Silver_Dragon Posted February 21, 2016 Author Posted February 21, 2016 Reconstructing (and corrected size) of Pr.11451 For Work/Gaming: 28" Philips 246E Monitor - Ryzen 7 1800X - 32 GB DDR4 - nVidia RTX1080 - SSD 860 EVO 1 TB / 860 QVO 1 TB / 860 QVO 2 TB - Win10 Pro - TM HOTAS Warthog / TPR / MDF
Silver_Dragon Posted February 21, 2016 Author Posted February 21, 2016 (edited) Redone 11451 exported into DCS: W.... and MegaLOL moment with I discover the right weapons launcher points face backward :D Not problem, the harpoons turn corners :D 5bfUKS1ONbY PD: The Project 11451 dont carring antiship missiles, and not harpoon, of course, but, DCS: W has nothing to make missile carried antisubmarine torpedoes. Put them for testing proposes. ;) Edited February 22, 2016 by Silver_Dragon For Work/Gaming: 28" Philips 246E Monitor - Ryzen 7 1800X - 32 GB DDR4 - nVidia RTX1080 - SSD 860 EVO 1 TB / 860 QVO 1 TB / 860 QVO 2 TB - Win10 Pro - TM HOTAS Warthog / TPR / MDF
Silver_Dragon Posted March 3, 2016 Author Posted March 3, 2016 (edited) Test Pr.205 Osa I vs real enemies...... -buTx8s7h8c Russian units dont open cannon fire vs Pr.205 of missiles incoming :( Bug? Edited March 3, 2016 by Silver_Dragon For Work/Gaming: 28" Philips 246E Monitor - Ryzen 7 1800X - 32 GB DDR4 - nVidia RTX1080 - SSD 860 EVO 1 TB / 860 QVO 1 TB / 860 QVO 2 TB - Win10 Pro - TM HOTAS Warthog / TPR / MDF
Silver_Dragon Posted March 10, 2016 Author Posted March 10, 2016 (edited) From 1.5.X I discover strangle "glitch" on animations, example, behaviours on crottale-NG launcher on LaFayette frigate (I use Osa missiles). y-H4yQMVT88 Edit: My actual unfinished MODs has attached to that post (the Pr.123 has bugged and not work on DCS: W :(, sorry by crash, bugged systems, etc ). Remember, I not have a textured :( . Projectiles, shells and WW2 / Vietnam / Actual Bombs and Missiles has not included, require some type of help about add to DCS: W. (If someone has interested), check the first post. To "test" them, put into the Mod > tech folder Edited March 10, 2016 by Silver_Dragon For Work/Gaming: 28" Philips 246E Monitor - Ryzen 7 1800X - 32 GB DDR4 - nVidia RTX1080 - SSD 860 EVO 1 TB / 860 QVO 1 TB / 860 QVO 2 TB - Win10 Pro - TM HOTAS Warthog / TPR / MDF
Silver_Dragon Posted March 27, 2016 Author Posted March 27, 2016 (edited) My Vietnam 3D models -BLU-10/B Napalm -CBU-72 FAE Bomb (low velocity) -CBU-72 FAE Bomb (High velocity) -CBU-59B disperser -Mk-77 fire bomb -SUU-14/A - various sub-munitions. Edited March 27, 2016 by Silver_Dragon For Work/Gaming: 28" Philips 246E Monitor - Ryzen 7 1800X - 32 GB DDR4 - nVidia RTX1080 - SSD 860 EVO 1 TB / 860 QVO 1 TB / 860 QVO 2 TB - Win10 Pro - TM HOTAS Warthog / TPR / MDF
Markindel Posted March 27, 2016 Posted March 27, 2016 Silverdragon, I believe that the problem is in the argument 31 used twice: --- 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' ----- Anti-Air Missiles -- CrottaleNG Launcher ws = GT_t.inc_ws(); GT.WS[ws] = {} GT.WS[ws].moveable = true GT.WS[ws].center = 'CrottaleNG_Base' 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(175), math.rad(-175), math.rad(-5), math.rad(85)}, }; --GT.WS[ws].angles_mech = angles; GT.WS[ws].drawArgument1 = 31 GT.WS[ws].drawArgument2 = 32 GT.WS[ws].omegaZ = math.rad(5); GT.WS[ws].reference_angle_Z = math.rad(0); GT.WS[ws].reloadAngleZ = math.rad(0); GT.WS[ws].ammo_capacity = 8; -- 8 ready to fire GT.WS[ws].LN[1].depends_on_unit = trackers_for_100mmCannon; GT.WS[ws].LN[1].show_external_missile = true GT.WS[ws].LN[1].reactionTime = 0.5; GT.WS[ws].LN[1].launch_delay = 5; GT.WS[ws].LN[1].BR = { {connector_name = 'Crottale_Point001',}, {connector_name = 'Crottale_Point002',}, {connector_name = 'Crottale_Point003',}, {connector_name = 'Crottale_Point004',}, {connector_name = 'Crottale_Point005',}, {connector_name = 'Crottale_Point006',}, {connector_name = 'Crottale_Point007',}, {connector_name = 'Crottale_Point008',}, };
Silver_Dragon Posted March 27, 2016 Author Posted March 27, 2016 I change the argument numbers to others, but the problem persist. That strangle effect has similar to some problem see on your bismark battleship, with the the aft turrets point forward and no moving. can be a 1.5.3 problem? For Work/Gaming: 28" Philips 246E Monitor - Ryzen 7 1800X - 32 GB DDR4 - nVidia RTX1080 - SSD 860 EVO 1 TB / 860 QVO 1 TB / 860 QVO 2 TB - Win10 Pro - TM HOTAS Warthog / TPR / MDF
Einherjer Posted March 28, 2016 Posted March 28, 2016 Any chance to see the napalm canisters someday?
Silver_Dragon Posted March 28, 2016 Author Posted March 28, 2016 Expected ED make someday a napalm effect into DCS: W. That models was make to a "old" A-1 project never starter. I was build the Vietnam, WW2 bombs and a Mk-13 torpedo to them. For Work/Gaming: 28" Philips 246E Monitor - Ryzen 7 1800X - 32 GB DDR4 - nVidia RTX1080 - SSD 860 EVO 1 TB / 860 QVO 1 TB / 860 QVO 2 TB - Win10 Pro - TM HOTAS Warthog / TPR / MDF
Morkva_55 Posted March 30, 2016 Posted March 30, 2016 (edited) Hi! I've read this thread recently and I have a question: why you can't add new weapon declaration in to your mods? I found the way in two days of coding and testing process with my CVN project. It's almost the same way as in aircraft missiles declaration. And now I have RIM-116 missile with the necessary parameters. Pay attention to the highlighted strings... :music_whistling: This is RAM/RIM-116 declaration code based on AIM-9/MIM-72 missile data with the Stinger guidance head: -- RAM missile local RIM_116 = { category = CAT_AIR_TO_AIR, name = RIM_116, user_name = _("RIM-116"), wsTypeOfWeapon = {wsType_Weapon,wsType_Missile,wsType_AA_Missile,WSTYPE_PLACEHOLDER}, Escort = 0, Head_Type = 1, sigma = {1, 1, 1}, M = 70.0, H_max = 15000.0, H_min = -1, Diam = 127.0, Cx_pil = 1.5, D_max = 10000.0, D_min = 500.0, Head_Form = 0, Life_Time = 60.0, Nr_max = 30, v_min = 140.0, v_mid = 350.0, Mach_max = 2.7, t_b = 0.0, t_acc = 6.0, t_marsh = 0.0, Range_max = 20000.0, H_min_t = 1.0, Fi_start = math.rad(1), Fi_rak = 3.14152, Fi_excort = 0.79, Fi_search = 99.9, OmViz_max = 99.9, warhead = enhanced_a2a_warhead(5.0), exhaust = {0.9, 0.9, 0.9, 0.05 }; X_back = -1.455, Y_back = -0.062, Z_back = 0.0, Reflection = 0.0182, KillDistance = 5.0, SeekerSensivityDistance = 20000, ccm_k0 = 0.2, SeekerCooled = true, shape_table_data = { { name = "RIM-116", file = "aim-9x", life = 1, fire = { 0, 1}, username = "RIM-116", index = WSTYPE_PLACEHOLDER, }, }, ModelData = { 58, -- model params count 0.35 , -- characteristic square (характеристическая площадь) -- параметры зависимости Сx 0.04 , -- Cx_k0 планка Сx0 на дозвуке ( M << 1) 0.08 , -- Cx_k1 высота пика волнового кризиса 0.02 , -- Cx_k2 крутизна фронта на подходе к волновому кризису 0.05, -- Cx_k3 планка Cx0 на сверхзвуке ( M >> 1) 1.2 , -- Cx_k4 крутизна спада за волновым кризисом 1.2 , -- коэффициент отвала поляры (пропорционально sqrt (M^2-1)) -- параметры зависимости Cy 0.5 , -- Cy_k0 планка Сy0 на дозвуке ( M << 1) 0.4 , -- Cy_k1 планка Cy0 на сверхзвуке ( M >> 1) 1.2 , -- Cy_k2 крутизна спада(фронта) за волновым кризисом 0.4 , -- 7 Alfa_max максимальный балансировачный угол, радианы 0.0, --угловая скорость создаваймая моментом газовых рулей -- Engine data. Time, fuel flow, thrust. -- t_statr t_b t_accel t_march t_inertial t_break t_end -- Stage -1.0, -1.0, 3.6, 0.0, 0.0, 0.0, 1.0e9, -- time of stage, sec 0.0, 0.0, 3.55, 0.0, 0.0, 0.0, 0.0, -- fuel flow rate in second, kg/sec(секундный расход массы топлива кг/сек) 0.0, 0.0, 18328.0, 0.0, 0.0, 0.0, 0.0, -- thrust, newtons 1.0e9, -- таймер самоликвидации, сек 90.0, -- время работы энергосистемы, сек 0, -- абсолютная высота самоликвидации, м 1.0, -- время задержки включения управления (маневр отлета, безопасности), сек 1.0e9, -- дальность до цели в момент пуска, при превышении которой ракета выполняется маневр "горка", м 1.0e9, -- дальность до цели, при которой маневр "горка" завершается и ракета переходит на чистую пропорциональную навигацию (должен быть больше или равен предыдущему параметру), м 0.0, -- синус угла возвышения траектории набора горки 30.0, -- продольное ускорения взведения взрывателя 0.0, -- модуль скорости сообщаймый катапультным устройством, вышибным зарядом и тд 1.19, -- характристика системы САУ-РАКЕТА, коэф фильтра второго порядка K0 1.0, -- характристика системы САУ-РАКЕТА, коэф фильтра второго порядка K1 8.0, -- характристика системы САУ-РАКЕТА, полоса пропускания контура управления 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.2, 0.6, 1.4, -3.0, 0.5, }, } declare_weapon(RIM_116) declare_loadout({ category = CAT_AIR_TO_AIR, CLSID = "{RIM-116}", Picture = "r33.png", wsTypeOfWeapon = [color=Red][b]RIM_116.wsTypeOfWeapon[/b][/color], displayName = _("RIM-116"), attribute = [color=Red][b]RIM_116.wsTypeOfWeapon[/b][/color], Cx_pil = 0.001959765625, Count = 1, Weight = 100, Elements = { [1] = { DrawArgs = { [1] = {1, 1}, [2] = {2, 1}, }, -- end of DrawArgs Position = {0, 0, 0}, ShapeName = "aim-9x", }, }, -- end of Elements }) GT_t.WS_t.ram = {} -- RIM-116A GT_t.WS_t.ram.angles = { {math.rad(180), math.rad(-180), math.rad(-15), math.rad(85)}, }; GT_t.WS_t.ram.omegaY = 1 GT_t.WS_t.ram.omegaZ = 1 GT_t.WS_t.ram.distanceMin = 500 GT_t.WS_t.ram.distanceMax = 9000 GT_t.WS_t.ram.ECM_K = -1; GT_t.WS_t.ram.reference_angle_Z = 0 GT_t.WS_t.ram.LN = {} GT_t.WS_t.ram.LN[1] = {} GT_t.WS_t.ram.LN[1].type = 4 GT_t.WS_t.ram.LN[1].launch_delay = 1; GT_t.WS_t.ram.LN[1].reactionTime = 3; GT_t.WS_t.ram.LN[1].reflection_limit = 0.01; GT_t.WS_t.ram.LN[1].sensor = {} set_recursive_metatable(GT_t.WS_t.ram.LN[1].sensor, GT_t.WSN_t[0]) GT_t.WS_t.ram.LN[1].beamWidth = math.rad(1); GT_t.WS_t.ram.LN[1].BR = { {pos = {0, 0, 0.9} }, {pos = {0, 0, -0.9} } } GT_t.WS_t.ram.LN[1].PL = {} GT_t.WS_t.ram.LN[1].PL[1] = {} GT_t.WS_t.ram.LN[1].PL[1].ammo_capacity = 21 --GT_t.WS_t.ram.LN[1].PL[1].type_ammunition = {4,4,7,136}; GT_t.WS_t.ram.LN[1].PL[1].type_ammunition = [b][color=Red]RIM_116.wsTypeOfWeapon[/color][/b]; GT_t.WS_t.ram.LN[1].PL[1].name_ammunition = "RIM-116" GT_t.WS_t.ram.LN[1].PL[1].shot_delay = 0.1; GT_t.WS_t.ram.LN[1].PL[1].reload_time = 3600; -- once in hour --RAM local ws = GT_t.inc_ws(); GT.WS[ws] = {} set_recursive_metatable(GT.WS[ws], GT_t.WS_t.ram ) --GT.WS[ws].area = 'BOX_ZRK_FL' GT.WS[ws].pos = {105.393,13.716,-22.860} GT.WS[ws].angles_mech = { {math.rad(180), math.rad(-180), math.rad(-5), math.rad(95)} } GT.WS[ws].angles[1][1] = math.rad(150); GT.WS[ws].angles[1][2] = math.rad(-5); GT.WS[ws].angles[2] = {math.rad(-5), math.rad(150), math.rad(60), 1.48353}; GT.WS[ws].drawArgument1 = 23 GT.WS[ws].drawArgument2 = 24 GT.WS[ws].LN[1].min_launch_angle = math.rad(0); GT.WS[ws].LN[1].PL[1].ammo_capacity = 21; GT.WS[ws].LN[1].BR = { {connector_name = 'Rocket_Point_17'}, {connector_name = 'Rocket_Point_18'}, {connector_name = 'Rocket_Point_19'}, {connector_name = 'Rocket_Point_20'}, {connector_name = 'Rocket_Point_21'}, {connector_name = 'Rocket_Point_22'}, {connector_name = 'Rocket_Point_23'}, {connector_name = 'Rocket_Point_24'}, {connector_name = 'Rocket_Point_25'}, {connector_name = 'Rocket_Point_26'}, {connector_name = 'Rocket_Point_27'}, {connector_name = 'Rocket_Point_28'}, {connector_name = 'Rocket_Point_29'}, {connector_name = 'Rocket_Point_30'}, {connector_name = 'Rocket_Point_31'}, {connector_name = 'Rocket_Point_32'}, {connector_name = 'Rocket_Point_33'}, {connector_name = 'Rocket_Point_34'}, {connector_name = 'Rocket_Point_35'}, {connector_name = 'Rocket_Point_36'}, {connector_name = 'Rocket_Point_37'}, } Edited March 30, 2016 by Morkva_55
Morkva_55 Posted March 30, 2016 Posted March 30, 2016 (edited) All you need for other weapons type is to declare right weapon category: CAT_AIR_TO_AIR CAT_MISSILES CAT_BOMBS And wstype (weapon system type), of course... I hope this will be helpfull... Edited March 30, 2016 by Morkva_55
Silver_Dragon Posted March 30, 2016 Author Posted March 30, 2016 (edited) I check your LUA, and check the lua files, but, when I start a mission, my system crash. :doh: (I move the weapons to the main lua by not make problems). Edited March 30, 2016 by Silver_Dragon For Work/Gaming: 28" Philips 246E Monitor - Ryzen 7 1800X - 32 GB DDR4 - nVidia RTX1080 - SSD 860 EVO 1 TB / 860 QVO 1 TB / 860 QVO 2 TB - Win10 Pro - TM HOTAS Warthog / TPR / MDF
Silver_Dragon Posted March 31, 2016 Author Posted March 31, 2016 (edited) Ok, Markindel help me and update the texture work with the Pr.205, a great work. The only bad part as a aft turret behavior similar to lafayette ffg sam turret. Not sure if has problem of 3D model, exporter or DCS: W 1.5.3 eXd1USajTxQ Edit: I test them on 2.0 [copy/paste Caucasus map on Terrain folder] LaFayette and Pr.205, the problem persist, need check 3D models _HRGvU1TMtk Edited April 1, 2016 by Silver_Dragon For Work/Gaming: 28" Philips 246E Monitor - Ryzen 7 1800X - 32 GB DDR4 - nVidia RTX1080 - SSD 860 EVO 1 TB / 860 QVO 1 TB / 860 QVO 2 TB - Win10 Pro - TM HOTAS Warthog / TPR / MDF
Silver_Dragon Posted April 13, 2016 Author Posted April 13, 2016 (edited) More work on the Pr.205, working on build 3D interior cockpit and systems. e8QnuzoSbOA Edited April 14, 2016 by Silver_Dragon For Work/Gaming: 28" Philips 246E Monitor - Ryzen 7 1800X - 32 GB DDR4 - nVidia RTX1080 - SSD 860 EVO 1 TB / 860 QVO 1 TB / 860 QVO 2 TB - Win10 Pro - TM HOTAS Warthog / TPR / MDF
Dingo_Bob Posted April 14, 2016 Posted April 14, 2016 very nice, wish I had the time & patience to learn how to model & code :D [sIGPIC][/sIGPIC] Modules are like Pokemon you gotta catch 'em all :joystick::lol::pilotfly: AMD Ryzen7 3700x, G-Skills 32Gb RAM @ 3200Mhz, MSI GTX1080Ti, TM Warthog (20cm extension by Sahaj), MFG Crosswind Pedals, Oculus Rift, Track Ir5
Silver_Dragon Posted April 15, 2016 Author Posted April 15, 2016 New Texture Lafayette testing, with help of Markindel texture work ;) rwLPNajTatA For Work/Gaming: 28" Philips 246E Monitor - Ryzen 7 1800X - 32 GB DDR4 - nVidia RTX1080 - SSD 860 EVO 1 TB / 860 QVO 1 TB / 860 QVO 2 TB - Win10 Pro - TM HOTAS Warthog / TPR / MDF
Silver_Dragon Posted April 20, 2016 Author Posted April 20, 2016 Building Pr. 205 osa I radar console Enviado desde mi GT-S7580 mediante Tapatalk 1 For Work/Gaming: 28" Philips 246E Monitor - Ryzen 7 1800X - 32 GB DDR4 - nVidia RTX1080 - SSD 860 EVO 1 TB / 860 QVO 1 TB / 860 QVO 2 TB - Win10 Pro - TM HOTAS Warthog / TPR / MDF
Silver_Dragon Posted April 23, 2016 Author Posted April 23, 2016 Sorry folks. My internet router has blow out an my computer has not internet conction. Only can navigate by movil and send info by wiffy. A small update of Pr.205 cockpit. Radar console and p-15 missile fire console. Enviado desde mi GT-S7580 mediante Tapatalk For Work/Gaming: 28" Philips 246E Monitor - Ryzen 7 1800X - 32 GB DDR4 - nVidia RTX1080 - SSD 860 EVO 1 TB / 860 QVO 1 TB / 860 QVO 2 TB - Win10 Pro - TM HOTAS Warthog / TPR / MDF
=DECOY= Posted April 23, 2016 Posted April 23, 2016 wow that's awsome Water cooled i9-9900K | Maximus Code XI MB | RTX3090 | 64GB | HP Reverb G2
Silver_Dragon Posted April 23, 2016 Author Posted April 23, 2016 Ok. I get some errors on the last pic. Fixed and improve the P-15 fire console. Enviado desde mi GT-S7580 mediante Tapatalk For Work/Gaming: 28" Philips 246E Monitor - Ryzen 7 1800X - 32 GB DDR4 - nVidia RTX1080 - SSD 860 EVO 1 TB / 860 QVO 1 TB / 860 QVO 2 TB - Win10 Pro - TM HOTAS Warthog / TPR / MDF
Silver_Dragon Posted April 23, 2016 Author Posted April 23, 2016 Good day today. Ak-230 pannel. And the three pannels. Enviado desde mi GT-S7580 mediante Tapatalk For Work/Gaming: 28" Philips 246E Monitor - Ryzen 7 1800X - 32 GB DDR4 - nVidia RTX1080 - SSD 860 EVO 1 TB / 860 QVO 1 TB / 860 QVO 2 TB - Win10 Pro - TM HOTAS Warthog / TPR / MDF
aboodspin Posted April 24, 2016 Posted April 24, 2016 F/A-18E CFT fuel tank will be done after releasing F-18 immediately?
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