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Posted (edited)
4 hours ago, currenthill said:

image.pngProject 20831 Steregushchiy Class Corvette 1.0.0 released!
Changelog Version 1.0.0

  • Release version

Project 20831 Steregushchiy Class Corvette promo.jpg

A little correction. Stereguschiy class are of projects 20380 (base version), 20382 (export version), 20385 and 20386 (improved versions)

Also, how about Project 11356 Burevetsnik (Krivak V class) corvettes? It would be an appropriate asset for Caucasus Map

Edited by Wild_Weasel_31
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Posted (edited)
7 minutes ago, Wild_Weasel_31 said:

A little correction. Stereguschiy class are of projects 20380, 20382 (export version), 20385 and 20386 (improved versions)

The 20381 is the first modernization where they replaced the Kashtan CIWS with the Redut VLS, where later versions like the 20385 would also receive the UKSK VLS (to replace the Kh-35 launchers).

Name Hull No. Project Builders Laid down Launched Commissioned Fleet Status
Steregushchiy 530 2038.0 Severnaya Verf, St. Petersburg 21 December 2001 16 May 2006 28 February 2008 Baltic Active
Soobrazitelnyy 531 2038.1 Severnaya Verf, St. Petersburg 20 May 2003 31 March 2010 [13] 14 October 2011[14][15] Baltic Active
Boikiy 532 2038.1 Severnaya Verf, St. Petersburg 27 July 2005 15 April 2011[16] 16 May 2013[17] Baltic Active
Sovershennyy 333 2038.1 Amur Shipyard, Komsomolsk-on-Amur 30 June 2006 22 May 2015 20 July 2017[18] Pacific Active
Stoikiy 545 2038.1 Severnaya Verf, St. Petersburg 10 November 2006 30 May 2012[19] 18 July 2014[20] Baltic Active
Gremyashchiy   2038.5 Severnaya Verf, St. Petersburg 1 February 2012[21] 30 June 2017[22] 2018 Pacific Launched
Gromkiy   2038.1 Amur Shipyard, Komsomolsk-on-Amur 17 February 2012[23] 28 July 2017[24] 2018[25] Pacific Launched
Provorniy   2038.5 Severnaya Verf, St. Petersburg 25 July 2013[26] 2018 2019 Pacific Under construction
Retiviy   2038.1 Severnaya Verf, St. Petersburg 20 February 2015[27]   2018[28] Baltic Under construction
Strogiy   2038.1 Severnaya Verf, St. Petersburg 20 February 2015[29]   2018[28] Baltic Under construction
Aldar Tsydenzhapov   2038.1 Amur Shipyard, Komsomolsk-on-Amur 22 July 2015[30]   2019 Pacific Under construction
Rezkiy   2038.1 Amur Shipyard, Komsomolsk-on-Amur 1 July 2016[31][32]   2020 Pacific Under construction
Derzkiy   2038.6 Severnaya Verf, St. Petersburg 28 October 2016[33]   2021[34] Northern Under construction
Edited by currenthill
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Posted

Hello CurrentHill,

I have somehow managed to download your mod, specifically the Admiral Gorshkov mod and it is amazing. On your website it is listed that it has the land cruise attack missile variant of the Kalibr, how do I set this up in mission editor to attack land target?

Thank you.

  • Like 1
Posted
27 minutes ago, Ruwaisasin said:

Hello CurrentHill,

I have somehow managed to download your mod, specifically the Admiral Gorshkov mod and it is amazing. On your website it is listed that it has the land cruise attack missile variant of the Kalibr, how do I set this up in mission editor to attack land target?

Thank you.

Thanks!

Check my FAQ: https://www.currenthill.com/faq#h.vd47duult5df

The one at the bottom should also give you the clues of how to fire cruise missiles in DCS.

Posted
4 minutes ago, HighMaintenanceB said:

Thanks for everything that you do.  I've noticed that the KH-35 missile launch tubes reload themselves - is this a thing with the real ship? I haven't noticed this with your other ships like the Project 22350, Type 055, Type 052D, Ticonderoga, Type 45, or the Arleigh Burke. 

Haha, nope. It's a mistake on my part. 👍🏻

  • Like 4
Posted (edited)

image.pngAlligator Sniper AMR version 1.1.0 released!
Changelog Version 1.1.0

  • Changed amount of magazines for added total rounds
  • Changed fire and reload sound (thanks @Tomy10)
  • Changed reload time to be more realistic
  • Changed to heavier recoil animation
Edited by currenthill
  • Like 1
Posted (edited)

It seems that the limitations of the angle of rotation of the main gun are set incorrectly.

 

Screen_230717_223849.jpg

Screen_230717_223854.jpg

Edited by pabel89
  • Like 1

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Posted
4 minutes ago, pabel89 said:

It seems that the limitations of the angle of rotation of the main gun are set incorrectly.

 

Screen_230717_223849.jpg

Screen_230717_223854.jpg

 

It's been set to its mechanical limitation, but I should have added the safety limitation also. 

  • Like 2
Posted

I understand that this may not be a priority for now but in the future, might you consider bringing us an Iowa-class battleship in her 1980s configuration?  Replacing her 20mm and 40mm anti-aircraft guns and some of her 127mm guns were 32x RGM-109 Tomahawk launch tubes and 16x RGM-84 Harpoon launchers, as well as four Phalanx CIWS emplacements and five FIM-92 Stinger firing positions.  I also understand that detailed 3d models of the Iowa-class battleship in this configuration are exceptionally expensive and those fairly massive 16-inch guns would be a challenge in DCS, but I hope to get some of my friends and I to scrape together some money.  

Someday...

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Posted (edited)

@currenthill there is also a strange AI feature in naval combat - it always launch 4 missiles in one salvo, even if "All" is set as ammo quantity in the waypoint Advanced Settings. Is it an AI peculiarity or something wrong with mod code? I checked Arleigh Burke, Admiral Gorshkov, Stereguschiy and Type 26 Frigate.

P.S. There is also no "Attack Unit" option, only "Attack Group"

 

Edited by Wild_Weasel_31
  • Like 1
Posted
50 minutes ago, Wild_Weasel_31 said:

@currenthill there is also a strange AI feature in naval combat - it always launch 4 missiles in one salvo, even if "All" is set as ammo quantity in the waypoint Advanced Settings. Is it an AI peculiarity or something wrong with mod code? I checked Arleigh Burke, Admiral Gorshkov, Stereguschiy and Type 26 Frigate.

P.S. There is also no "Attack Unit" option, only "Attack Group"

 

 

As far as I know, after a lot of testing, you can't really tell ships exactly what to do. Their AI seem harder to convince than for example aircraft. 😅

 

  • Like 3
Posted
7 hours ago, HighMaintenanceB said:

I understand that this may not be a priority for now but in the future, might you consider bringing us an Iowa-class battleship in her 1980s configuration?  Replacing her 20mm and 40mm anti-aircraft guns and some of her 127mm guns were 32x RGM-109 Tomahawk launch tubes and 16x RGM-84 Harpoon launchers, as well as four Phalanx CIWS emplacements and five FIM-92 Stinger firing positions.  I also understand that detailed 3d models of the Iowa-class battleship in this configuration are exceptionally expensive and those fairly massive 16-inch guns would be a challenge in DCS, but I hope to get some of my friends and I to scrape together some money.  

Someday...

I actually have this one on the list. I was researching it a couple of weeks ago, but at that time I didn't find a suitable model. But it's of course still on the list. 

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Posted

image.pngProject 20831 Steregushchiy Class Corvette version 1.1.0 released!
Changelog Version 1.1.0

  • Added pennant number liveries (thanks @HighMaintenanceB)
  • Fixed A-190 traverse limits
  • Fixed AK-630M traverse limits
  • Removed Kh-35U reloads
  • Thanks 6
Posted
1 hour ago, currenthill said:

you can't really tell ships exactly what to do

It's sad, because they don't use main missile combat principle - to overwhelm opponent's AA with a huge number of missiles coming in a short period of time. They just throw small portions of <profanity> to each other until being ran out of missiles 🙂

Posted
10 minutes ago, Wild_Weasel_31 said:

It's sad, because they don't use main missile combat principle - to overwhelm opponent's AA with a huge number of missiles coming in a short period of time. They just throw small portions of <profanity> to each other until being ran out of missiles 🙂

My workaround at the moment (at least for my ships) is to set the attribute (not category) of a larger ship. For example a destroyer or a cruiser. This will make the AI fire a lot more of its antiship missiles at the same time. 

  • Like 4
Posted

Will be great if ED let developers make modules of Assets Pack and open more doors to implement more effects and units reactions. If performance goes worse, it is a mission makers matter which is easily fixable lowering the amount of complex units. 
 

I see all assets pack working over the basic DCS core and that’s not flexible. 
 

I can donate, but such a huge asset package deserves more developers option to offer a better final product. 

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Posted
6 hours ago, currenthill said:

I actually have this one on the list. I was researching it a couple of weeks ago, but at that time I didn't find a suitable model. But it's of course still on the list. 

Thanks.  It's true that some of these 3d models are exceptionally expensive and almost prohibitive.  This is why I hope to scrape together some cash between me and some of my friends to help bankroll your development efforts.  God-willing, I could make a donation at the end of the month.  

5 hours ago, currenthill said:

image.pngProject 20831 Steregushchiy Class Corvette version 1.1.0 released!
Changelog Version 1.1.0

  • Added pennant number liveries (thanks @HighMaintenanceB)
  • Fixed A-190 traverse limits
  • Fixed AK-630M traverse limits
  • Removed Kh-35U reloads

Glad to be of help.  

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Posted (edited)

@currenthill

 There is a very important update I'm expecting, but I'm not sure you are able to do due the limitation ED do in the SAM core. The SAM first person control with Combined Arms in your units, and the most important thing around this control is add the option to turn ON and control the Tracking radar and search radar separately. For some reason ED don't want to add this individual control of different type of radars and is absolutely unaccepted see how in game Multitask fighters are upgraded continually with advanced weapons and the silly SAMs keep turning on the search radar for every defending action and that way is not real at all and only set things easy to destroy every SAM. I am talking about your Pantsir, TOR, NASAMS etc...

I remember some years ago ED added the option to turn the turret in F10 map, but then they removed right away in the next update. People don't even had time to notice that improvement at that time. 

So, option to turn SAM turret from the F10 unit menu. (That is very important for final quick engage) 

Option to turn TR radar ON separate from Search radar. So should be two separate switches for TR and SR radars.

as Plan B, in case ED limitation doesnt allow that. Take a look in the unit damage option if there is a separate damage for SR radar. If there is such option, please add the unit with damaged SR radar and TR radar 100% good from scratch and having only the turret turning from F10 also work for ambush enemies. then having this type of SAMs units without SR radar, but with TR only work very well to create the same ambush tactics Ukraine SAMs did against Russian fighters at the begining of the conflic. Such tactics work the same against western figthers.

 

 

 

Edited by pepin1234

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