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ADMIRAL189'S CORNER - INCOMING SHIP MODELS


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Posted
9 minutes ago, Admiral189 said:

Happy Friday everyone. Sorry, I have been absent but I needed time to concentrate on finishing the Italian Mod Pack. The Bergamini and Comandanti Class frigates are finished with the exception of the ITS Cavour. I will work on the Cavour Carrier next. Thanks for your patience. 

With that said I need a mod tester. The first person that responds to this post. I will send you the Bergamini and Comandanti Class Frigates for testing. Thanks.

It just happened that one of the Youtubers I follow posted a video of the ITS Cavour and the ITS Alpino entering Yokosuka, Japan Naval base where I learned to Pilot ships and operate US Navy Tugboats.

Lomatoq, I will send you a PM regarding the Marine drones. Thanks.

Digital-Combat-Simulator-Black-Shark-Scr

 

Hi great update, are You still makink Horizon/Orizzonte class also?

Hi, I m up for testing new ships 🙂

Posted

Hey Gogi12, Thanks for responding. I will PM, you the link to the mods.

yes, I will also create the Forbin/Andrea Doria Class next as well. 

 

  • Like 3
Posted
6 hours ago, Admiral189 said:

Hey Guys, can I get one more mod tester? I plan to release the mods this weekend. Thanks.

Digital-Combat-Simulator-Black-Shark-Scr

I’ll volunteer.

  • Like 1
Posted
12 ore fa, Admiral189 ha scritto:

Ehi ragazzi, posso avere un altro tester mod? Ho intenzione di rilasciare le mod questo fine settimana. Grazie.

Simulatore di combattimento digitale-Black-Shark-Scr

Good morning Admiral, I'm late? Could I test it too? Thanks 😅

Posted

Good Morning Everyone.

I would like to thank Gogi12 for testing the Italian Mod pack. He gave me some wonderful feedback. Thanks again.

I have an idea of what needs to be updated. I will dim the flight deck lights and try to remove the water reflection. Today I will be adding the liveries. There will be 6 total liveries. Two for the earlier class of FREMM Frigates, the latter and I also created two Egyptian liveries.  

ironghost, Jack54 & RichCotte. Incoming. I will PM you all with the link to the mods. Please PM me your feedback. Thanks.

 

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Posted (edited)

Hey Admiral, if you need testers I will gladly help you out! 

Which one where you planning on doing? Andrea Doria D553 or C553?

Edited by ienatom

CPU: AMD Ryzen 7 5800X, RAM: 4x16GB G.Skill Trident Z Neo DDR4-3600 CL16, GPU: Gigabyte RX6800XT Aorus Master, MB: Gigabyte X570 Aorus ultra

My userfile content is available here (liveries, mods and whatnot)

Posted

Terrific! These Italian ships are beautifully well crafted. Keep on mate, I look confident for any upcoming adding and updates 

IndiaFoxtEcho Textures Artist

 

My DCS liveries on UserFiles page here

Posted (edited)

Hi Admiral

I see you have enough testers so I will ask a question instead. I recently downloaded the Rebel Ship Oscar (a beauty). The only thing I noticed was the stack smoke was way off. Should I update to 1.2 or does it need looking into?

Cheers PM sent

Edited by tmansteve
Posted

Good Morning everyone, thanks for your interest but I've gotten some really great feedback from the initial four testers.

With that said I will take some extra time and correct the small issues that were noticed. It was also brought to my attention that the FREMM Frigates carry Cruise missiles so I will incorporate them along with more anti-ship missiles. 

banana888999, ienatom, and PorcooRosso86. Once I have corrected all the issues. I will send the mods to you three for testing. I will reach out to you all once I'm finished. Thanks for your interest.

Hey Tmansteve, check your messages. Thanks for the feedback. 

All please replace the existing GT.exhaust code at line 51 with the code below in the rebel_ship_oscar.lua file. Thanks.

GT.exhaust = {
    [1] = { size = 0.30 , pos = {-55.89, 21.396, 0.0 } }, 
    [2] = { size = 0.30 , pos = {-55.89, 21.396, 0.0 } },
    }

Thanks everyone for your patience.

 

 

  • Like 6
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Posted
4 minutes ago, Rolds said:

Hi, these look great and I would love to try them, is this site the best to download these mods?

 

https://sites.google.com/view/admiral189dcsworldmods/home-port?authuser=0

 

It doesn't appear to have all mods on it, for example can't find the LCAC or San Antonio

Some of these ships are available on the first page of this thread, but a lot of them have since been taken down - Admiral189 plans to rework some of them and re-release them sometime in the future.  AFAIK he doesn't really have any deadlines, so nobody knows when they'll become available.  

  • Thanks 1
Posted

Hey Tmansteve, I'm working to get the damage textures working again. The ships have been configured for the damage textures but the textures are not working properly at the moment. I will eventually solve the issue. 

Hey Rolds, as HighMaintenanceB mentioned I'm currently re-working the San Antonio and will release the LCAC when I release the USS San Antonio. Just trying to 

Thanks, HighMaintenance for chiming in. 

The past few days I have been caught up with coding and re-coding weapons. I'm always trying to configure the weapons to work better but also trying to configure new weapons in DCS. However, there are some tasks we can't configure the ships to perform in DCS no matter what. One thing I would like to see is Cargo loading and offloading simulation on ships and small vessels. 

Stay tuned working to finish up the FREMM Class Frigates. Thanks.

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Posted

i agree with cargo loading and unloading. i wish AI where able to drop cargo on a moving ship along with lets say landing craft beach and then trucks or amphib craft disembark onto a beach and unleash freedom down range lmao 

  • Like 5
Posted

Hey Admiral,

For starters, thanks for the OSA mods! They are awesome and were badly needed in DCS.

My only concern is that the P-15 missiles seem overpowered. I think they are modelled to fly too low and too fast.  Modern US ships couldn't seem to intercept them. So I went down a deep rabbit hole and reworked the OSA_Styx.lua.

Any interest in me sending it to you? The flight model still isn't perfect, but I think it more closely matches their real life capabilities - very deadly against ships without defensive measures, but get mostly shot down by US warships unless you just saturate them.

I thought I read somewhere that you were planning on updating the OSA mods anyway, so if it's something you are already working and you aren't interested it's not a big deal.

Let me know

  • Like 4
Posted

Hi, I can't remember if this was asked before but do you plan on eventually later fixing the missiles that aren't working on your older ships, before that missile breaking update a while ago, for example:

Normandie FREMM frigate.

Sovremenny class destroyer.

Type 23 frigate HMS Richmond.

Iranian frigate IRIS Alvand.

Again, sorry as I know you are probably busy with your newer models, but some of these ships were unique!

  • Like 2
Posted (edited)

I believe that the Admiral’s plan is to rework those ships when he is able, alongside some other projects he has ongoing. Without wanting to sound condescending or patronising, I think patience on our part is the way forward given that the Admiral is a one man shipyard.

I do know however that Beldin provided an update to the FREMM and added some AAW variants in a post on this thread a couple of weeks ago. These build on Admiral’s excellent mods, so hopefully they can whet your whistle for the time being.

@Admiral189, apologies if I’ve spoken out of turn or misrepresented your plans.

Edited by McFly29
  • Like 4
Posted

Hello everyone, I'm still here. I've been trying to correct the issues with the FREMM Frigate issues and correct the weapons I seemed to have somehow broken but they are good now. 

Hey Nosajthedevil, I code the weapons based on the specs from Wikipedia and some other sites. I try not to over power the weapons. So if I did, yes please correct it. Looking at the Mach speed for the Styx it is 0.95 and the cruising speed should be 323.2 milliseconds. Which is line #39 v_mid in the OSA_Styx.lua file. I see it was set at  704 milliseconds. I have since updated it to 323.2. ------- And yes, send me what you have and I will test your code against the new Italian FREMM Frigates Aster Missiles. Honestly, after doing this for a while I don't think we can ever get them to perform as the real missiles do because of EDs game engine but yeah we can try. We code and the DCS Game engine does the rest but as we all know it's not perfect. Thanks for letting me know.   Do you have a coding background Nosaj?

Here's the site I use to get the Mach Speed in Milliseconds if you all are interested. https://www.metric-conversions.org/speed/mach-to-meters-per-second.htm

Yes, as MoFly29 mentioned. I have a lot of mods to update I just haven't gotten around to doing it. ED updates corrupted a few of my ships but I have since updated them but haven't released them yet. 

Hey RYAN, All the missile files for those ships have been corrected. Just haven't been released them yet. Sorry, for the delay.  I will set aside some time after I release the FREMM Frigate to release the corrected missile files for all the ships that have been broken. If I remember, I think I already released an update for the Sovremenny class destroyer. I honestly think I may have released it in the Forum. Either way, I will update them all on the Mod site. Thanks for reminding me, Ryan. Yes, been pretty busy lately.  There's never a dull moment with creating mods for DCS.

Thanks, MoFly29 for putting that out. I only check in here every few days in between modding. Yes, Beldin created a couple of variants of the Normandie Frigate. Look back a few pages Ryan and you will see them.

Concerning the FREMM Frigates. I've added more Anti-ship missiles and also added cruise missiles. It took a while to get the cruise missiles working because of one reason. What I learned is Cruise missiles can only be launched via Vertical Launch Systems in DCS. I attempted to launch them via the box launchers and they would crash into the water every time. It took a while but I figured it out. Sometimes you have to think outside the norm in DCS. I've never had so many issues with a couple of mods like the FREMM Frigates but I'm almost done. 

**********  If you all have an issue with how the mods are configured or if a mod is broken. Please PM me and I can probably fix it faster. I don't check the forum messages always. Also, if you send me a PM and you receive an error saying my mailbox is full please let me know. I deleted a lot of the messages so it should be ok now.

 

 

  • Like 13
Posted (edited)

Hi Admiral,

I'll send you the files separately in a DM. I made a lot more changes over the weekend. I wouldn't want any of this released in the wild without your permission / buyoff. If you'd rather I just publish here, that's fine, let me know.

I don't have a coding background. I'm also not an aerospace engineer or missile expert, so please take everything I am about to say with a grain of salt.

I'm not sure some variables in the coding actually mean what I think they mean, so I want to be transparent so I can figure out where I am wrong. This is the first time I really looked at weapons coding in DCS, this has been a learning experience. 

Like I previously said - When I use the Styx/ P-15 missiles as currently coded, they can't be shot down by Ashleigh Burkes or Ticonderogas. The missiles don't seem to be detected till the last second and the ships don't fire SM-2's at them. I think it's a combination of 3, maybe 4 things - the mods cruise 6 meters off the surface, they cruise at just below 1k knots so almost always supersonic - mach 1.4 or 1.5, they have a low reflection / RCS, and they don't turn their own radars on till they are about a km from the target.

In the version I downloaded  "line #39 v_mid in the OSA_Styx.lua file" was set to 470, I don't see a 704 milliseconds. I assumed the 470 is in km/h, and I think it might be correct or at least close enough. I don't think that variable is the cause of the high speed though, I think the high speed is due to the low weight in the fm and high impulse in the march code. I really struggled with those sections though - more on that later.

I did some research which was Wikipedia bounced against a few other websites that weren't just clones of Wikipedia.

As best I can tell, the original styx A/ P-15 Termit was used by the Osa 1 (project 205). It didn't have folding wings (I don't really care about that), was launched using a booster with 30 tons of thrust, popped up to maybe 300+ meters after launch then settled into a cruising altitude set before launch to either 100, 150, 200, 250, or 300 meters. A failure prone barometer was used to measure altitude, so the lower altitudes were not used often. Cruising speed is high subsonic using a liquid-propellant rocket with 10 tons of thrust. Range is about 40km although there is usually fuel left on impact. Finally, the terminal radar kicks on at about 11 km from the target, and the missile, once it finds a lock, starts descending in a direct line to the target. These are decent sized missiles and easy to find on radar, especially modern ones.

The P-15U was an upgrade with a better guidance system and folding wings allowing it to be carried in the cylindrical tubes used by the Osa II (project 205U). Range is still 40km.

The later Osa IIs (project 205mod) had longer tubes allowing them to carry the P-15M (Styx C), which was an upgrade with more fuel, additional length to carry the fuel, and an increased range to 80km. In addition, and probably more importantly, it replaced the barometer with a radar altimeter, allowing it to cruise at 25, 50, or 250 meters set before launch. The radar might also kick on significantly earlier (at 40km) and terminal guidance might work differently ( locked at 6 meters), but I couldn't get confirmation beyond what looked like anecdotes.

To align with these, I reworked the styx  with the parameters for the base P-15. I created a second missile - the styx C, for the Osa II. They use the same model, (I copied it and renamed it, not sure if that was necessary) Not necessary so I removed it. I set the cruise altitude for the styx at 200 meters and the cruise altitude of the styx C at 50 meters. The only other difference is the 40km vs. 80km range. I thought this would give useful variation between the Osa 1 and Osa 2.

I reworked a lot of the variables based on the research I did and what ED coded for the HY-2 silkworm, which is a Chinese variant of the P-15.  Since the HY-2 uses a different scheme than the styx and uses different variables for some things, I also used deka's coding for the YJ-62, which uses the same anti_ship_missile_tb scheme and same variables as this mod, as a guide.

I added notes to everything I updated with a rough source and a note as to why or if any calculations were involved. Please feel free to ask me any question or challenge any of them that may be wrong.

I'm pretty happy with the results, however there are a few issues I could not resolve -

1) The missile visually appears to fly with a high AoA. That's baked into the model itself though, it's not level along the Y axis, the front is significantly higher than the rear so I can't fix that by tweaking the lua. It's got to be done in the model. Not a huge deal though.

2) I could not figure out how to get a visual fire cone or smoke off the cruise motor.

3) The missile doesn't pop up as high as it should on launch before settling in the cruise altitude, because of this it goes briefly supersonic for the first few seconds. This is really minor.

My hunch is that that these last two have something to do with the use of anti_ship_missile_tb missile scheme. I wonder if we could use the anti_ship_missile_se scheme that the HY-2 uses if it would fix both of those, but I briefly tried and couldn't get it to work at all. that being said, both are minor issues.

4) It can be a little jittery on the terminal approach, not sure if there's a way to smooth that.

5) technically the styx c should be more accurate than the styx. They both seem pretty accurate, so i wonder if the correct approach would be to turn down the accuracy of the base styx somehow.

 

That's it for now. I didn't mean to write that much. Will send you a link to the files shortly. I also had to edit the Osa II lua to link it the styx c.

Edited by nosajthedevil
clarification on v_mid
  • Like 2
Posted
7 hours ago, nosajthedevil said:

Hi Admiral,

I'll send you the files separately in a DM. I made a lot more changes over the weekend. I wouldn't want any of this released in the wild without your permission / buyoff. If you'd rather I just publish here, that's fine, let me know.

I don't have a coding background. I'm also not an aerospace engineer or missile expert, so please take everything I am about to say with a grain of salt.

I'm not sure some variables in the coding actually mean what I think they mean, so I want to be transparent so I can figure out where I am wrong. This is the first time I really looked at weapons coding in DCS, this has been a learning experience. 

Like I previously said - When I use the Styx/ P-15 missiles as currently coded, they can't be shot down by Ashleigh Burkes or Ticonderogas. The missiles don't seem to be detected till the last second and the ships don't fire SM-2's at them. I think it's a combination of 3, maybe 4 things - the mods cruise 6 meters off the surface, they cruise at just below 1k knots so almost always supersonic - mach 1.4 or 1.5, they have a low reflection / RCS, and they don't turn their own radars on till they are about a km from the target.

In the version I downloaded  "line #39 v_mid in the OSA_Styx.lua file" was set to 470, I don't see a 704 milliseconds. I assumed the 470 is in km/h, and I think it might be correct or at least close enough. I don't think that variable is the cause of the high speed though, I think the high speed is due to the low weight in the fm and high impulse in the march code. I really struggled with those sections though - more on that later.

I did some research which was Wikipedia bounced against a few other websites that weren't just clones of Wikipedia.

As best I can tell, the original styx A/ P-15 Termit was used by the Osa 1 (project 205). It didn't have folding wings (I don't really care about that), was launched using a booster with 30 tons of thrust, popped up to maybe 300+ meters after launch then settled into a cruising altitude set before launch to either 100, 150, 200, 250, or 300 meters. A failure prone barometer was used to measure altitude, so the lower altitudes were not used often. Cruising speed is high subsonic using a liquid-propellant rocket with 10 tons of thrust. Range is about 40km although there is usually fuel left on impact. Finally, the terminal radar kicks on at about 11 km from the target, and the missile, once it finds a lock, starts descending in a direct line to the target. These are decent sized missiles and easy to find on radar, especially modern ones.

The P-15U was an upgrade with a better guidance system and folding wings allowing it to be carried in the cylindrical tubes used by the Osa II (project 205U). Range is still 40km.

The later Osa IIs (project 205mod) had longer tubes allowing them to carry the P-15M (Styx C), which was an upgrade with more fuel, additional length to carry the fuel, and an increased range to 80km. In addition, and probably more importantly, it replaced the barometer with a radar altimeter, allowing it to cruise at 25, 50, or 250 meters set before launch. The radar might also kick on significantly earlier (at 40km) and terminal guidance might work differently ( locked at 6 meters), but I couldn't get confirmation beyond what looked like anecdotes.

To align with these, I reworked the styx  with the parameters for the base P-15. I created a second missile - the styx C, for the Osa II. They use the same model, (I copied it and renamed it, not sure if that was necessary) Not necessary so I removed it. I set the cruise altitude for the styx at 200 meters and the cruise altitude of the styx C at 50 meters. The only other difference is the 40km vs. 80km range. I thought this would give useful variation between the Osa 1 and Osa 2.

I reworked a lot of the variables based on the research I did and what ED coded for the HY-2 silkworm, which is a Chinese variant of the P-15.  Since the HY-2 uses a different scheme than the styx and uses different variables for some things, I also used deka's coding for the YJ-62, which uses the same anti_ship_missile_tb scheme and same variables as this mod, as a guide.

I added notes to everything I updated with a rough source and a note as to why or if any calculations were involved. Please feel free to ask me any question or challenge any of them that may be wrong.

I'm pretty happy with the results, however there are a few issues I could not resolve -

1) The missile visually appears to fly with a high AoA. That's baked into the model itself though, it's not level along the Y axis, the front is significantly higher than the rear so I can't fix that by tweaking the lua. It's got to be done in the model. Not a huge deal though.

2) I could not figure out how to get a visual fire cone or smoke off the cruise motor.

3) The missile doesn't pop up as high as it should on launch before settling in the cruise altitude, because of this it goes briefly supersonic for the first few seconds. This is really minor.

My hunch is that that these last two have something to do with the use of anti_ship_missile_tb missile scheme. I wonder if we could use the anti_ship_missile_se scheme that the HY-2 uses if it would fix both of those, but I briefly tried and couldn't get it to work at all. that being said, both are minor issues.

4) It can be a little jittery on the terminal approach, not sure if there's a way to smooth that.

5) technically the styx c should be more accurate than the styx. They both seem pretty accurate, so i wonder if the correct approach would be to turn down the accuracy of the base styx somehow.

 

That's it for now. I didn't mean to write that much. Will send you a link to the files shortly. I also had to edit the Osa II lua to link it the styx c.

 

Hi Admiral and the others,

Sorry to interrupt, but I think you are wrong about V_min and V_mid, I made a some work on HighDigitSAMs to maintain the mod up to date and I'm quite sure it's not "milliseconds" or "km/h", it is meters per second, and to work with the Mach_max value you will need to convert 1 Mach = 340 m/s (around, depends on some parameters, temperature, altitude....) 

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