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ADMIRAL189'S CORNER - INCOMING SHIP MODELS


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Posted
15 hours ago, nosajthedevil said:

Thank you! I wonder what other assumptions I'm wrong about. Can you tell me what affect that parameter actually has though? Speed seemed more affected by the parameters in the boost and march sections, at least in the testing I did with this one missile.

Edit - I just lowered V_mid to 200 and it had no effect. Once the missile bled off the initial boost it eventually settled to just over 600 knots just like before. Looking through quaggle's data, some missiles like the Kh-65, don't have fm, march, or autopilot code sections. I wonder If a lot of those variables near the top like v_mid and V_min are remnants of an earlier or simpler missile flight model and are essentially overridden by the inclusion of the more detailed flight and engine models. That's my guess anyway. Long story short, based on all of this Admiral's recommendation to lower V_mid to 323.2 is probably correct but ultimately may not really matter if using the more advanced models.

 

Here some explanations for the different old and new parameters

Missiles parameters 2024-09-06 150060.png

a few month ago, with a new update from ED, some new parameters were introduced or activated (i don't know) and produced some strange trajectories for our missiles in the mods. Some missiles were affected in the HDS mod and i found a line called "model data" in the parameters and it had to be deactivated in order for the missile to act like before the update....

Missiles parameters 2024-09-06 150059.png

Here a more legible view of the new parameters (like me you will need a translator...)

Missiles parameters 2024-09-06 150061.png

I don't know if the new parameters are in addition to the old ones or simply are replacing them...

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Posted
On 9/5/2024 at 7:33 PM, damienntrix said:
i have a lot of work at the moment, but an update with removing some lua files and updating the armament and in progress!!!!!

 

27 minutes ago, flag02004 said:

Here some explanations for the different old and new parameters

Missiles parameters 2024-09-06 150060.png

a few month ago, with a new update from ED, some new parameters were introduced or activated (i don't know) and produced some strange trajectories for our missiles in the mods. Some missiles were affected in the HDS mod and i found a line called "model data" in the parameters and it had to be deactivated in order for the missile to act like before the update....

Missiles parameters 2024-09-06 150059.png

Here a more legible view of the new parameters (like me you will need a translator...)

Missiles parameters 2024-09-06 150061.png

I don't know if the new parameters are in addition to the old ones or simply are replacing them...

Hi @flag02004, so this is easy way of fixing trust missile problems?

Posted
On 9/6/2024 at 4:52 PM, Gogi12 said:

 

Hi @flag02004, so this is easy way of fixing trust missile problems?

HI @Gogi12, I checked latest Auranis HDS version, in the notes he said he updated the 48N6 missile, which was the one with the "model data" that i disabled in order to make it work....

I will check his new parameters and maybe update mine.

Posted
1 hour ago, flag02004 said:

HI @Gogi12, I checked latest Auranis HDS version, in the notes he said he updated the 48N6 missile, which was the one with the "model data" that i disabled in order to make it work....

I will check his new parameters and maybe update mine.

Please @flag02004, make new merged version, thanks

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Posted

Flag02004, what are you using as reference material? I went off what I had seen in the coding. m/s to me means milliseconds. So you're saying it's meters per second? Can you PM the information you're using? Thanks.

***Also guys please don't write too much information in the forum because I may get pinged for it by ED. Thanks.

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Posted
2 hours ago, Admiral189 said:

Flag02004, what are you using as reference material? I went off what I had seen in the coding. m/s to me means milliseconds. So you're saying it's meters per second? Can you PM the information you're using? Thanks.

***Also guys please don't write too much information in the forum because I may get pinged for it by ED. Thanks.

Meters per second is expressed as m/s or mps. It is the SI unit for speed, so you will find many parameters looking for speed values (e.g., maximum speed) defined in m/s in sims like DCS.

Posted (edited)

Happy Friday everyone. It's the weekend.

Thanks, HawaiianRyan, I just looked at the website I use to convert the Missile files. The website clearly says Meters per second. Not sure where I got milliseconds from. SMH. With that said all the missile files are set as meters per second.

Flag02004 can you send me your reference material? Is that the latest ED Missiles parameters? I will try to search for it as well. Thanks.

Screenshot-2024-09-13-101705.png

 

 

Edited by Admiral189
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Posted

Thanks, MoFly29, honestly, I have a lot of mods I've worked on but never released. I only work on mods when I am able too. I don't overdue it anymore like I use too. Thanks.

I created the Independence Class LCS last year but never finished it because I kept running into small issues with the mod. The LCS carries Naval Strike Missiles as well. Still more work to do on her. I'm reworking the Freedom Class LCS as well. I have a lot of mods to work on but it all comes down to how I feel. 

You know It's fun creating new mods but it gets frustrating when the mods don't work as they should. It's the same with the FREMM Frigates. Small issues are holding up their release but the issues will get fixed. So to distract myself and clear my mind I started working on the Horizon Class. They are next in line. I will work on the weapons Separately. I need to generate some motivation to work on all the VLS Launcher hatches below. 

As mentioned before to truly sit down and create an AI Ship mod properly. It should take at least 3 weeks but can be done quicker depending on the mod. That includes testing.

Screenshot-2024-09-14-110421.png

 

Screenshot-2024-09-14-111640.png

 

 

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Posted
1 hour ago, Admiral189 said:

Thanks, MoFly29, honestly, I have a lot of mods I've worked on but never released. I only work on mods when I am able too. I don't overdue it anymore like I use too. Thanks.

I created the Independence Class LCS last year but never finished it because I kept running into small issues with the mod. The LCS carries Naval Strike Missiles as well. Still more work to do on her. I'm reworking the Freedom Class LCS as well. I have a lot of mods to work on but it all comes down to how I feel. 

You know It's fun creating new mods but it gets frustrating when the mods don't work as they should. It's the same with the FREMM Frigates. Small issues are holding up their release but the issues will get fixed. So to distract myself and clear my mind I started working on the Horizon Class. They are next in line. I will work on the weapons Separately. I need to generate some motivation to work on all the VLS Launcher hatches below. 

As mentioned before to truly sit down and create an AI Ship mod properly. It should take at least 3 weeks but can be done quicker depending on the mod. That includes testing.

Screenshot-2024-09-14-110421.png

 

Screenshot-2024-09-14-111640.png

 

 

Thanks @Admiral189 this Horizon class are missing to complete French and Italian navies. 😃

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Posted

Hey Gogi12, the Horizon class mods were created a few years ago and worked in DCS but I think they have stopped working.

Hey DJOGOO77, You're welcome. I knew nothing about that class until you brought it up. I don't see a 3D model of that class of ship maybe because the ship is fairly new. I was considering creating the Giuseppe Garibaldi. Not sure about it yet. I need to see how the ITS Cavour creation works out.

Hello everyone, sorry I have been absent. I've had appointments all week. I haven't had time to work on any models. I will get back to it when I can. 

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Posted

Hey Crud, thanks for reporting the issue with the Pilot Boat. The problem is a .tga texture. The BANO-W.tga texture is the culprit. DCS doesn't like those textures anymore. I opened the shape file in MV and received the error below. Normally I would receive that error while playing. I will correct the issue today and send out an update. Thanks again.

Everyone, I have to start over creating 3d mods for DCS. Why you may ask? One word. PAIN!!  Let's call my Pain "Paul" and Fibromyalgia which is not curable "Frank". Paul and Frank have given me a hard time over the past few weeks. They do not let me focus on doing anything and that includes modeling. I haven't worked on a mod in a couple of weeks now. Every time I start working on a model I get disturbed by Paul or Frank. I can deal with Paul to an extent but Frank on the other hand debilitates me so badly that I can't function properly. It's hard to describe so I won't bore you with it. If you want to know what Fibromyalgia is please research it and you will better understand what I deal with. No matter what I will keep fighting it.

Starting today, I will start over fresh creating mods. I will look over the FREMM Frigates to see if I need to recreate them. Either way, I will keep you all posted. All take care of yourself. I will let you know once the Pilot boat has been updated. Thanks for your patience. 

Screenshot-2024-09-22-113219.png

 

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Posted

Hey everyone. The Pilot Boat is broken. Not sure what's going on with it so it has gone to the shipyard.

However, I have created a newly updated Pilot Boat mod that I have been meaning to create and I guess this is the best time to do it. I created her the old-fashioned way with textures not in Substance Painter so if you all like you can create some liveries. This model is based on the Pilot Boats in California and Canada at least from what I can see.

I'm finishing her up now for release tomorrow. Tuesday, September 24th. Stay Tuned.

Screenshot-2024-09-22-144902.png

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Posted (edited)

Hello Everyone, looked at what popped up on my YT feed. An old Knox Class frigate used by Taiwan. I will create that version as well once i update her.

 

Edited by Admiral189
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Posted

Good Afternoon Everyone, as promised. I have released the newly updated Pilot Boat version 1.0.2 with Flag liveries. 

I did not add an Encyclopedia Folder because there's not much information to add.

Below you can see the Coxswains View. You need Combined Arms installed to use the Coxswains View. In the future, I will try to add Animated Characters. 

Enjoy Everyone. 

Pilot-Boat.png

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Posted
7 hours ago, Admiral189 said:

Good Afternoon Everyone, as promised. I have released the newly updated Pilot Boat version 1.0.2 with Flag liveries. 

I did not add an Encyclopedia Folder because there's not much information to add.

Below you can see the Coxswains View. You need Combined Arms installed to use the Coxswains View. In the future, I will try to add Animated Characters. 

Enjoy Everyone. 

Pilot-Boat.png

Digital-Combat-Simulator-Black-Shark-Scr

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Awesome work!!!  Can’t wait to load it up tonight.

Posted

Works great as AI, though turns are very sharp.  May be an issue with ED/DCS coding rather than the mod itself.

 

One suggestion/request…add countries to the coding that are represented by the flags, so the mod will show up as an option under that nation vs using the CJTF option…

Posted (edited)

Super little boat for in and around the harbour.  It looks very similar to the type of boat the British Dockyard Police use for all warship and submarine berthings and harbour escorts.

Nice one Admiral. 

Edited by crazyeddie
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Posted

Hello,

Many thanks for the Rebel-Ship_Oscar. It is a very nice model. I just have one question. Yesterday I tried to sink the ship with unguided bombs and although the ship was hit by 5 MK-82SE, they had no effect. The ship remained completely undamaged. Why is that? I placed another ship, which was immediately destroyed and sunk when the bombs hit it.


Can anyone give me any information?
THANK YOU! 

Posted

Hey Rich, Thanks.

The different countries are added to the bottom of the Pilot_Boat.Lua file. More countries can be added as you wish. I will check to make sure it's appearing in each country. Thanks.

Line: 108 --- GT.Countries = { "Canada", "China", "France", "India", "Panama", "Russia", "Spain", "Sweden", "UK", "USA", "Italy", };        

Thanks, Eddie, I just wish we had more control over the mods simulator to Ship Simulator. 

Unfortunately, when I was a Harbor Pilot we didn't have the luxury of a Pilot boat. We used Tugboats to board the incoming vessels.

Hey Dargaard01, let me look into it because the GT. Life is set similar to EDs Civil ships in DCS. Line 24 in the main Lua file which is not too high. I will test it now and let you know. Thanks for bringing it up.

 

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Posted

Hey Rich, the Pilot Boat can be seen in the countries listed. It's at the bottom listed under each country as [CIV] Pilot Boat.

Hey Dargaard01, the Rebel Ship has been updated, and as you can see it sinks now. I also added damage textures to it. 

With that said everyone the Rebel Ship update 1.0.3 has been uploaded to Admiral189 DCS World Mods

I will create another rebel ship in the near future. I tried to add a damaged model I created for the Rebel Ship to the file it but it doesn't appear in the game. If someone is familiar with how to make the damaged AI Ship models appear in DCS like the damaged armored vehicles let me know. It was done in the past. Thanks

Digital-Combat-Simulator-Black-Shark-Scr

 

 

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Posted (edited)

Hi Admiral Sir,

As always, I do not wish to cause any fuzz, but the updated Rebel ship v 1.03 seems to have an issue causing DCS graphics to stop loading. This was the only new thing i added, and after adding this update, all DCS stopped loading. Executing the update by overwriting i did, same result. Extracting it as a single file, same result. Then I removed the new version and dropped in the old version again to see if this would help, and all worked fine again. 

I wonder if you could check on this matter.

 

Kind regards, RWC

Edited by RWC
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