Cdodders Posted April 7, 2021 Share Posted April 7, 2021 (edited) 1 hour ago, Bungo said: ================================================================== NOTICE: (April 7, 2021) HMAS Melbourne v1.1 is updated on ED's User Files for download. ================================================================== Thanks to @mmarques and @Helles Belle for fixes and testing. The failure to catch the arrestor wires that some were experiencing and some of the AI issues to do with taxiing and the catapult should be fixed. Minor enhancement to the model included. Cheers Braedon Awesomes. Will this allow AI Hornets to land or is that a hard coded thing because of the size of the carrier? Also what is the difference between the WIP and Non-WIP version? Edit for AI Hornet landing. No Hornets will land, always WO (AFU) IC Edited April 7, 2021 by Cdodders Link to comment Share on other sites More sharing options...
Bungo Posted April 7, 2021 Author Share Posted April 7, 2021 F-18's have always had the ability to land, unless you had issues with the arrestor gear. You can land an Su-33 on it if you wish (the SFM? doesn't play nicely with it's nose wheel however). Wip and non-wip version the difference is the length of the catapult. The WIP has it at the correct value of ~43m, the regular one has a length of ~85m which helps everything take off properly. The WIP one is for if I ever work out how to fix it so that any aircraft can use it at MTOW without disintegrating (which I think is more a function of the aircraft than the carrier, but anyway?) Bungo Link to comment Share on other sites More sharing options...
Cdodders Posted April 7, 2021 Share Posted April 7, 2021 2 minutes ago, Bungo said: F-18's have always had the ability to land, unless you had issues with the arrestor gear. You can land an Su-33 on it if you wish (the SFM? doesn't play nicely with it's nose wheel however). Wip and non-wip version the difference is the length of the catapult. The WIP has it at the correct value of ~43m, the regular one has a length of ~85m which helps everything take off properly. The WIP one is for if I ever work out how to fix it so that any aircraft can use it at MTOW without disintegrating (which I think is more a function of the aircraft than the carrier, but anyway?) Bungo It's not me landing, it's AI attempting to land Link to comment Share on other sites More sharing options...
Cdodders Posted April 7, 2021 Share Posted April 7, 2021 F-14 launched and trapped. Slightly wonky taxi with no regard for statics but otherwise landed. A-4 still has CV launch bug and will always wave off. These are also AI. Second F-14 trapped on the second attempt and had an 'interesting' choice of taxi path followed by donuts 1 Link to comment Share on other sites More sharing options...
Cdodders Posted April 7, 2021 Share Posted April 7, 2021 Video of the donuts https://www.dropbox.com/s/lc1orq1pdaxeihz/Digital Combat Simulator Black Shark 2021.04.07 - 14.10.08.01.mp4?dl=0 Link to comment Share on other sites More sharing options...
Cdodders Posted April 7, 2021 Share Posted April 7, 2021 It seems that without statics No.2 taxis fine Link to comment Share on other sites More sharing options...
mmarques Posted April 7, 2021 Share Posted April 7, 2021 2 minutes ago, Cdodders said: It seems that without statics No.2 taxis fine The F-14 is far too large and heavy to use on the Melbourne, basically what happens is when it lands it pulls the wire much too far (I'm surprised it doesnt actually end up in the drink). Also the F-14 will not fit into the standard parking spots sized for A-4. Link to comment Share on other sites More sharing options...
Cdodders Posted April 7, 2021 Share Posted April 7, 2021 (edited) 1 hour ago, mmarques said: The F-14 is far too large and heavy to use on the Melbourne, basically what happens is when it lands it pulls the wire much too far (I'm surprised it doesnt actually end up in the drink). Also the F-14 will not fit into the standard parking spots sized for A-4. I have so far fit 2 Tomcats and 1 Su-33 on ramp start, the 33 blinked out of existence after landing (full stop hook release wire) when both Cats were parked (after landing) on the bow. I have yet to try with 4 of either. Only the Hornet has failed to be able to land and the A-4 still has the launch bug. These are all AI as Players can probably land it fine. I will also try F-14A on the WIP version, to see if it launches at all. Edit: I have now launched 4 F-14As off the WIP version. No issues. Pics to follow. Will report on their landing efforts Edited April 7, 2021 by Cdodders Link to comment Share on other sites More sharing options...
Cdodders Posted April 7, 2021 Share Posted April 7, 2021 Link to comment Share on other sites More sharing options...
mmarques Posted April 7, 2021 Share Posted April 7, 2021 7 minutes ago, Cdodders said: I have so far fit 2 Tomcats and 1 Su-33 on ramp start, the 33 blinked out of existence after landing (full stop hook release wire) when both Cats were parked (after landing) on the bow. I have yet to try with 4 of either. Only the Hornet has failed to be able to land and the A-4 still has the launch bug. These are all AI as Players can probably land it fine. I will also try F-14A on the WIP version, to see if it launches at all If you use a smaller airplane such as the S-3, it should work fine to both launch from parking and land. You should only run into problems when you look at large aircraft like the F-14, Su-33, E-2D, etc as they dont fit into 1 parking space. The A-4 launch problem is a problem on the A-4 mod itself and is being looked into by that team. Also, try having the ship moving at at least 16Knts, sailing into a at least 5Knt wind and not having full fuel onboard, the F/A-18 should have no trouble taking off and landing. It's going around because it's too heavy to land. Link to comment Share on other sites More sharing options...
Cdodders Posted April 7, 2021 Share Posted April 7, 2021 Most of the landings were all over the place but they did land. No.1 went on the magical mystery route to the parking spot, No.2 was fine, No.3 went on magical mystery route into the back of No.3 and No.4 did a disappearing act 2 minutes ago, mmarques said: If you use a smaller airplane such as the S-3, it should work fine to both launch from parking and land. You should only run into problems when you look at large aircraft like the F-14, Su-33, E-2D, etc as they dont fit into 1 parking space. The A-4 launch problem is a problem on the A-4 mod itself and is being looked into by that team. Also, try having the ship moving at at least 16Knts, sailing into a at least 5Knt wind and not having full fuel onboard, the F/A-18 should have no trouble taking off and landing. It's going around because it's too heavy to land. I had it doing max speed with no wind AI Hornet still doesn't want to land Link to comment Share on other sites More sharing options...
mmarques Posted April 8, 2021 Share Posted April 8, 2021 (edited) 22 hours ago, Cdodders said: Most of the landings were all over the place but they did land. No.1 went on the magical mystery route to the parking spot, No.2 was fine, No.3 went on magical mystery route into the back of No.3 and No.4 did a disappearing act I had it doing max speed with no wind AI Hornet still doesn't want to land Parameters as I had stated before Wind 5Knts Ship Speed 16Knts F/A-18 35% fuel It will work much better with smaller aircraft of course, the Melbourne is a very small ship. If you want to use an F-14, you really need a Supercarrier. As a rule, if it won't fit the Elevator, it shouldn't be on deck. Edited April 8, 2021 by mmarques 1 Link to comment Share on other sites More sharing options...
Baco Posted April 8, 2021 Share Posted April 8, 2021 Nice trials Mmarques. Very useful. And yeas the Tomcat didn´t even fit on Modified Midway Class carriers according to the USN. Link to comment Share on other sites More sharing options...
Helles Belle Posted April 9, 2021 Share Posted April 9, 2021 (edited) @Cdodders which Melbourne are you using the WIP version or the non-WIP version? disregard, I just saw you wrote WIP, I’ll put my glasses on next time Edited April 9, 2021 by Helles Belle 1 Send lawyers, guns and money......... for the …. has hit the fan. Windows 10 Home 64-bit | CPU: AMD Ryzen 7 5800X3D 8-Core Processor | RAM: Corsair 32.0GB Dual-Channel | MOBO: ROG STRIX X570-F GAMING (AM4) | GPU: MSI G271CQP on NVIDIA GeForce RTX 3080 | SSD: Samsung SSD 860 EVO 2TB & Samsung SSD 970 EVO Plus 1TB for Gaming CH Fightersick - Pro Throttle - Pro Pedals | Thrustmaster MFD Cougar x 3 | Buddy Fox A-10C UFC Link to comment Share on other sites More sharing options...
Cdodders Posted April 9, 2021 Share Posted April 9, 2021 31 minutes ago, Helles Belle said: @Cdodders which Melbourne are you using the WIP version or the non-WIP version? disregard, I just saw you wrote WIP, I’ll put my glasses on next time I have used both, the F-14A off the WIP was more of a test 1 Link to comment Share on other sites More sharing options...
mmarques Posted April 10, 2021 Share Posted April 10, 2021 On 4/7/2021 at 4:30 PM, Cdodders said: Most of the landings were all over the place but they did land. No.1 went on the magical mystery route to the parking spot, No.2 was fine, No.3 went on magical mystery route into the back of No.3 and No.4 did a disappearing act Could you share the .mis file or tell us the steps to reproduce the taxi bug? I have been unable to reproduce it. Link to comment Share on other sites More sharing options...
Cdodders Posted April 10, 2021 Share Posted April 10, 2021 1 hour ago, mmarques said: Could you share the .mis file or tell us the steps to reproduce the taxi bug? I have been unable to reproduce it. I just had 4 AI Tomcats take-off, do a little flight and come back and land Nothing special Link to comment Share on other sites More sharing options...
mmarques Posted April 10, 2021 Share Posted April 10, 2021 32 minutes ago, Cdodders said: I just had 4 AI Tomcats take-off, do a little flight and come back and land Nothing special I see what you did now, you had them at 100% fuel and fully loaded, for a small airplane that's already a very dangerous thing, for a large and extremely heavy aircraft, that's almost unthinkable, even in a supercarrier, which is why they are pulling the wires so far, in real life they would just rip the wires off. Not sure there's much we can do about this as the Melbourne is already small, if you notice, they pull the wires until the front wheel is already over the deck in the situation you're attempting. If you give them a light load and 35% fuel, they land and taxi just fine. Link to comment Share on other sites More sharing options...
Bungo Posted April 11, 2021 Author Share Posted April 11, 2021 (edited) Just as a side note for informational purposes, the only difference between the Fixed Wing (regular) version and the WIP verion is the catapult length and any animations that go along with that. The rest of the model is identical, To make the 2 models, I litterally export one, turn off one set of objects (the shuttle and it's animation), and turn on another (an identical shuttle and it's slightly different animaton), and export the second. The same applies to the collison shell. Export one, turn off the extended part of the deck collision shell off the bow in front of the catapult, and export the second. There is one number that is different in the code (the catapult length), and the model names obviously, otherwise again, they are identical. It is sometimes odd that DCS sometimes behaves differently with things that are the same between the models, but then, it wouldn't be DCS if the bugs weren't inconsistent. Cheers Braedon Oh, and thanks again to @mmarques for helping me with the bugs in the AI / lua. Both are not my forte, and he is repsonsible for many of the fixes in the 1.1 release and has been helping with anything on-going (at least until he doesn't wish to any more... ). Edited April 11, 2021 by Bungo Link to comment Share on other sites More sharing options...
mmarques Posted April 11, 2021 Share Posted April 11, 2021 4 hours ago, Bungo said: Just as a side note for informational purposes, the only difference between the Fixed Wing (regular) version and the WIP verion is the catapult length and any animations that go along with that. The rest of the model is identical, To make the 2 models, I litterally export one, turn off one set of objects (the shuttle and it's animation), and turn on another (an identical shuttle and it's slightly different animaton), and export the second. The same applies to the collison shell. Export one, turn off the extended part of the deck collision shell off the bow in front of the catapult, and export the second. There is one number that is different in the code (the catapult length), and the model names obviously, otherwise again, they are identical. It is sometimes odd that DCS sometimes behaves differently with things that are the same between the models, but then, it wouldn't be DCS if the bugs weren't inconsistent. Cheers Braedon Oh, and thanks again to @mmarques for helping me with the bugs in the AI / lua. Both are not my forte, and he is repsonsible for many of the fixes in the 1.1 release and has been helping with anything on-going (at least until he doesn't wish to any more... ). I am happy to keep helping you in this, unfortunately about the fully loaded and fueled F-14 problems, I do not believe we can ever properly fix it due to the size of the landing area in the ship and how far the large and heavy aircraft will pull the wires. Link to comment Share on other sites More sharing options...
Cdodders Posted April 11, 2021 Share Posted April 11, 2021 Managed to get the Hornets to land, with 15% fuel, 2x Aim-9X and 2x Aim-120C Link to comment Share on other sites More sharing options...
Bungo Posted April 12, 2021 Author Share Posted April 12, 2021 (edited) There will of course be practical limitations... Largely outside our control. Braedon Edited April 13, 2021 by Bungo Link to comment Share on other sites More sharing options...
mmarques Posted April 12, 2021 Share Posted April 12, 2021 On 3/27/2021 at 7:52 AM, Bungo said: “2 weeks” 1 hour ago, Bungo said: There wil of course be practical limitations... Largely outside our control. Braedon That does remind me Link to comment Share on other sites More sharing options...
Cdodders Posted April 23, 2021 Share Posted April 23, 2021 Will the locked weapon Luas affect this mod? 1 Link to comment Share on other sites More sharing options...
Bungo Posted May 2, 2021 Author Share Posted May 2, 2021 They don't seem to. Link to comment Share on other sites More sharing options...
Recommended Posts