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Posted
On 12/12/2022 at 9:02 PM, currenthill said:

uc?id=14sZKB2jo4luaaOAsTSbSNWBUBhr0P3ay

Hey! I aim to implement several modern Russian naval assets. You will find these assets, with general information, updates and links in this thread.

Please DO NOT redistribute these mods without permission!

Project 22350 - Admiral Gorshkov Class Frigate

uc?id=153LpamzVxfVHHbsLw1v9M4kmywMl8_r2

Version 1.2.0 - Download link (734 MB): https://ln5.sync.com/dl/ad4eff7c0/wdkksbe4-spyt263x-v4j2mpze-pi2tri52

  • Changed the collision model
  • Changed 9M100 to radar seeker
  • Fixed the final maneuver altitude for P-800
  • Changed the INS error factor for P-800
  • Fixed the final maneuver altitude for 3M54T
  • Changed the INS error factor for 3M54T
  • Changed the launched interval for 9M96M and 9M100
  • Changed the max altitude and kill distance for KT-308
  • Changed ECM resistance for 9M337
  • Fixed 9M337 booster animation
  • Fixed 3M54T booster animation
  • Fixed 3M14T booster animation

uc?id=153qnnJODqV5K28z6suCfIRVePMKe5UNj

 

Project 22800 - Karakurt Class Corvette

uc?id=14t0Su1OJ1p1r_TYUVafhPBXarpXF8uiz

Version 1.0.0 - Download link (670 MB): TBA

  • Release version

uc?id=153BnDr9WBRjwFbkplaKmICWfpsU8oS2s

 

Hello, I am surprise of the max range of the 3M14T Kalibr this SLCM should be 1600 Km to 2600 Km and not 800 Km. i am wrong ?

Posted

I love it!

hace 54 minutos, DM1968 dijo:

Hello, I am surprise of the max range of the 3M14T Kalibr this SLCM should be 1600 Km to 2600 Km and not 800 Km. i am wrong ?

In Wikipedia says efective range is 2000km so I think you aren't wrong.

Posted

Greetings! Excuse my ignorance: how do you install the Admiral Kasatonov mod? I tried to install it in the suggested directory (f:\DCS World Open Beta\Mods\tech\Admiral Kasatonov), but the running game disables the mod.

Posted
22 minutes ago, flavnet said:

Greetings! Excuse my ignorance: how do you install the Admiral Kasatonov mod? I tried to install it in the suggested directory (f:\DCS World Open Beta\Mods\tech\Admiral Kasatonov), but the running game disables the mod.

Install it in your saved games DCS folder.

 

null

image.png

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  • Thanks 1
Posted

How to choose only 3M-54 for attack in mission editior and why 3M-54 and P-800 start always to rigth side and then turn to left?

[sIGPIC][/sIGPIC]

Posted
On 12/21/2022 at 2:20 PM, pabel89 said:

How to choose only 3M-54 for attack in mission editior and why 3M-54 and P-800 start always to rigth side and then turn to left?

There are limitations to what can be achieved within the limits of DCS and naval assets. 

  • Thanks 1
Posted

@currenthillanother roughly related question.. have been always intrigued whether firing rockets was possible from ships.. I mean the Salvo fired rockets like those from land based grad or mlrs.. can we setup those on ships in dcs ? Many of these Russian ships have rockets in real life.

Posted (edited)
38 minutes ago, Arrow11 said:

@currenthillanother roughly related question.. have been always intrigued whether firing rockets was possible from ships.. I mean the Salvo fired rockets like those from land based grad or mlrs.. can we setup those on ships in dcs ? Many of these Russian ships have rockets in real life.

Can't see why that shouldn't be possible. But with the modern ships I'm making I haven't encountered the need yet. I wish ED would implement ship based chaff in the future though. 

Also, I've added the two loadout versions of the Karakurt, one with LACM and one with AShMs. And the 34M54T is upgraded to perform more like the real deal, which means much higher speed.

image.png

Edited by currenthill
  • Like 5
Posted

Nice to see 2 configurations of Karakurt. Thank you.

For future updates: when looking in Karakurt windows from outside view, there are no internal textures for the back of the cabin

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Mr. Croco

Posted

Wonderful mod! Loved every bit of detail. The bridge interior textures might need some work although without that also it's excellent. Setup a naval battle and was awestruck to see the missiles flyby. Also need more liveries for multiple ships 😀 Only found time for very few screenshots. 

Screen_221226_210728-02.jpeg

Screen_221226_215207-01.jpeg

Screen_221226_203040-01.jpeg

  • Like 3
Posted
1 hour ago, Arrow11 said:

Wonderful mod! Loved every bit of detail. The bridge interior textures might need some work although without that also it's excellent. Setup a naval battle and was awestruck to see the missiles flyby. Also need more liveries for multiple ships 😀 Only found time for very few screenshots. 

Screen_221226_210728-02.jpeg

Screen_221226_215207-01.jpeg

Screen_221226_203040-01.jpeg

Love it! Thanks for the screenshots! I love to see the assets in action. 👍🏻

I definitely add all the suggestions for improvements to my list. I try to release a good enough 1.0.0 and then together with the public make necessary improvements for the next release. 

  • Like 2
Posted

I noticed that now the fleet of both sides has a very powerful air defense. In order to defeat even one ship, you need to use a large detachment of forces simultaneously attacking the ship, or attack until the air defense ammunition is depleted.

This is ineffective, but there are no jammers and high-speed weapons in the DCS that could break through the air defense.

Therefore, I propose to develop high-speed or stealth missiles for the red and blue fleets and naval airforces: Zircon, LRASM, NSM, YJ-21

Mr. Croco

Posted
5 hours ago, tripod3 said:

I noticed that now the fleet of both sides has a very powerful air defense. In order to defeat even one ship, you need to use a large detachment of forces simultaneously attacking the ship, or attack until the air defense ammunition is depleted.

This is ineffective, but there are no jammers and high-speed weapons in the DCS that could break through the air defense.

Therefore, I propose to develop high-speed or stealth missiles for the red and blue fleets and naval airforces: Zircon, LRASM, NSM, YJ-21

Yep, I agree. I may have things in the works... 

Besides that, the next update of the russian ships will get an antiship missile update. Both the 3M54T and the P-800 are using one of my older missile implementations and will be upgraded to reflect their actual speed (> M2).

Posted (edited)

Fantastic work @currenthill, these assets are awesome. I have noticed a bit of a discrepancy between the Kalibr AShM on the Karakut Class Corvette and the Admiral Gorshkov. The Kalibrs on the Karakut Class accelerate the entire way to the target, reaching nearly Mach 3, while the Kalibrs from the Gorshkow cruise at around Mach 1.5. The land attack variant of the Kalibrs cruise at around Mach 0.8. I had assumed that all three variants would travel at the same speed, but I could be wrong. 

Here's an attached tacview file from my experience: 

Tacview-20221228-151623-DCS.zip.acmi

Edited by bennyboy9800
  • Like 2

Intel i7 9700k CPU

Nvidia GTX 1080Ti

16GB RAM

Samsung 256GB SSD

Thrustmaster T16000m HOTAS

Posted
37 minutes ago, bennyboy9800 said:

Fantastic work @currenthill, these assets are awesome. I have noticed a bit of a discrepancy between the Kalibr AShM on the Karakut Class Corvette and the Admiral Gorshkov. The Kalibrs on the Karakut Class accelerate the entire way to the target, reaching nearly Mach 3, while the Kalibrs from the Gorshkow cruise at around Mach 1.5. The land attack variant of the Kalibrs cruise at around Mach 0.8. I had assumed that all three variants would travel at the same speed, but I could be wrong. 

Here's an attached tacview file from my experience: 

Tacview-20221228-151623-DCS.zip.acmi 1.32 MB · 0 downloads

 

Good eye! You are completely correct. The Gorshkov's anti ship missiles will be updated to the latest standard as per the Karakurt. I had them configured to slow on the Gorshkov.

This will be fixed in the next Gorshkov release. 👍🏻

Posted (edited)

Modern Russian Naval Assets by Currenthill
Project 22800 - Karakurt Class Corvette

Version 1.1.0 released - see first post

Version 1.1.0

  • Added liveries for 567, 577, 578 and 584 (credits to Urbi)
  • Fixed texture issues (credits to Urbi)
  • Fixed weapon duplication error 
  • Fixed missing animations for machine gun soldiers
  • Fixed sound issues for the LACM loadout version
  • Changed 3M14T LACM range to 1500 km / 800 nm
  • Changed windows to darker tint for less see-through
Edited by currenthill
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