Silver_Dragon Posted May 14, 2015 Author Share Posted May 14, 2015 Today coming the P-15 Termit [sS-N-2 Styx] The P-15 into the missile launcher of the Pr.205 [OSA I] Link to comment Share on other sites More sharing options...
Silver_Dragon Posted May 14, 2015 Author Share Posted May 14, 2015 Naval Weapons update (Left to Right and Up to Down): Exocet Block III P-15 Termit [sS-N-2 Stix] Radar P-15 Termit [sS-N-2 Stix] IR Novator 81R RPK-2 Vyuga BM-1 depth charge BB-1 depth charge AMD-500 Moored Mine Moored Mine Mk-13A2 Torpedo Type 53-40 torpedo Link to comment Share on other sites More sharing options...
Silver_Dragon Posted May 17, 2015 Author Share Posted May 17, 2015 Folks. I need some help with animations (arguments), and weapons. I have make some animations in the 3DS MAX and I exported them to the modelview, but, meanwhile in the modelviewer the animation work properly, into DCS: W 1.2.16, the weapons (and animations), not working. Some help? I add a alpha version of the Pr.205U to the attack files, only need put them into the MOD > Tech directory (check if work properly on the modelviewer and how working on your DCS: W versions). Link to comment Share on other sites More sharing options...
Lilkiki Posted May 17, 2015 Share Posted May 17, 2015 (edited) Hi Silver, first, helpers are not well placed at the end of the barrrels. The way you linked the barrels to the turret can also be in fault. I can't say more at the moment as I can't inspect more with EDM format. I've not looked at the LUA, please correct the EDM first. Edited May 17, 2015 by Lilkiki [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
Silver_Dragon Posted May 18, 2015 Author Share Posted May 18, 2015 Ok, Thank Lilkiki, very useful your help. The Pr.205 finally open fire Tomorrow I go to investigate how can put a IR Sam missile launcher into the OSA (the launcher follow the targets, but not open fire). Link to comment Share on other sites More sharing options...
Lilkiki Posted May 18, 2015 Share Posted May 18, 2015 (edited) :thumbup: edit : wrong emoticon -> phone Edited May 18, 2015 by Lilkiki [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
Silver_Dragon Posted May 18, 2015 Author Share Posted May 18, 2015 I promise yesterday a test.... Pr.205 with AK-230 cannons operative (I use BMP-2 30mm cannons, waiting to investigate to define real weapons and ammunitions). [Youtube]apjVRED_ApY Link to comment Share on other sites More sharing options...
Lilkiki Posted May 18, 2015 Share Posted May 18, 2015 niiiiceeeee !!! Need UV maps now ;) [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
Silver_Dragon Posted June 6, 2015 Author Share Posted June 6, 2015 (edited) Ok, some problems with my model: 1- I unable to make my ships fire SAM or SSM missiles. I intent copy the same code of ED ships missile launchers into my Pr.205 LUA. None working. The animations and connector are correct but I don`t know what happens. That is very sad. I think has some type of hardcore code linked with ship missile operation. Some similar show when I intent make a Igla launcher in the Kilo Sub or some type of Torpedo (Missiles) on the Pr.183. 2- Someone can say as configuration the search radars animations? I make correct animations on 3DS Max and into DCS: W only show a partial animation. 3- I discover some strange with my AK-203 Pr.205 cannons operation. If I put the alone, work properly, by if I conect them with a Fire control radar, your operation has very "disturbed" and limited. Edited June 6, 2015 by Silver_Dragon Link to comment Share on other sites More sharing options...
vicx Posted June 7, 2015 Share Posted June 7, 2015 Post the Lua. Link to comment Share on other sites More sharing options...
Silver_Dragon Posted June 15, 2015 Author Share Posted June 15, 2015 Sorry, I had away some days to the Moding and rendering. Today I have start to texture old models and rework others. ZAB 2.5 incendiary submunitions (Type 1, 2 and 3) Link to comment Share on other sites More sharing options...
Silver_Dragon Posted June 25, 2015 Author Share Posted June 25, 2015 Post the Lua. Check here: Link to comment Share on other sites More sharing options...
Silver_Dragon Posted June 25, 2015 Author Share Posted June 25, 2015 Testing hull textures. Link to comment Share on other sites More sharing options...
Silver_Dragon Posted June 25, 2015 Author Share Posted June 25, 2015 (edited) Ok a little video.... with some texture. xQqMFjoAqHM Some bugs (need help). - Radar animation working (but only on 3 radars, missing one more (and animation and LUA has correct). - Strangle Fire control and weapons behaviour. ( the interaction into radar and optical FC and weapons has very poor I think). - The Manpads Igla missile system not work (and only appears 3 missiles, meanwhile, I define 4 connectors). - Surface to surface missiles don't work or show on the ship launchers. (I define new missile 3D object, insert in the lua and check correct connectors name and placement (4 connector)). Someone can help me explain how can make a transparent pannel to some windows carry in the model? Attach Alpha ship Zip with EDM objects and luas (if you like test them, put into DCS: W > mod > techs directory) PD: Sorry by the barrier language. Edited June 25, 2015 by Silver_Dragon Link to comment Share on other sites More sharing options...
SVKSniper Posted June 26, 2015 Share Posted June 26, 2015 (edited) SD i think problem is here: 00017.243 WARNING wWeaponSystem: invalid connector FC_Base for unit Project205U_Class 00017.243 WARNING wWeaponSystem: invalid connector Kolonka_Base for unit Project205U_Class 00017.243 WARNING wWeaponSystem: invalid connector AKF-Base for unit Project205U_Class 00017.243 WARNING wWeaponSystem: invalid connector AKA-Base for unit Project205U_Class 00017.243 ERROR wWeaponSystem: can't get angles, unit Project205U_Class, ws 6 00017.254 WARNING wWeaponSystem: invalid connector Base_Sam for unit Project205U_Class Update: --for radar make only 3 arg for animation -- Igla use this Helpers name:"POINT_KORTIK_1_1", "POINT_KORTIK_1_2", "POINT_KORTIK_1_3", "POINT_KORTIK_1_4" Edited June 26, 2015 by SVKSniper Support my work Link to comment Share on other sites More sharing options...
Silver_Dragon Posted June 26, 2015 Author Share Posted June 26, 2015 (edited) Ok, I rename the connectors and fix the problem with the Igla launcher, but I starter to think DCS: W engine has some type of engine limitations of the naval component. - rename all connectors with SVKSniper suggestion names and with correlative numbers but continue the problem with the fourth missile connector don't show any missile. - suppressed nº 4 radar animation (engine limitation?). - Igla launcher fixed and working (rotate and elevation, but not fire. Wrong definition?). - P-15 SSM launcher don't show nothing (Wrong weapons and launcher definition?. I add harpoon launcher from O.H.Perry lua to test exist code. that don't work). - Optical FC behaviour (pivot placement and animations has correct, but that show bad animations into DCS: W. Wrong definition?). Attach corrected Alpha ship Zip (v0.01) PD: Uploading a youtube video show the issues. Edited June 26, 2015 by Silver_Dragon Link to comment Share on other sites More sharing options...
Silver_Dragon Posted June 26, 2015 Author Share Posted June 26, 2015 Ok, video upload, show the problems related on the previous post. IpwuxU7rXTo Link to comment Share on other sites More sharing options...
SVKSniper Posted June 26, 2015 Share Posted June 26, 2015 SD RENAME HELPERS...is wrong. Missile_SAM5 --> POINT_KORTIK_1_1 Missile_SAM6 --> POINT_KORTIK_1_2 etc. To radar....yes i think is only 1,2,3 arg to anim. radar but with diferent rotation.... Support my work Link to comment Share on other sites More sharing options...
Silver_Dragon Posted June 26, 2015 Author Share Posted June 26, 2015 (edited) SD RENAME HELPERS...is wrong. Missile_SAM5 --> POINT_KORTIK_1_1 Missile_SAM6 --> POINT_KORTIK_1_2 etc. To radar....yes i think is only 1,2,3 arg to anim. radar but with diferent rotation.... I rename the SAM connectors with POINT_KORTIK_1_1..... correlative, same situation. Nº POINT_KORTIK_1_4 don't work. I assume DCS: W Engine limitation. Edit: I upload the Pr.205 with Point_kortik_1_1 edited to compare with previous versions and see that behavior. Pic: Edited June 26, 2015 by Silver_Dragon Link to comment Share on other sites More sharing options...
SVKSniper Posted June 26, 2015 Share Posted June 26, 2015 SD please rename this helper BASE_SAM to TARGET_KORTIK_1.... If you will send me max file and i can help you.... Support my work Link to comment Share on other sites More sharing options...
SVKSniper Posted June 26, 2015 Share Posted June 26, 2015 SD update for me works Igla but only problem...i see 3 missiles... Support my work Link to comment Share on other sites More sharing options...
Silver_Dragon Posted June 26, 2015 Author Share Posted June 26, 2015 I not understand what happens.... :( Uploading MAX archive. I give you by PM. Link to comment Share on other sites More sharing options...
vicx Posted June 26, 2015 Share Posted June 26, 2015 (edited) Migla = {} -- Naval IGLA Migla.type = 4 Migla.major_weapon = true Migla.xc = 0 Migla.distanceMin = 500 Migla.distanceMax = 8500 --for test Migla.min_trg_alt = 10 Migla.max_trg_alt = 5000 Migla.reactionTime = 2 Migla.reflection_limit = 0.22 Migla.launch_delay = 1 Migla.barrels_reload_type = 2 Migla.maxShootingSpeed = 0.0 Migla.ECM_K = -1 Migla.show_external_missile = true Migla.sound = { single_shot = "Weapons/MissileLaunch3", } Migla.sensor = {} set_recursive_metatable(Migla.sensor, GT_t.WSN_t[0]) Migla.PL = {} Migla.PL[1] = {} Migla.PL[1].ammo_capacity = 12 Migla.PL[1].type_ammunition = {4,4,34,91} Migla.PL[1].name_ammunition = "9M39" Migla.PL[1].reload_time = 10 Migla.BR = { {connector_name = 'Missile_Sam_5',}, {connector_name = 'Missile_Sam_6',}, {connector_name = 'Missile_Sam_7',}, {connector_name = 'Missile_Sam_8',}, }; local ws = GT_t.inc_ws(); GT.WS[ws] = {} add_launcher(GT.WS[ws], Migla) GT.WS[ws].drawArgument1 = 20 GT.WS[ws].drawArgument2 = 21 GT.WS[ws].omegaY = math.rad(80) GT.WS[ws].omegaZ = math.rad(100) Instead of using built-in IGLA definition - build your own. Important line --> Migla.PL[1].ammo_capacity = 12 IGLA battery reloads 3 times to fire 12 missiles. It is not necessary to name connectors TARGET_KORTIK_1 or any such thing. As long as names in LUA match names in EDM it will work. Edited June 26, 2015 by vicx Link to comment Share on other sites More sharing options...
SVKSniper Posted June 27, 2015 Share Posted June 27, 2015 vicx problem solved...;) Support my work Link to comment Share on other sites More sharing options...
Silver_Dragon Posted June 29, 2015 Author Share Posted June 29, 2015 Finaly SS-N-2 Stix fly!!! Pr.205 has dangerous!!! Thanks to SVKSniper help :) Link to comment Share on other sites More sharing options...
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