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Posted (edited)
10 hours ago, RWC said:

Question : Will you be able to set a additional option for active CAT in the F10 menu, or CAT OFF/Disable option for this carrier ? This based on the previous spawn/population video you posted. 

RWC

I'm unsure at this point as The MOD has really only really been tested as an AI unit. I jumped right into Modding DCS before I really learned how to "play it" So I'm having to learn about all the player feature/options the carrier needs as we go.😂 . And thanks again for you kind words. I do think the Admiral has setup site for donations to help fund his work. Currenthill has one as well I believe. Those two and many others are the ones doing the real heavy lifting around here🙂. I'm just the new guy and would be totally lost without their many great examples of what can be done with MODs

 

Edited by Beldin
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Posted (edited)
8 hours ago, Beldin said:

I'm unsure at this point as The MOD has really only really been tested as an AI unit. I jumped right into Modding DCS before I really learned how to "play it" So I'm having to learn about all the player feature/options the carrier needs as we go.😂 . And thanks again for you kind words. I do think the Admiral has setup site for donations to help fund his work. Currenthill has one as well I believe. Those two and many others are the ones doing the real heavy lifting around here🙂. I'm just the new guy and would be totally lost without their many great examples of what can be done with MODs

 

 

Just as a suggestion / option, since i see you playing around with the RunwaysAndRoutes.lua to use plane spawn points and use/ block launch Cat's...., to make a seperate RunwaysAndRoutes.lua for each start up scenario as desired. So then there would be 5 independent scenario options for each situation: ( RunwaysAndRoutes CAT 1.lua / RunwaysAndRoutes CAT 2.lua/ RunwaysAndRoutes CAT 3.lua / RunwaysAndRoutes CAT 4.lua / RunwaysAndRoutes recovery.lua. )

But of course , i am no expert, but it would seem logical, looking at how you spawned in the posted video blocking one CAT and using the other for launch. The only question is if this file has to be loaded before the load of the carrier, or that the start scenario can be altered when it is already loaded into the mission using the F10 menu add/ load RunwaysAndRoutes CAT 1.lua option to set the start situation. Otherwise, to have these in a zip file within, and unzip the selected start up situation desired before loading the SC.

RWC 

Edited by RWC
Posted

Yes, the "runway-and-routes" lua is loaded at start up and a ship can only have 1 active one as far as I know. I don't think there is a way to change the "spawn points"  for a ship once the game has started. But yes that would be very cool if you could load different deck layout in ME or during a mission. There MAY be a way to do it with triggers in a mission but I don't think so. 

I need to look at the video again but I'm not sure what you mean by "blocking the cats". Unless you mean one of the videos where the Helicopters or V-22 block the catapults before they take off.

Ford currently has 24 aircraft spots and 8-12 helicopter spots. (still working on those) They can be used together by the AI. Helicopter take off first and after the deck is clear the planes will launch. As a human player I've only spawned on the cat (start from runway) and using the 1st parking spot (start from ramp). I've not tried spawning in with a helicopter yet or spawning in any other spot.

I may included an extra runway lua file or two so players have options on how they want the deck to work but as far as I know that file would have to be picked BEFORE game start.

I finally got a decent Hotas setup again, so I really hope to start fly off the carriers a bit more so I can figure out how many of the player features are working or can still be added. I think ATC is work for the player with Ford, but it took me 5 minutes just to turn on the freaking radio the other day😂

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Posted (edited)
1 hour ago, Beldin said:

Yes, the "runway-and-routes" lua is loaded at start up and a ship can only have 1 active one as far as I know. I don't think there is a way to change the "spawn points"  for a ship once the game has started. But yes that would be very cool if you could load different deck layout in ME or during a mission. There MAY be a way to do it with triggers in a mission but I don't think so. 

I need to look at the video again but I'm not sure what you mean by "blocking the cats". Unless you mean one of the videos where the Helicopters or V-22 block the catapults before they take off.

Ford currently has 24 aircraft spots and 8-12 helicopter spots. (still working on those) They can be used together by the AI. Helicopter take off first and after the deck is clear the planes will launch. As a human player I've only spawned on the cat (start from runway) and using the 1st parking spot (start from ramp). I've not tried spawning in with a helicopter yet or spawning in any other spot.

I may included an extra runway lua file or two so players have options on how they want the deck to work but as far as I know that file would have to be picked BEFORE game start.

I finally got a decent Hotas setup again, so I really hope to start fly off the carriers a bit more so I can figure out how many of the player features are working or can still be added. I think ATC is work for the player with Ford, but it took me 5 minutes just to turn on the freaking radio the other day😂

When you find the time, try have a look at this page with different setups for the SC. Maybe some of it can be useful.

 

https://www.digitalcombatsimulator.com/en/files/3330966/https://www.digitalcombatsimulator.com/en/files/3330966/

This last one by Adalla seems quite useful

Hope it will help, Beldin m8 finding some answers ....

RWC

Edited by RWC
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Posted
2 hours ago, RWC said:

This last one by Adalla seems quite useful

Hope it will help, Beldin m8 finding some answers ....

Thanks, very cool. I think with this one He is loading templates using static planes that don't interfere with the Stock "RunwayandRoutes" LUA''s spawn points.. We were hoping to do something similar to add a deck crew. I had not thought to do it with planes, lol. But I think you would still be locked into the 1 LUA file's spawn spots. I'll check out the other videos as well. Very useful stuff, Thanks.

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Posted (edited)
19 hours ago, EA-18G_BlockII said:

Will the mod has better texture or maybe even better 3d model?

Short Answer No. We will try to improve the textures as best we can, and there are a few small model enhancements in the works. But for the first release version no major overhaul is planned texture/model wise as we are focused on trying to get as many systems working for both AI and Player first. Once all code and planned updates are completed/working good as can be (version 3 hopefully) and if there is enough interest a nicer model could be looked into and is certainly possible. On the plus side we do hope to have the deck lights working in the first release so you can always fly night missions until we get to version 3 😂 👍    

Edited by Beldin
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Posted (edited)
2 hours ago, Beldin said:

Short Answer No. We will try to improve the textures as best we can, and there are a few small model enhancements in the works. But for the first release version no major overhaul is planned texture/model wise as we are focused on trying to get as many systems working for both AI and Player first. Once all code and planned updates are completed/working good as can be (version 3 hopefully) and if there is enough interest a nicer model could be looked into and is certainly possible. On the plus side we do hope to have the deck lights working in the first release so you always fly night missions until we get to version 3 😂 👍    

 

Be patient friends, this mod requires a lot of work and is a long process. Step by step for all the basics to work first, after this come the 'details'. I am sure he is working as fast and hard as he can !

RWC.

Edited by RWC
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Posted
4 hours ago, Beldin said:

Short Answer No. We will try to improve the textures as best we can, and there are a few small model enhancements in the works. But for the first release version no major overhaul is planned texture/model wise as we are focused on trying to get as many systems working for both AI and Player first. Once all code and planned updates are completed/working good as can be (version 3 hopefully) and if there is enough interest a nicer model could be looked into and is certainly possible. On the plus side we do hope to have the deck lights working in the first release so you always fly night missions until we get to version 3 😂 👍    

 

nice roadmap 😄 . i hope it will all go through 😉

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Posted

Hello Beldin,

Hope you are doing well \0/

Here some video to keep you inspired and feel supported as we wait patiently .....

RWC.

 

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Posted
1 hour ago, EA-18G_BlockII said:

Uh off topic question , how can you make the V-22 taking off vertically like that?

So from my research and testing with the different STOVL/VTOL aircraft I've found that aircraft weight is what determines if the the plane will do a short take off and landing vs vertical.

The quickest way to test this is to just adjust the fuel load and find the weight that the aircraft will switch take off/landing types. For my F-35 update I edited the weight/fuel load in the LUA so that it will do a vertical take off /landing with a clean exterior/light internal load out. And will do short take off if you load out out thing like external fuel tanks and the dual missile/bomb racks.

Works great for take offs........ landing can be a bit of an issue as you can never be sure what weapons or fuel load the AI will bring back. SO like in real life each plane has a "bring back weight" or what ever they call it when landing on the carrier. Sadly I think the last update has broken a few of the STOVL MODS. The VSNF-35 lift fan doors are no longer working when doing a vertical take off and the V-22 in the Military Aircraft MOD also stopped working as it once did. The V-22 in the PIC above is a "new/different" version from the Military Aircraft MOD one. It also has some wing rotation issues now but it's working better than than the MAM version. After Ford is out I hope to get both a V-22 COD version working for the carriers and this new one will be the MV-22B for the USMC as it already has gun(s) mounted.

Oh wait you wanted an answer, NOT the history of the answer.😂

Lower the weight👍

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  • 2 weeks later...
Posted (edited)

CVN-78 survives "sucker punch" attack by 24 air launched ballistic missiles. Takes 3 hits but sails away. Carrier group loses a Tico as well. Not meant to be any more or less realistic than the CCP propaganda, 😂. Depending on how the mission plays out Ford sometimes takes ZERO hits and sometimes is sunk, it about a 50/50 chance she makes it. Escort ships are by Currenthill and Admiral189. Missiles are a custom version I did of the Tripod3 MOD that can be found in the forums here

 

 

Edited by Beldin
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Posted (edited)

CVN-80 "teaser" video.

Hello all, Good  and bad news regarding the Ford Class Carrier Mod.

Bad news. Texture updates and a few other issues remain unfixed. This due to issues with the original model and new issues updating the model for player aircraft to work correctly.

Good news. A new model is in the works and we believe we have fixes for the remaining issues that will  be corrected with the new model.

I will be posting a Beta "early access" version July 5-6th using the current model with what are mostly visual errors that do not really effect operations but are clearly not right. For example, static deck personnel/objects will spawn and "float" a few inched above the deck. A light or 2 may be on during the day and/or float next to the ship. And I think I still need to fix a backwards flag or 3😂

All weapons are working and AI fight deck operations work well with F-18C lot 20 F-18E/F/G Super bug and VSNF-35C. (24 planes take off-16 landing) Most carrier aircraft mods should work but maybe not at the full 24/16. Player take offs and landing do work but minor damage is caused to the ship (6-18%). I do have a working player take off-landing version but the static object "deck height bug" is much more noticeable. I will make that version available by request as there has been very little player aircraft testing at this point. So to sum it up the first release will be meant for AI use only and limited player aircraft operation.

Many thanks to all for the interest and support.

NOTE, Video is a "story board" pre production video for CVN-80. I hope to do one for each ship in the class and this one will be redone when the new model is ready. Hope you enjoy 

 

Edited by Beldin
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Posted (edited)

Sorry for the delay but 1 of 2 remaining KNOWN issues has been fixed. Parked planes set to ramp start and static objects (most) now spawn at the correct height.

Please allow one more day for release so one more attempt can be made to correct what I hope is the last major KNOWN issue. Now I'm not sure if the static objects help take the eye away from the poor textures or not😂 but there will be a new model if this code holds up👍

Thank you for any interest and patience  

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Edited by Beldin
Added photo
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Posted (edited)
3 hours ago, HighMaintenanceB said:

Take your time, you don't have to impose hard deadlines; We respect your pace either way.   Best of luck with addressing these issues, and once again, take as long as you need.   

Thanks, But other than the texture issues. it's time to see if the code holds up (for AI use at least) across multiple installs/systems or if it's back to the drawing board🤦‍♂️. I'm guessing it will be clear pretty quick. You see there are about 1,000,001 things that can go wrong and I've tested for about 769ish of them at this point 😂. So.... fingers are crossed🤞 and thanks again👍

Working takeoff layout, I think. I still need to test the last 4 AH-1s.

 

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Edited by Beldin
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Posted (edited)

So thanks to some help from unnamed sources (at this time) good progress is being made. So while the Public release will be delayed please PM me if you would like an advance copy for TESTING and evaluation. I need testing as an AI asset and F-18 Pilots that know how F-18 and Super Carrier work together so I can figure out what's working and what's not on that end.

Or let me put it this way. I need testers to confirm that all Ai functions are working, like one would expect with a Nimitz class carrier. And Pilots to let me know what's going on after you leave the deck. I hear tons of chatter on the radio, clearance given, intercept this or that, 😂 but I have no clue if the information is correct or even for me🤣.

Please PM if interested and thanks

 

   

Edited by Beldin
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Posted (edited)

Thanks to Beldin for allowing me test of the FORD class.  So far this is great! I've got Moose and Airboss working for automated carrier cyclic ops. Attached for others is the modified MOOSE.lua base script and the test Airboss script for CVN-78 (just the Ford so far I'll add the others in next)

To use:

Create a mission. Add the Moose and Airboss scripts in the ME as Mission Start triggers (Moose first), add CVN-78 and 3 Late Activated airframes (placed anywhere, dosnt matter for late activated)  with a start time of 10:20, weather is up to you as the ship will begin it's turn into wind about 10:25 for a 10:30 cycle:

1. E2D : Group name Wizard, and give it the callsign Wizard too

2. S3B (Or even better the F/A-18E mod tanker) :Group name CVNTanker

3: SH60 or UH60: Group name CVNRescue

 

Happy CQ

 

Important : Group name AND ship name for Airboss to work is CVN-78

AirbossCombo_CVN78_Test1.luaMoose2719FORDNoWO.lua

Ford-AB1.JPG

Edited by Reccelow
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Posted (edited)

AWESOME and thanks

Just a note. this model has a very crude collision model and the tower on the model does not match the collision that closely. You may have issues placing static objects around the tower.

 

Edited by Beldin
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