ggrewe Posted December 31, 2020 Share Posted December 31, 2020 Hi Joey Thanks very much for your hard work in creating & constantly updating your great mods - it is very much appreciated. Thanks again& look forward to your future work Link to comment Share on other sites More sharing options...
joey45 Posted January 27, 2021 Author Share Posted January 27, 2021 1 The only way to make sense out of change is to plunge into it, move with it, and join the dance. "Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.." https://ko-fi.com/joey45 Link to comment Share on other sites More sharing options...
Cdodders Posted January 27, 2021 Share Posted January 27, 2021 (edited) Now someone needs to get on with a statics pack, for the flight deck vehicles, personnel and some static helos too maybe, unless you were planning on doing it? Can't wait for the QE! EDIT: Didn't realise it had released! Made me very happy! How many Harriers can it take? 12 like the Hermes mod? 2nd EDIT: I worked it out, 16 on deck! Edited January 27, 2021 by Cdodders Link to comment Share on other sites More sharing options...
Cdodders Posted January 27, 2021 Share Posted January 27, 2021 Watching the (AI) Harriers take-off, it looks like their issue is they aren't set up properly in terms of power and nozzle position for a ramp take-off, even with the longer run they get compared to Hermes Link to comment Share on other sites More sharing options...
joey45 Posted January 27, 2021 Author Share Posted January 27, 2021 any ramps and it breaks. The only way to make sense out of change is to plunge into it, move with it, and join the dance. "Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.." https://ko-fi.com/joey45 Link to comment Share on other sites More sharing options...
Cdodders Posted January 27, 2021 Share Posted January 27, 2021 I didn't see any Harriers on the QE breaking or the ramp breaking, they all went up it but had a nasty drop on the other side. All made it airborne but some got damp bellies Link to comment Share on other sites More sharing options...
Cdodders Posted January 27, 2021 Share Posted January 27, 2021 Had a little fun with statics... Link to comment Share on other sites More sharing options...
Cdodders Posted January 27, 2021 Share Posted January 27, 2021 Are the Phalanx guns meant to be silent when fired? Or is this an ED issue? Link to comment Share on other sites More sharing options...
joey45 Posted January 28, 2021 Author Share Posted January 28, 2021 Haven't figured out how to add sound. As there are 2 others in the works the CATBAR version will be more updated. The only way to make sense out of change is to plunge into it, move with it, and join the dance. "Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.." https://ko-fi.com/joey45 Link to comment Share on other sites More sharing options...
Cdodders Posted January 28, 2021 Share Posted January 28, 2021 (edited) CATOBAR version has my interest, will need to find RN liveries for the E-2D though Also I wonder if the V-22 from the Military Aircraft Mod will cope with using the ramp... Edit, they don't even use it, just VTOL out of there. However they don't like start from ramp though, the spawn points are too close for them and the one that looks next in line for take-off won't taxi out, the one next to it tries but not enough space Edited January 28, 2021 by Cdodders 1 Link to comment Share on other sites More sharing options...
aviation360 Posted January 28, 2021 Share Posted January 28, 2021 Where do I find the QE @joey45? Link to comment Share on other sites More sharing options...
aviation360 Posted January 28, 2021 Share Posted January 28, 2021 Never mind Link to comment Share on other sites More sharing options...
joey45 Posted January 28, 2021 Author Share Posted January 28, 2021 Testing the cats and traps. AI only as getting player/client to use them is a bit tricky. Only activated the bow cats. Hook up test CAT 1 Aliment needs to be adjusted CAT 2 Same with Cat 2 needs Aliment No1 landing a bit short No 2 She will be in a 4 cat one tower config IF we chose to go Nuclear power Will also do a 2 cat 2 tower config as she would of been IF we chose to go CATBAR Textures are temp and only for testing they will change in final version 1 The only way to make sense out of change is to plunge into it, move with it, and join the dance. "Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.." https://ko-fi.com/joey45 Link to comment Share on other sites More sharing options...
joey45 Posted January 29, 2021 Author Share Posted January 29, 2021 Yup... It works.... Just need to fine tune the cats and traps then off to the paint.............. Need to do those flashing lights and that ball...... Damn and fine tune the JBD animations and some other stuff..... It never ends.. The Tomcats work as well. 2 The only way to make sense out of change is to plunge into it, move with it, and join the dance. "Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.." https://ko-fi.com/joey45 Link to comment Share on other sites More sharing options...
aviation360 Posted January 29, 2021 Share Posted January 29, 2021 I think the 4 cat version should have 2 towers the ship looks kinda weird with one tower something about the QE when it has one tower it looks wrong Link to comment Share on other sites More sharing options...
Cdodders Posted January 29, 2021 Share Posted January 29, 2021 Maybe 2 smaller towers for the nuke version? Part of the reason was better aerodynamics over the flight deck Link to comment Share on other sites More sharing options...
joey45 Posted January 29, 2021 Author Share Posted January 29, 2021 Plus it is not nuclear powered so it has to sets funnels... so they made 2 towers. The Front tower is to close for cat No1 if I have 4 cats.... mainly because they would of had 2 cats only. 1 bow port and 1 waist. Will do a quick vid over the weekend. 1 The only way to make sense out of change is to plunge into it, move with it, and join the dance. "Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.." https://ko-fi.com/joey45 Link to comment Share on other sites More sharing options...
aviation360 Posted January 30, 2021 Share Posted January 30, 2021 36 minutes ago, joey45 said: Plus it is not nuclear powered so it has to sets funnels... so they made 2 towers. The Front tower is to close for cat No1 if I have 4 cats.... mainly because they would of had 2 cats only. 1 bow port and 1 waist. Will do a quick vid over the weekend. Maybe have the towers pushed back slightly not sure how much play you have with the towers and proximity to the elevators Link to comment Share on other sites More sharing options...
joey45 Posted January 30, 2021 Author Share Posted January 30, 2021 2 towers 2 cats - as she would have been IF she was a flat deck 1 tower 4 cats - IF she was nuclear powered Just need to do the layouts for both versions and adjust the cats. 1 The only way to make sense out of change is to plunge into it, move with it, and join the dance. "Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.." https://ko-fi.com/joey45 Link to comment Share on other sites More sharing options...
Cdodders Posted January 31, 2021 Share Posted January 31, 2021 I noticed during anti-AShM testing that the Phalanx didn't fire (or at least appeared not to) on fairly good abeam targets almost coming in directly at one of the mounts Link to comment Share on other sites More sharing options...
joey45 Posted January 31, 2021 Author Share Posted January 31, 2021 I'll have a looksie in the lua files to see if I can see anything I missed. 1 The only way to make sense out of change is to plunge into it, move with it, and join the dance. "Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.." https://ko-fi.com/joey45 Link to comment Share on other sites More sharing options...
joey45 Posted February 3, 2021 Author Share Posted February 3, 2021 2 The only way to make sense out of change is to plunge into it, move with it, and join the dance. "Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.." https://ko-fi.com/joey45 Link to comment Share on other sites More sharing options...
Shrike88 Posted March 13, 2021 Share Posted March 13, 2021 Greetings Joey, Enjoy your work and your mods, your target buildings pack is pushing in an area of DCS that really needs some more content. Have you looked at or plans to add anymore buildings or structures ? Tired of destroying the same 1 factory we have in DCS. Factories, Tech, Power plants , Fixed Radar installations etc. etc PM me if its something i can help with sending you turbosquid files etc. let me know Shrike 1 Link to comment Share on other sites More sharing options...
joey45 Posted March 14, 2021 Author Share Posted March 14, 2021 ED and remake. I messed up the mesh so i would have to remake most of it.... Will do some more simple ones first. 1 1 The only way to make sense out of change is to plunge into it, move with it, and join the dance. "Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.." https://ko-fi.com/joey45 Link to comment Share on other sites More sharing options...
Shrike88 Posted March 14, 2021 Share Posted March 14, 2021 Those look great ! I remember that post a while ago. Were they were released ? DCS is in much need of more strategic plantable targets in the ME Link to comment Share on other sites More sharing options...
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