Beldin Posted May 14, 2024 Author Posted May 14, 2024 17 minutes ago, bbtbmb said: bud are you going to do C550 Cavour too? I can add it to the list. I think I did the spawn points at one point .But the only mod I've found of that ship has a static harrier and/or a F-35 on the deck that can't be removed. Also I don't think the model had anything else animated as far as weapons go so it would just be a takeoff-landing platform/nice background ship.
bbtbmb Posted May 14, 2024 Posted May 14, 2024 23 minutes ago, Beldin said: I can add it to the list. I think I did the spawn points at one point .But the only mod I've found of that ship has a static harrier and/or a F-35 on the deck that can't be removed. Also I don't think the model had anything else animated as far as weapons go so it would just be a takeoff-landing platform/nice background ship. Yeah that's the one figured with your magic you could make a decent asset out of her oh how bout them French Mistral boats that are out in the wild too
Beldin Posted May 14, 2024 Author Posted May 14, 2024 4 minutes ago, bbtbmb said: French Mistral LOL, yeah I've got an update for the Mistral as well. I created all 4 ships and got the weapons working. But I had to use the incorrect weapons at the time. Now that I'm starting to have a clue about how to do custom weapons any sensors I'll take another look at them. The darn French carrier Clemenceau is being a real pain about working with the F-8 Crusader from the VWV mod. I had it working right up until I tried to improve it. I also have the French CDG but I need to redo the weapons on that. I thought I'd start with something simple like deck layouts . But I have many updates for ships. Some are "fixes" and some are just updates to suit my play style. I will release as much as I can without stepping on anyone's toes. Tonight I hope to release a new deck layout for CV-59 and a ship update with Sea Sparrows that actually fire . It will only be for single play/ai use because I'm sure it will break IC but it's a nice update to the ship 2
Beldin Posted May 15, 2024 Author Posted May 15, 2024 11 hours ago, andyc said: however they run out of deck - go through the ski ramp and drop off the end of the ship. Some notes on AI landings with STOVL aircraft using the updated runway luas or any STOVL carrier in general. 1: Keep in mind these are WIP, especially the landing parking B: I maybe, most likely, are testing with "custom" versions of some aircraft. I will share these aircraft luas at some point. III: From what I've seen when the ai is taking off or landing it's all about the weight with STOVL aircraft. In general when landing vertically the lighter the plane is the farther forward it will land on the ship, the heavier, it will land more to the rear of the deck, at least on the QE2 but I'm pretty sure that applies to all STOVL carriers. I've also seen them use the helicopter spots at times depending how many planes are on the deck. When doing a "rolling" landing if the plane is to heavy it will roll off the deck. And in the case of the QE2 through the ski jump no less. BUT this is true of all carriers. At least the mod ones. I know this from watching F-4s and F-8 slide off the front of the smaller CATOBAR carriers like Joey's Hermes 69 or the VWV CVA-31. But here's a very short video of a F-35B doing a "short" landing on the QE2 without rolling into the ramp. The weight was at 43,000lbs, which is right around the weight where the plane will switch landing modes. I will provide a update F-35 lua soon. But I normally use a fictional "F-35RN" with the QE2 that's more suited to the QE2 and I need to compare that to the normal VSN F-35B. I do recall editing the weights a bit. Nothing that unrealistic but it gave better control over the load outs/ take off mode 3
Beldin Posted May 16, 2024 Author Posted May 16, 2024 (edited) More spawn points and weapons update for the USS Forrestal. I'm sure this breaks IC so it's not for all. 20 spawn points and updated Sea Sparrow SAMs I only tested this with F-14A and the VSN F-4B. Other aircraft and mixing type may cause taxi issues. This goes in the main DCS install folder so be sure to back up your files. If you only want the new spawn points just replace the "runway" lua. If you want to try the new Sea Sparrow use all the files This update also includes updated/fixed spots for HMS Invincible First post is updated with the new files Edited May 16, 2024 by Beldin 2 2
andyc Posted May 16, 2024 Posted May 16, 2024 @beldin just been testing invincible with your update - the aircraft positions look great re side of ship now - however just thought i would mention a couple things i've noticed that if you put down say 9 aircraft, then after 1st one takes off the 2nd can't manouvre out past the aircraft in front and it gets stuck waiting for space. Also on landing the first 2 aircraft land fine but when the 3rd aircraft parks up it collides with the second one and catches fire and is then removed, problem is all subsequent aircraft then also try to park in the same spot and collide until the game removes the 2nd aircraft parked up - see pic (3rd aircraft is the bottom one). Also i assume its a game thing that when aircraft parks it flips it 180 degrees after its reversed up ? I'll send a pic so you can see what i mean about aircraft stuck - i might simply be putting too many down...
andyc Posted May 16, 2024 Posted May 16, 2024 23 minutes ago, andyc said: @beldin just been testing invincible with your update - the aircraft positions look great re side of ship now - however just thought i would mention a couple things i've noticed that if you put down say 9 aircraft, then after 1st one takes off the 2nd can't manouvre out past the aircraft in front and it gets stuck waiting for space. Also on landing the first 2 aircraft land fine but when the 3rd aircraft parks up it collides with the second one and catches fire and is then removed, problem is all subsequent aircraft then also try to park in the same spot and collide until the game removes the 2nd aircraft parked up - see pic (3rd aircraft is the bottom one). Also i assume its a game thing that when aircraft parks it flips it 180 degrees after its reversed up ? I'll send a pic so you can see what i mean about aircraft stuck - i might simply be putting too many down... so the aircraft getting stuck on take off is clearly an ordering thing. Question what is the difference between "taking off on ramp" and "taking off from parking hot" ?
Beldin Posted May 16, 2024 Author Posted May 16, 2024 41 minutes ago, andyc said: then after 1st one takes off the 2nd can't manouvre out past the aircraft in front and it gets stuck waiting for space. You must reset take off order when using runway start. This is DCS issues and has nothing to do with my updates. In ME waypoint menu look for the PRK number for planes set to runway start. planes 2 and 3 will be backwards and need to be rest. 20 minutes ago, andyc said: Question what is the difference between "taking off on ramp" and "taking off from parking hot" ? Ramps start is with the engine off so a player can do the start up routine. Parking hot has the engine running so player can skip that part. For AI planes ramp start is slower as the "ai pilot " has to start the plane. Again landing is a WIP and I'm not sure I even did anything to the Invincible' s parking spots. Look at the original runway lua for that ship and compare the "parking spots" to the ones in my update. If they are different just replace the data for parking spot in my update with the original data. If the spots are the same then that's how the ship umm... shipped from the developer. Just be careful when you replace the data. There can be no missing comas or extra text. and back up your files 1
Beldin Posted May 19, 2024 Author Posted May 19, 2024 Be sure to check out the VWV MOD It includes the CVA-31 USS Bon Homme Richard with expanded runway layouts for use with the F-8 Crusader and A-4 Skyhawk. Also includes a nice ai SH-2 Sea Sprite helicopter for the smaller frigates 1 1
Beldin Posted May 19, 2024 Author Posted May 19, 2024 (edited) Coming soon. Expanded deck layouts for the the Cuesta Brother's Clemenceau class for use with the VWV mod F-8E(FN) Crusader. Edited May 19, 2024 by Beldin 7
yann59 Posted January 1 Posted January 1 (edited) Hi BELDIN and happy new year, I'm looking for an runwayAndRoutes how can make possible to land with more than 8 aircrafts on the CV-59 Forrestal aircraft carrier of HB with the planes of the vietnam era. i let you the type of this plane on a picture. in the game we are limited at 8 or 9 maximum aircrafts, and the elevator are not use. a lot of place is free in front of the island of the boat, and we can park 4 or 5 planes more on this place, also near the landing point without danger of collison with a plane who is landing. for shure we can also add planes behind the island if we cross the planes like the picture. thank's for your work !!!!! Edited January 1 by yann59
Beldin Posted January 3 Author Posted January 3 I can take a look once the carrier plug in for MV is working again. But DCS is very picky about what planes fit in what spots. In trying to make sure any spot can work for any plane, inany random order can reduce the deck space more than you think. I do have an expanded CV-59 for take off, but I think the landing is stock. 2
yann59 Posted January 8 Posted January 8 On 1/3/2025 at 8:02 PM, Beldin said: I can take a look once the carrier plug in for MV is working again. But DCS is very picky about what planes fit in what spots. In trying to make sure any spot can work for any plane, inany random order can reduce the deck space more than you think. I do have an expanded CV-59 for take off, but I think the landing is stock. thank's for your help. maybe in futur... bye
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