Silver_Dragon Posted June 29, 2015 Author Share Posted June 29, 2015 Small video test checking missile placement and fire: gdkGjn67ov8 Link to comment Share on other sites More sharing options...
Silver_Dragon Posted June 29, 2015 Author Share Posted June 29, 2015 Meanwhile test the Pr.205. I upload a new Pr.123 test video. Enjoy ;) nCZ39ifwknY Link to comment Share on other sites More sharing options...
Lilkiki Posted June 30, 2015 Share Posted June 30, 2015 Great work mate !!! [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
joey45 Posted June 30, 2015 Share Posted June 30, 2015 Awesome work. The only way to make sense out of change is to plunge into it, move with it, and join the dance. "Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.." https://ko-fi.com/joey45 Link to comment Share on other sites More sharing options...
Silver_Dragon Posted July 2, 2015 Author Share Posted July 2, 2015 (edited) Today update report: 1º- I intent build the Animations to a other of my ship (a Pr.204 antisubmarine corvete), not problem with them on 3DS Max, but I exported them to the Modelviewer / DCS: World, I discover the animation don´t work properly. I return to 3DS Max and recheck the pivot placement. I start to reset pivots and movement them to correct alignment. With frustration, I discover with I move some of them, all ship mesh change, and I not sure how fix them (I don't like remake that ship from scratch). Surely, I missing something. 2º- I intent place weapons torpedoes on the Pr.183 torpedo ship, with proper torpedo (configure how a missile by ED engine limitation), but some strangle happens, meanwhile the lua definition has correct, with proper 3D models and weapons definitions, the ship show the same P-15 termir missile as my Pr.205 ship on the torpedo tubes. If I suppressed the Pr.205 and the P-15 of DCS: W, when I load a mission with my Pr.183, DCS: W crash. Bad Pr.183 LUA definition or PR.205 conflict? 3º- I continue have the issue of the Igla missile apears on the missile launcher, but now, that dont turn and not firing missiles. DCS: W version conflict or I touch wrong? Attach MAX files (2014) and MOD archives (If someone require 3DS Max previous versions, post them and I upload them). 1- Pr.204 MAX: https://drive.google.com/file/d/0B0xd2VgFanfQQU9ITlpJT2EwdGs/view?usp=sharing MOD: https://drive.google.com/file/d/0B0xd2VgFanfQdlF2R0pQZ0FQMFE/view?usp=sharing 2- Pr.183 MOD: https://drive.google.com/file/d/0B0xd2VgFanfQY0FDSW54eEMtZU0/view?usp=sharing 3- Pr.205 MOD: https://drive.google.com/file/d/0B0xd2VgFanfQa09qcXIzUHJ6cGs/view?usp=sharing Edited July 2, 2015 by Silver_Dragon Link to comment Share on other sites More sharing options...
Silver_Dragon Posted July 10, 2015 Author Share Posted July 10, 2015 (edited) Funny Stuff: Testing Pr.183 3D model on DCS: World: P-15 Termit [sS-N-2 Stix] testing Edited July 10, 2015 by Silver_Dragon Link to comment Share on other sites More sharing options...
Silver_Dragon Posted July 13, 2015 Author Share Posted July 13, 2015 Wekend report (sorry by the bugs): Pr.205U door animations test RdAqKazvtOA FFG LaFayette Frigate test ze41HvI2hKc And some ammunition maked: T-55 ammunition 100mm OF-412 HE 100mm ABP-412 HEAT 100mm ammunition case: T-72 ammunition: 3BK12M HEAT ammunition 3OF19 HE 2A46 Propeller charge 375mm Bofords AntiSubmarine Rocket BETAB-500 bomb AAntiship weapon compilation ZAB-100-150 Bomb Soviet / Russia bombs compilation 9H210 submunition Ammunition compilation Link to comment Share on other sites More sharing options...
Xeno426 Posted July 13, 2015 Share Posted July 13, 2015 The polycount on those tank rounds seems excessively high for something that's only seen for a slit second. Link to comment Share on other sites More sharing options...
vicx Posted July 14, 2015 Share Posted July 14, 2015 High polycount models are an essential part of producing modern 3D game assets. You use the high poly models to help produce normal maps and textures for lower poly models. In addition to this I think that having really detailed LOD0 models available is a really nice idea for future proofing. In future there might be some interesting new ways use a sim like DCS. You could use DCS for "Very High Quality" machinima. This isn't a totally new idea. Valve Software have a version of their Source Engine called SFM (Source Film Maker) that uses high poly versions of models lifted from their game titles to produce movies. I also think VR also offers up an interesting possibility for game engines and game assets. Room scale VR is definitely going to be an application where models have to have very high fidelity. Maybe there will be a roomscale experience in DCS where ammunition is seen close at hand, it would be nice to have high quality LOD0 models for this type of thing. Sorry to derail thread - but I do love high poly models. Link to comment Share on other sites More sharing options...
Silver_Dragon Posted July 17, 2015 Author Share Posted July 17, 2015 (edited) Today I have test a new 3D model, the SR-375 antisubmarine rocket launcher. That launcher on 2/4/6 tubes was present on Sweden and NATO units during cold war. 3D Model Test video 2igfrAf4IWw OK, a request. That code to insert rockets on DCS: World has correct? --SR 375 Laucher Bargue mount_vfs_model_path (current_mod_path.."/Shapes/") mount_vfs_texture_path (current_mod_path.."/Textures/SR_375_Launcher_Bargue") GT = {}; GT_t.ws = 0; set_recursive_metatable(GT, GT_t.generic_ship) GT.visual = {} GT.visual.shape = "375mm_bofors_sr_375" GT.visual.shape_dstr = "" GT.life = 18; GT.mass = 6.1e+001; GT.max_velocity = 2 GT.race_velocity = 2 GT.economy_velocity = 2 GT.economy_distance = 2 GT.race_distance = 2 GT.shipLength = 10 --172.8 GT.Width = 6 --15 GT.Height = 2 --37.2 GT.Length = 10 --172.8 GT.DeckLevel = 3 GT.X_nose = 1.5 GT.X_tail = -1.5 GT.Tail_Width = 3 GT.Gamma_max = 0 GT.Om = 0.0 GT.speedup = 0 GT.R_min = 70 GT.distFindObstacles = 150 GT.numParking = 0 GT.Plane_Num_ = 0 GT.Helicopter_Num_ = 0 GT.airWeaponDist = 15000 GT.airFindDist = 50000 --GT.Landing_Point = {-44.0, 9.93, 0.0} --GT.DM = { -- { area_name = "NOSE_R", area_arg = 70, area_life = 110,}, -- { area_name = "BORT_R", area_arg = 71, area_life = 110,}, -- { area_name = "KORMA_R", area_arg = 72, area_life = 110,}, -- { area_name = "NOSE_L", area_arg = 73, area_life = 110,}, -- { area_name = "BORT_L", area_arg = 74, area_life = 110,}, -- { area_name = "KORMA_L", area_arg = 75, area_life = 110,}, -- { area_name = "NOSE_TOP", area_arg = 76, area_life = 80,}, -- { area_name = "RUBKA_TOP", area_arg = 77, area_life = 100,}, -- { area_name = "HP", area_arg = 78, area_life = 80,}, -- { area_name = "KORMA_BACK", area_arg = 79, area_life = 110,}, -- { area_name = "KABINA", area_arg = 80, area_life = 220,}, -- { area_name = "BORT_TOP_Back", area_arg = 81, area_life = 80,}, -- { area_name = "NADSTROYKA", area_arg = 82, area_life = 220,}, -- { area_name = "SUPERSTRUCTURE_Mid", area_arg = 83, area_life = 320,}, -- { area_name = "KORMA_TOP", area_arg = 84, area_life = 40,}, -- { area_name = "TOWER_NOSE", area_arg = 97, area_life = 60,}, -- { area_name = "TOWER_KORMA", area_arg = 98, area_life = 60,}, -- { area_name = "ZA_R", area_arg = 99, area_life = 27,}, -- { area_name = "ZA_L", area_arg = 100, area_life = 27,}, --} -- weapon systems GT.WS = {} ws = GT_t.inc_ws(); GT.WS.maxTargetDetectionRange = 50000; GT.WS.radar_type = 102 ---- SR-375 -- Antisubmarine rocket local SR_375_Rocket = { category = CAT_ROCKETS, name = "SR_375_Rocket", user_name = _("SR_375_Rocket"), wsTypeOfWeapon = {wsType_Weapon,wsType_NURS,wsType_Rocket,WSTYPE_PLACEHOLDER}, scheme = "nurs-standard", model = "sneb68_eap", fm = { mass = 4.26, -- empty weight with warhead, wo fuel, kg caliber = 0.068, -- Caliber, meters cx_coeff = {1,1.2668931,0.67,0.4521834,2.08}, -- Cx L = 0.924, -- Length, meters I = 0.1860, -- moment of inertia Ix = 0.00165, -- not used Ma = 0.124698, -- dependence moment coefficient of by AoA Mw = 1.4351299, -- dependence moment coefficient by angular speed shapeName = "", wind_time = 0.675, -- dispersion coefficient wind_sigma = 5, -- dispersion coefficient wing_unfold_time = 0.01, -- Unfold time, sec --0.03 }, engine = { fuel_mass = 2.0, -- Fuel mass, kg impulse = 180, -- Specific impuls, sec boost_time = 0, -- Time of booster action work_time = 0.675, -- Time of mid-flight engine action boost_factor= 1, -- Booster to cruise trust ratio nozzle_position = {{-0.43, 0, 0}}, -- meters tail_width = 0.052, -- contrail thickness boost_tail = 1, work_tail = 1, smoke_color = {0.6, 0.6, 0.6}; smoke_transparency = 0.3; }, warhead = { mass = 3.0, expl_mass = 3.0, other_factors = { 1.0, 0.5, 0.5 }, concrete_factors = { 1.0, 0.5, 0.1 }, concrete_obj_factor = 0.0, obj_factors = { 1.0, 1.0 }, cumulative_factor= 0.0, cumulative_thickness = 0.0, piercing_mass = 3.0, }, shape_table_data = { { file = "SR_375_Rocket"; life = 1; fire = { 0, 1}; username = "SR_375_Rocket"; index = WSTYPE_PLACEHOLDER; }, }, properties = { dist_min = 500, dist_max = 4000, } } declare_weapon(SR_375_Rocket) declare_loadout( { category = CAT_ROCKETS, CLSID = "{LAU_SR_375_Rocket}", attribute = {wsType_Weapon,wsType_Missile,wsType_Container,WSTYPE_PLACEHOLDER}, Picture = "SR_375_Rocket.png", displayName = _("LAU_SR_375_Rocket - 4 SR_375_Rocket"), Weight = 86.98, Count = 8, wsTypeOfWeapon = SR_375_Rocket.wsTypeOfWeapon, kind_of_shipping = 1, Elements ={ { ShapeName = "lau_sneb68g", IsAdapter = true, }, { DrawArgs = {[1] = {1,1},[2] = {2,1},}, Position = {connector_name = 'POINT_ROCKET_01',}, --1 ShapeName = "SR_375_Rocket", Rotation = {0,0,0}, }, { DrawArgs = {[1] = {1,1},[2] = {2,1},}, Position = {connector_name = 'POINT_ROCKET_04',}, --2 ShapeName = "SR_375_Rocket", }, { DrawArgs = {[1] = {1,1},[2] = {2,1},}, Position = {connector_name = 'POINT_ROCKET_02',}, --3 ShapeName = "SR_375_Rocket", }, { DrawArgs = {[1] = {1,1},[2] = {2,1},}, Position = {connector_name = 'POINT_ROCKET_03',}, --4 ShapeName = "SR_375_Rocket", } }, } ) -- rocket launcher ws = GT_t.inc_ws(); GT.WS[ws] = {} GT.WS[ws].moveable = true GT.WS[ws].center = 'Base_SR_375' GT_t.LN_t.igla.PL[1].ammo_capacity = 8 --add_launcher(GT.WS[ws], GT_t.LN_t.igla); set_recursive_metatable(GT.WS[ws], GT_t.WS_t.ship_OSA_M) GT.WS[ws].angles = { {math.rad(180), math.rad(-180), math.rad(-5), math.rad(85)}, }; --GT.WS[ws].angles_mech = angles; GT.WS[ws].drawArgument1 = 10 GT.WS[ws].drawArgument2 = 11 GT.WS[ws].omegay = math.rad(30); GT.WS[ws].omegaZ = math.rad(30); GT.WS[ws].reference_angle_y = math.rad(15); GT.WS[ws].reference_angle_Z = math.rad(0); GT.WS[ws].reloadAngley = math.rad(0); GT.WS[ws].reloadAngleZ = math.rad(90); GT.WS[ws].ammo_capacity = 8; -- 8 ready to fire GT.WS[ws].LN[1].show_external_missile = true GT.WS[ws].LN[1].reactionTime = 0.5; GT.WS[ws].LN[1].launch_delay = 0.5; GT.WS[ws].LN[1].reload_time = 30; GT.WS[ws].LN[1].BR = { {connector_name = 'POINT_ROCKET_01',}, {connector_name = 'POINT_ROCKET_02',}, {connector_name = 'POINT_ROCKET_03',}, {connector_name = 'POINT_ROCKET_04',}, }; -------------------------------------------------------------------------------- GT.Name = "375mm_bofors_sr_375" GT.DisplayName = _("375mm bofors SR 375") GT.Rate = 4000 GT.Sensors = { OPTIC = { "long-range naval optics", "long-range naval LLTV", "long-range naval FLIR", "generic tank daysight", }, RADAR = { "Patriot str", }, }; GT.DetectionRange = GT.airFindDist; GT.ThreatRange = GT.airWeaponDist; GT.Singleton ="no"; GT.mapclasskey = "P0091000067"; GT.attribute = {wsType_Navy,wsType_Ship,wsType_ArmedShip,wsType_GenericLightArmoredShip,wsType_GenericMLRS, "MLRS", "low_reflection_vessel", "Light armed ships", }; GT.Categories = { {name = "Armed Ship"}, }; add_surface_unit(GT) PD: Apologize to all my fans by my continuous "chaos" on 3D model / add-ons production ;) and the continuous jumping the one to other. Edited July 17, 2015 by Silver_Dragon Link to comment Share on other sites More sharing options...
Silver_Dragon Posted July 17, 2015 Author Share Posted July 17, 2015 (edited) Hi Folks. I can confirm some wrong have with the P-15 Pr.205 missile definition. The P-15 model "hijack" all missile definitions after of them (If I delete the Pr.205 P-15, DCS: W crash with load other user missile). Some example: I defined a new MM-40 Exocet missile to my LaFayette FFG frigate. The P-15 hijack all user definde 3D model inserted into them. LaFayette missile testing (you can see the P-15 in the missile tubes). jOFifHCv1vI Post all my missile definitions to compare them: P-15 -- P-15 Launchers -- P-15 local P_15 = { category = CAT_MISSILES, CLSID = "P-15", displayName = _("P-15"), Weight = 2500, Elements = { [1] = { DrawArgs = { [1] = {1, 1}, [2] = {2, 1}, }, -- end of DrawArgs Position = {0, 0, 0}, ShapeName = "P-15M", }, }, --end of Elements attribute = {4, 4, 11, 500, "Anti-Ship missiles"}, } GT_t.WS_t.ship_P15 = {} GT_t.WS_t.ship_P15.angles = { {math.rad(45), math.rad(-45), math.rad(-10), math.rad(45)}, }; GT_t.WS_t.ship_P15.reference_angle_Z = math.rad(60); GT_t.WS_t.ship_P15.moveable = false GT_t.WS_t.ship_P15.LN = {} GT_t.WS_t.ship_P15.LN[1] = {} GT_t.WS_t.ship_P15.LN[1].type = 1 GT_t.WS_t.ship_P15.LN[1].distanceMin = 8000 GT_t.WS_t.ship_P15.LN[1].distanceMax = 80000 GT_t.WS_t.ship_P15.LN[1].reactionTime = 10; -- Preload time 240s. GT_t.WS_t.ship_P15.LN[1].launch_delay = 5; GT_t.WS_t.ship_P15.LN[1].sound = { single_shot = "Weapons/MissileLaunch2", } GT_t.WS_t.ship_P15.LN[1].external_tracking_awacs = true GT_t.WS_t.ship_P15.LN[1].sensor = {} set_recursive_metatable(GT_t.WS_t.ship_P15.LN[1].sensor, GT_t.WSN_t[0]) GT_t.WS_t.ship_P15.LN[1].PL = {} GT_t.WS_t.ship_P15.LN[1].PL[1] = {} GT_t.WS_t.ship_P15.LN[1].PL[1].ammo_capacity = 4 GT_t.WS_t.ship_P15.LN[1].PL[1].type_ammunition = {4,4,11,121} GT_t.WS_t.ship_P15.LN[1].PL[1].name_ammunition = "P_15" GT_t.WS_t.ship_P15.LN[1].PL[1].reload_time = 1000000; -- never during the mission GT_t.WS_t.ship_P15.LN[1].BR = { {pos = {0, 0, 0} } } ----P-15 Launchers --- 1 ws = GT_t.inc_ws(); GT.WS[ws] = {} set_recursive_metatable(GT.WS[ws], GT_t.WS_t.ship_P15) GT.WS[ws].animation_alarm_state = {time = 1.5, arg = 30} GT.WS[ws].center = 'P-15U_SSM_9' GT.WS[ws].LN[1].PL[1].ammo_capacity = 1 GT.WS[ws].LN[1].show_external_missile = true GT.WS[ws].LN[1].max_number_of_missiles_channels = 1 --GT.WS[ws].area = "TPK_01_R" GT.WS[ws].LN[1].BR[1].connector_name = 'P-15U_SSM_9' --- 2 ws = GT_t.inc_ws(); GT.WS[ws] = {} set_recursive_metatable(GT.WS[ws], GT_t.WS_t.ship_P15) GT.WS[ws].animation_alarm_state = {time = 1.5, arg = 31} GT.WS[ws].center = 'P-15U_SSM_10' GT.WS[ws].LN[1].PL[1].ammo_capacity = 1 GT.WS[ws].LN[1].show_external_missile = true GT.WS[ws].LN[1].max_number_of_missiles_channels = 1 --GT.WS[ws].area = "TPK_01_R" GT.WS[ws].LN[1].BR[1].connector_name = 'P-15U_SSM_10' --- 3 ws = GT_t.inc_ws(); GT.WS[ws] = {} set_recursive_metatable(GT.WS[ws], GT_t.WS_t.ship_P15) GT.WS[ws].animation_alarm_state = {time = 1.5, arg = 32} GT.WS[ws].center = 'P-15U_SSM_11' GT.WS[ws].LN[1].PL[1].ammo_capacity = 1 GT.WS[ws].LN[1].show_external_missile = true GT.WS[ws].LN[1].max_number_of_missiles_channels = 1 --GT.WS[ws].area = "TPK_01_R" GT.WS[ws].LN[1].BR[1].connector_name = 'P-15U_SSM_11' --- 4 ws = GT_t.inc_ws(); GT.WS[ws] = {} set_recursive_metatable(GT.WS[ws], GT_t.WS_t.ship_P15) GT.WS[ws].animation_alarm_state = {time = 1.5, arg = 33} GT.WS[ws].center = 'P-15U_SSM_12' GT.WS[ws].LN[1].PL[1].ammo_capacity = 1 GT.WS[ws].LN[1].show_external_missile = true GT.WS[ws].LN[1].max_number_of_missiles_channels = 1 --GT.WS[ws].area = "TPK_01_R" GT.WS[ws].LN[1].BR[1].connector_name = 'P-15U_SSM_12' 59-39 Torpedo (defined as missile by DCS: W engine limitation, no submarine weapons) -- Torpedo Launchers --declare_weapon(torp5339) local torp5339 = { category = CAT_MISSILES, CLSID = "torp5339", displayName = _("torp5339"), Weight = 2500, Elements = { [1] = { DrawArgs = { [1] = {1, 1}, [2] = {2, 1}, }, -- end of DrawArgs Position = {0, 0, 0}, ShapeName = "torp5339T", }, }, --end of Elements attribute = {4, 4, 11, 501, "Anti-Ship missiles"}, } declare_loadout(torp5339) ------------------ GT_t.WS_t.ship_torp5339 = {} GT_t.WS_t.ship_torp5339.angles = { {math.rad(45), math.rad(-45), math.rad(-90), math.rad(90)}, }; GT_t.WS_t.ship_torp5339.reference_angle_Z = math.rad(60); GT_t.WS_t.ship_torp5339.moveable = false GT_t.WS_t.ship_torp5339.LN = {} GT_t.WS_t.ship_torp5339.LN[1] = {} GT_t.WS_t.ship_torp5339.LN[1].type = 1 GT_t.WS_t.ship_torp5339.LN[1].distanceMin = 200 GT_t.WS_t.ship_torp5339.LN[1].distanceMax = 10000 GT_t.WS_t.ship_torp5339.LN[1].reactionTime = 5; GT_t.WS_t.ship_torp5339.LN[1].launch_delay = 1; GT_t.WS_t.ship_torp5339.LN[1].sound = { single_shot = "Weapons/MissileLaunch2", } GT_t.WS_t.ship_torp5339.LN[1].external_tracking_awacs = true GT_t.WS_t.ship_torp5339.LN[1].sensor = {} set_recursive_metatable(GT_t.WS_t.ship_torp5339.LN[1].sensor, GT_t.WSN_t[0]) GT_t.WS_t.ship_torp5339.LN[1].PL = {} GT_t.WS_t.ship_torp5339.LN[1].PL[1] = {} GT_t.WS_t.ship_torp5339.LN[1].PL[1].ammo_capacity = 2 GT_t.WS_t.ship_torp5339.LN[1].PL[1].type_ammunition = {4,4,11,121} GT_t.WS_t.ship_torp5339.LN[1].PL[1].name_ammunition = "torp5339" GT_t.WS_t.ship_torp5339.LN[1].PL[1].reload_time = 1000000; -- never during the mission GT_t.WS_t.ship_torp5339.LN[1].BR = { {pos = {0, 0, 0} } } ----------------------------- ws = GT_t.inc_ws(); GT.WS[ws] = {} set_recursive_metatable(GT.WS[ws], GT_t.WS_t.ship_torp5339) GT.WS[ws].pos = {41,12,0}; GT.WS[ws].LN[1].PL[1].ammo_capacity = 2; GT.WS[ws].LN[1].show_external_missile = true; GT.WS[ws].LN[1].max_number_of_missiles_channels = 2; GT.WS[ws].LN[1].BR = {{connector_name = 'Torp_Point_1',},{connector_name = 'Torp_Point_2',},} MM-40 Exocet missile local MM_40 = { category = CAT_MISSILES, CLSID = "MM_40", displayName = _("MM-40"), Weight = 650, Elements = { [1] = { DrawArgs = { [1] = {1, 1}, [2] = {2, 1}, }, -- end of DrawArgs Position = {0, 0, 0}, ShapeName = "MM_40", }, }, --end of Elements attribute = {4, 4, 11, 502, "Anti-Ship missiles"}, } GT_t.WS_t.ship_MM_40 = {} GT_t.WS_t.ship_MM_40.angles = { {math.rad(45), math.rad(-45), math.rad(-10), math.rad(45)}, }; GT_t.WS_t.ship_MM_40.reference_angle_Z = math.rad(20); GT_t.WS_t.ship_MM_40.moveable = false GT_t.WS_t.ship_MM_40.LN = {} GT_t.WS_t.ship_MM_40.LN[1] = {} GT_t.WS_t.ship_MM_40.LN[1].type = 1 GT_t.WS_t.ship_MM_40.LN[1].distanceMin = 3000 GT_t.WS_t.ship_MM_40.LN[1].distanceMax = 180000 GT_t.WS_t.ship_MM_40.LN[1].reactionTime = 10; -- Preload time. GT_t.WS_t.ship_MM_40.LN[1].launch_delay = 5; GT_t.WS_t.ship_MM_40.LN[1].sound = { single_shot = "Weapons/MissileLaunch2", } GT_t.WS_t.ship_MM_40.LN[1].external_tracking_awacs = true GT_t.WS_t.ship_MM_40.LN[1].sensor = {} set_recursive_metatable(GT_t.WS_t.ship_MM_40.LN[1].sensor, GT_t.WSN_t[0]) GT_t.WS_t.ship_MM_40.LN[1].PL = {} GT_t.WS_t.ship_MM_40.LN[1].PL[1] = {} GT_t.WS_t.ship_MM_40.LN[1].PL[1].ammo_capacity = 8 GT_t.WS_t.ship_MM_40.LN[1].PL[1].type_ammunition = {4,4,11,121} GT_t.WS_t.ship_MM_40.LN[1].PL[1].name_ammunition = "MM_40" GT_t.WS_t.ship_MM_40.LN[1].PL[1].reload_time = 1000000; -- never during the mission GT_t.WS_t.ship_MM_40.LN[1].BR = { {pos = {0, 0, 0} } } ----MM-40 Exocet Launchers --- 1 ws = GT_t.inc_ws(); GT.WS[ws] = {} set_recursive_metatable(GT.WS[ws], GT_t.WS_t.ship_MM_40) GT.WS[ws].animation_alarm_state = {time = 1.5, arg = 30} GT.WS[ws].center = 'MM_40_SSM_001' GT.WS[ws].LN[1].PL[1].ammo_capacity = 1 GT.WS[ws].LN[1].show_external_missile = true GT.WS[ws].LN[1].max_number_of_missiles_channels = 1 --GT.WS[ws].area = "TPK_01_R" GT.WS[ws].LN[1].BR[1].connector_name = 'MM_40_SSM_001' --- 2 ws = GT_t.inc_ws(); GT.WS[ws] = {} set_recursive_metatable(GT.WS[ws], GT_t.WS_t.ship_MM_40) GT.WS[ws].animation_alarm_state = {time = 1.5, arg = 31} GT.WS[ws].center = 'MM_40_SSM_002' GT.WS[ws].LN[1].PL[1].ammo_capacity = 1 GT.WS[ws].LN[1].show_external_missile = true GT.WS[ws].LN[1].max_number_of_missiles_channels = 1 --GT.WS[ws].area = "TPK_01_R" GT.WS[ws].LN[1].BR[1].connector_name = 'MM_40_SSM_002' --- 3 ws = GT_t.inc_ws(); GT.WS[ws] = {} set_recursive_metatable(GT.WS[ws], GT_t.WS_t.ship_MM_40) GT.WS[ws].animation_alarm_state = {time = 1.5, arg = 32} GT.WS[ws].center = 'MM_40_SSM_003' GT.WS[ws].LN[1].PL[1].ammo_capacity = 1 GT.WS[ws].LN[1].show_external_missile = true GT.WS[ws].LN[1].max_number_of_missiles_channels = 1 --GT.WS[ws].area = "TPK_01_R" GT.WS[ws].LN[1].BR[1].connector_name = 'MM_40_SSM_003' --- 4 ws = GT_t.inc_ws(); GT.WS[ws] = {} set_recursive_metatable(GT.WS[ws], GT_t.WS_t.ship_MM_40) GT.WS[ws].animation_alarm_state = {time = 1.5, arg = 33} GT.WS[ws].center = 'MM_40_SSM_004' GT.WS[ws].LN[1].PL[1].ammo_capacity = 1 GT.WS[ws].LN[1].show_external_missile = true GT.WS[ws].LN[1].max_number_of_missiles_channels = 1 --GT.WS[ws].area = "TPK_01_R" GT.WS[ws].LN[1].BR[1].connector_name = 'MM_40_SSM_004' --- 5 ws = GT_t.inc_ws(); GT.WS[ws] = {} set_recursive_metatable(GT.WS[ws], GT_t.WS_t.ship_MM_40) GT.WS[ws].animation_alarm_state = {time = 1.5, arg = 34} GT.WS[ws].center = 'MM_40_SSM_005' GT.WS[ws].LN[1].PL[1].ammo_capacity = 1 GT.WS[ws].LN[1].show_external_missile = true GT.WS[ws].LN[1].max_number_of_missiles_channels = 1 --GT.WS[ws].area = "TPK_01_R" GT.WS[ws].LN[1].BR[1].connector_name = 'MM_40_SSM_005' --- 6 ws = GT_t.inc_ws(); GT.WS[ws] = {} set_recursive_metatable(GT.WS[ws], GT_t.WS_t.ship_MM_40) GT.WS[ws].animation_alarm_state = {time = 1.5, arg = 35} GT.WS[ws].center = 'MM_40_SSM_006' GT.WS[ws].LN[1].PL[1].ammo_capacity = 1 GT.WS[ws].LN[1].show_external_missile = true GT.WS[ws].LN[1].max_number_of_missiles_channels = 1 --GT.WS[ws].area = "TPK_01_R" GT.WS[ws].LN[1].BR[1].connector_name = 'MM_40_SSM_006' --- 7 ws = GT_t.inc_ws(); GT.WS[ws] = {} set_recursive_metatable(GT.WS[ws], GT_t.WS_t.ship_MM_40) GT.WS[ws].animation_alarm_state = {time = 1.5, arg = 36} GT.WS[ws].center = 'MM_40_SSM_007' GT.WS[ws].LN[1].PL[1].ammo_capacity = 1 GT.WS[ws].LN[1].show_external_missile = true GT.WS[ws].LN[1].max_number_of_missiles_channels = 1 --GT.WS[ws].area = "TPK_01_R" GT.WS[ws].LN[1].BR[1].connector_name = 'MM_40_SSM_007' --- 8 ws = GT_t.inc_ws(); GT.WS[ws] = {} set_recursive_metatable(GT.WS[ws], GT_t.WS_t.ship_MM_40) GT.WS[ws].animation_alarm_state = {time = 1.5, arg = 37} GT.WS[ws].center = 'MM_40_SSM_008' GT.WS[ws].LN[1].PL[1].ammo_capacity = 1 GT.WS[ws].LN[1].show_external_missile = true GT.WS[ws].LN[1].max_number_of_missiles_channels = 1 --GT.WS[ws].area = "TPK_01_R" GT.WS[ws].LN[1].BR[1].connector_name = 'MM_40_SSM_008' Edited July 17, 2015 by Silver_Dragon Link to comment Share on other sites More sharing options...
vicx Posted July 17, 2015 Share Posted July 17, 2015 I only have time to read these definitions and give limited advice. I don't have time to test things in DCS until later. I am not an expert just a guy who plays but I question the values I have highlighted. P_15 attribute = {4, 4, 11, 500, "Anti-Ship missiles"}, torp5339 attribute = {4, 4, 11, 501, "Anti-Ship missiles"}, MM_40 attribute = {4,4, 11, 502, "Anti-Ship missiles"}, I am pretty sure in this line you are meant to reference an existing object. You can't just make up new numbers here. Try using a value referenced by similar weapon already in DCS. Also after making such a definition you will need to declare_loadout("name") but I can't give too much advice on declare_loadout() because it is not an area I have played with. === Some of what you are trying to do is dependent on definitions in other places. For missiles there are definitions here. "C:\Program Files\DCSWorld\Config\Weapons\missiles_table.lua" "C:\Program Files\DCSWorld\Config\Weapons\missiles_data.lua" but don't assume that you can just add a new entry and everything will just work. I don't play with this stuff yet because it takes a lot of time to get familiar with these undocumented things. Link to comment Share on other sites More sharing options...
Silver_Dragon Posted July 17, 2015 Author Share Posted July 17, 2015 Yes, you are correct. SVKSniper tell me the same method, but, the problem has how add a correlative new weapon without enter on conflict with a previous weapon definition. Link to comment Share on other sites More sharing options...
vicx Posted July 17, 2015 Share Posted July 17, 2015 Ah I see. Do you have the MM-40 EDM ready that you can share via PM. Also will need a P-15M.EDM and a Torp5339.EDM. I think this can be done. Link to comment Share on other sites More sharing options...
Silver_Dragon Posted July 17, 2015 Author Share Posted July 17, 2015 Ok, go to a MP Link to comment Share on other sites More sharing options...
vicx Posted July 18, 2015 Share Posted July 18, 2015 Well I have tried a few approaches to using the declare_weapon() function inside the TECH environment and I haven't found a way that doesn't lead to errors that crash DCS. I think getting this working is outside my skill level and might require a LUA debugging tool. I will try next an approach that uses the AIRCRAFT mode environment instead but I think it might be the same story. Link to comment Share on other sites More sharing options...
Silver_Dragon Posted July 18, 2015 Author Share Posted July 18, 2015 a sad news, vicx. I think the engine limitation can get very hard problems to resolve that issues. :( Link to comment Share on other sites More sharing options...
jay43 Posted July 21, 2015 Share Posted July 21, 2015 So i thought i would have a go at some of this modeling lark and here's my first attempt, well my first decent attempt there have been many failures getting here. Eagles may soar high but weasel's don't get sucked into jet engines. System Spec. Monitors: Samsung 570DX & Rift CV1 Mobo: MSI Godlike gaming X-99A CPU: Intel i7 5930K @ 3.50Ghz RAM: 32gb GPU: EVGA Nvidia GTX 980Ti VR Ready Cooling: Predator 360 Power Supply: OCZ ZX Series 80 Plus Gold Drives: Samsung SSD's 1tb, 500g plus others with OS Win10 64 bit Link to comment Share on other sites More sharing options...
Silver_Dragon Posted July 26, 2015 Author Share Posted July 26, 2015 Reconstruction of the Pr.204 hull Link to comment Share on other sites More sharing options...
Silver_Dragon Posted July 29, 2015 Author Share Posted July 29, 2015 (edited) Reconstruction of the Pr.204 hull part 2 Edited July 29, 2015 by Silver_Dragon Link to comment Share on other sites More sharing options...
Silver_Dragon Posted July 29, 2015 Author Share Posted July 29, 2015 (edited) Stern part of the Pr.204 Edited July 29, 2015 by Silver_Dragon Link to comment Share on other sites More sharing options...
Xeno426 Posted July 29, 2015 Share Posted July 29, 2015 Don't you mean stern? Unless the Soviets were in a habit of making their bows square-shaped. Link to comment Share on other sites More sharing options...
Silver_Dragon Posted July 29, 2015 Author Share Posted July 29, 2015 Stern... fixed Link to comment Share on other sites More sharing options...
Silver_Dragon Posted July 29, 2015 Author Share Posted July 29, 2015 Link to comment Share on other sites More sharing options...
Silver_Dragon Posted July 29, 2015 Author Share Posted July 29, 2015 Link to comment Share on other sites More sharing options...
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