 at 9:02 AM, Admiral189 said:

However, it has come to my immediate attention that the USS Forrestal Battle Group has a lack of Warships to defend her. I will fix that.

That's awesome because while working on the carrier CVA-31 I recalled you had a few great mid 60s to early 70s warships (some are now in the yard). But I dug through my mod archive and came up with a couple pics.

Here's CGN-25 Bainbridge and FF-1079 Bowen with CVA-14 and CVA-34 and their Allen M. Sumner-class destroyers while getting resupplied from USS Sacramento.

Carriers and Sumner-class destroyer (USS Maddox) are from the Vietnam War Vessels Mod.

So yes the more escort options the better. 👍 And many thanks in advance🫡

I'm going to try and do a few liveries for the USS Bowen as she's a Knox class so there are plenty of options but USS Bainbridge was the only ship of her class so no livery options there.

 

Screen_240422_174027.jpg

Screen_240422_174056.jpg

  • Like 5
Posted

Thanks, Beldin for your great photos. I was looking at the USS Bowen the other day. She needs to be reworked. 

Yep, older ships are coming. I didn't know much about texturing when I released the older vessels like the Bowen and Bainbridge. I will add Bowen to my Shipyard list to be worked on.  I improve the textures.

Every day I practice texturing ships in Substance Painter to stay busy. I've found that texturing ships in SP reduces the time it takes to create ship mods. However, I need to work on reducing the number of objects that need texturing because the more objects the more textures. At least 6 textures per object. It adds up after a while. Last night I worked on the USS Farragut. Just practice.

With that said. I need to fix the amount of objects being textured before releasing the Italian ships. 

*** On another note I will be away from PC from now until Apr 29th. So I will not be responding to any comments for a few days. Thank you all for your continued interest in the AI Ship mods.***

Screenshot-04-23-2024-08-49-28.png

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Posted
2024/4/23 PM10点37分,Admiral189说:

谢谢,Beldin的精彩照片。前几天我在看鲍文号航空母舰。她需要重新设计。

是的,老船来了。当我发布像 Bowen 和 Bainbridge 这样的旧船时,我对纹理知之甚少。我会将 Bowen 添加到我的造船厂列表中进行处理。我改进了纹理。

每天我都在 Substance Painter 中练习对船只进行纹理处理以保持忙碌。我发现在 SP 中对飞船进行纹理处理可以减少创建飞船模组所需的时间。但是,我需要努力减少需要纹理的对象数量,因为对象越多,纹理就越多。每个对象至少 6 个纹理。过了一会儿就加起来了。昨晚我在法拉格特号航空母舰上工作。只是练习。

话虽如此。在释放意大利船只之前,我需要修复被纹理化的对象数量。

另一方面,从现在到4月29日,我将离开PC。因此,我几天内不会回复任何评论。感谢大家一直以来对 AI Ship 模组的关注。

Screenshot-04-23-2024-08-49-28.png

液化天然气船似乎无法移动,我设定了航向和速度,但液化天然气船仍然只停在原地,叛军船奥斯卡似乎无法被击中,所有导弹和机枪都穿过了船。你能检查这个问题吗?

Posted

Hey, I love you, you have to make sure the ship is in Deepwater or it will not move.  I didn't create a collision model for the Rebel ship. I will create one for it. No worries. 

All I'm back and back to work. I enjoyed some quality time with the family. 

 

  • Like 9
Posted (edited)
1 hour ago, andyc said:

@Admiral189 Your HMS Albion mod - looks like AI helicopters won't land on it. They come along side and hover next to it but won't land... 

Works perfectly here.  I need to correct the landing spots if I can work out how to do it - it's landing on the wrong side of the flight deck. !!

Screen-240503-150840.png

Edited by crazyeddie
Posted
2 hours ago, crazyeddie said:

I need to correct the landing spots if I can work out how to do it - it's landing on the wrong side of the flight deck. !!

I can take a look at the landing spot(s) tonight when I get home👍

Posted

HMS Albion's sea whiz is a lot more deadly than I think they should be can't get within 5 miles of her or she puts a hurt on you they tell the type 42's yeah go ahead stay in port we got this lol 🤣

Posted (edited)
11 hours ago, crazyeddie said:
12 hours ago, andyc said:

@Admiral189 Your HMS Albion mod - looks like AI helicopters won't land on it. They come along side and hover next to it but won't land... 

Works perfectly here.  I need to correct the landing spots if I can work out how to do it - it's landing on the wrong side of the flight deck. !!

Give these spawn/landing points for Albion

It was hard to find many pictures with helicopters on the deck. And while I initially matched one of the pictures I had to adjust the spacing for the larger helicopters because the the way they take off and land. I tested with the stock/ED CH-47 and one of the Merlin mods. Spawn/landing height looked good with the CH-47 but I had to adjust the gear height of the Merlin to make it spawn correctly. So there maybe issues depending on the mod(s) you try.

Landing spot seems to depend on the mod as well. The CH-47s landed in the same spots they took off from but the Merlin's swapped take off and landing spots🤷‍♂️

Back up your ship lua and then replace these lines of code

GT.RunWays =
{
    -- landing strip definition (first in table)
    --  VppStartPoint;            azimuth (degree}   Length_Vpp;     Width_Vpp;
    {{-40.0, deck_level_f,   -11.25},         0.0,             5.0,          14.0,         
    -- alsArgument, lowGlidePath, slightlyLowGlidePath, onLowerGlidePath, onUpperGlidePath, slightlyHighGlidePath, highGlidePath
       0,             2.5,              2.8,               3.0,               3.0,                 3.2,               3.5 },
    -- runways
    {{-40.0, deck_level_f,   -11.25},      0.0,             5.0,          14.0,         0, 2.5, 2.8, 3.0, 3.0, 3.2, 3.5},
    {{-74.75, deck_level_r,  -11.25},      0.0,             5.0,          14.0,         0, 2.5, 2.8, 3.0, 3.0, 3.2, 3.5},
    --{{-74.75, deck_level_r,   11.25},      0.0,             5.0,          14.0,         0, 2.5, 2.8, 3.0, 3.0, 3.2, 3.5},
    };
GT.RunWays.RunwaysNumber = #GT.RunWays

GT.TaxiRoutes =
{
    -- taxi routes and parking spots
    --    {x, y, z},  direction
}
GT.TaxiRoutes.RoutesNumber = #GT.TaxiRoutes


GT.HelicopterSpawnTerminal =
{
    -- taxi routes and parking spots in LCS
    --    {x, y, z},  direction
    {
        TerminalIdx = 1, Points =
        { -- 1 spawn spot
                    {{-42.5, deck_level_f,    -7.00},   0.0},
            
        }
    },
    {
        TerminalIdx = 2, Points =
        { -- 2 spawn spot
                    {{-75.5, deck_level_r,   -7.00},   0.0},
            
        }
    },
 
}
GT.HelicopterSpawnTerminal.TerminalNumber = #GT.HelicopterSpawnTerminal

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L14-HMS-Albion-094.jpg

CH-47 L-14.jpg

Screen_240503_192420.jpg

Edited by Beldin
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