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Silver_Dragon 3D modeling


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That is a easy concept, only need a similar file structure of a helo or airplane .lua archive. And put the on a directory on de MOD directory

 

I put the on: C:\Program Files\Eagle Dynamics\DCS World\Mods\tech\Project183

 

My funtional Pr-183 LUA example:

-- Project183 class Torpedo boat

mount_vfs_model_path (current_mod_path.."/Shapes") <-- EDM files archive

--mount_vfs_liveries_path (current_mod_path.."/Liveries") <-- Pluging and liveries directory

mount_vfs_texture_path (current_mod_path.."/Textures/Project183_Class") <-- Directory and Texture archive (zip)

 

GT = {};

GT_t.ws = 0;

 

set_recursive_metatable(GT, GT_t.generic_ship) <-- That add ship to DCS:W

 

GT.visual = {}

GT.visual.shape = "project183" <-- EDM name ship objetc

GT.visual.shape_dstr = "" <-- EDM name destroyed ship object

 

GT.life = 0.8; <-- Life bar

GT.mass = 6.1e+001; <-- Object Mass on Kg

GT.max_velocity = 81.4880 <-- Velocity on Km/H

GT.race_velocity = 15.4333 <-- Velocity on Km/H

GT.economy_velocity = 10.2889 <-- Velocity on Km/H

GT.economy_distance = 1.1112e+007 <-- Range on Km

GT.race_distance = 2.778e+006 <-- Range on Km

GT.shipLength = 152.4 --172.8 <-- Length on Meters

GT.Width = 21 --15 <-- Width on Meters

GT.Height = 74.4 --37.2 <-- Height on Meters

GT.Length = 152.4 --172.8

GT.DeckLevel = 0.5

GT.X_nose = 3.5

GT.X_tail = -3.5

GT.Tail_Width = 2

GT.Gamma_max = 0.35

GT.Om = 0.05

GT.speedup = 0.567114 <-- aceleration ???

GT.R_min = 40 <-- Turn Rate ???

GT.distFindObstacles = 80

 

GT.numParking = 0 <- For carriers

GT.Plane_Num_ = 0 <- Launching points ??

GT.Helicopter_Num_ = 0 <-Launching points ??

 

GT.airWeaponDist = 3000 <- Max anti air weapons range

GT.airFindDist = 5000 <- Max air range search

 

-- weapon systems

GT.WS = {}

GT.WS.maxTargetDetectionRange = 5000; <- Max sea target detection range

GT.WS.fire_on_march = true; <- can fire on movement

 

--GT.WS.radar_type = 102

 

---- Nose 2M+3M cannon

ws = GT_t.inc_ws();

GT.WS[ws] = {}

GT.WS[ws].center = 'Turret1' <- Traverse Object Name

GT.WS[ws].drawArgument1 = 13 <- Traverse argument

GT.WS[ws].drawArgument2 = 14 <- Elevation argument

GT.WS[ws].omegaY = math.rad(40) <- Traverse rate of turn on degress / second

GT.WS[ws].omegaZ = math.rad(70) <- Elevation rate of turn on degress / second

GT.WS[ws].angles = {

{math.rad(170), math.rad(-150), math.rad(-10), math.rad(85)}, <- Max / Min Traverse / Elevation angles

};

GT.WS[ws].reference_angle_Y=math.rad(0); <- Traverse position on no combat status

GT.WS[ws].reference_angle_Z=math.rad(10); <- Elevation position on no combat status

 

 

__LN = add_launcher(GT.WS[ws], GT_t.LN_t.automatic_gun_25mm); <- Weapon definition

__LN.BR = { {connector_name = 'GUN_POINT_1'},

{connector_name = 'GUN_POINT_2'}

};

__LN.PL[1].ammo_capacity = 130;

__LN.PL[1].ammunition_reserve = 400

__LN.PL[1].reactionTime = 3;

__LN.PL[1].shot_delay = 0.2;

__LN.PL[1].fireAnimationArgument = 125;

__LN.PL[1].recoilArgument = 33;

__LN.PL[1].recoilTime = 0.2;

__LN = nil;

 

-- AFT 2M+3M cannon

ws = GT_t.inc_ws();

GT.WS[ws] = {}

GT.WS[ws].center = 'Turret002'

GT.WS[ws].drawArgument1 = 15

GT.WS[ws].drawArgument2 = 16

GT.WS[ws].omegaY = math.rad(40)

GT.WS[ws].omegaZ = math.rad(70)

GT.WS[ws].angles = {

{math.rad(170), math.rad(-170), math.rad(-10), math.rad(85)},

};

GT.WS[ws].reference_angle_Y=math.rad(0);

GT.WS[ws].reference_angle_Z=math.rad(10)

 

__LN = add_launcher(GT.WS[ws], GT_t.LN_t.automatic_gun_25mm);

__LN.BR = { {connector_name = 'GUN_POINT_3'},

{connector_name = 'GUN_POINT_4'}

};

__LN.PL[1].ammo_capacity = 200;

__LN.PL[1].ammunition_reserve = 400

__LN.PL[1].reactionTime = 3;

__LN.PL[1].shot_delay = 0.5;

--__LN.fireAnimationArgument = 124;

--__LN.recoilArgument = 33;

--__LN.recoilTime = 0.2;

__LN = nil;

 

GT.Name = "Project183_Class"

GT.DisplayName = _("PT Project183 Class") <- Object Editor name

GT.Rate = 20

 

GT.Sensors = { OPTIC = {"generic tank daysight", "human nightsight", "human daysight"},

-- RADAR = {

-- "Patriot str",

-- }

};

GT.DetectionRange = GT.airFindDist; <- Radar / other systems detection range (on DCS:W editor)

GT.ThreatRange = GT.airWeaponDist; <- Fire distance range (on DCS:W editor)

GT.Singleton ="no";

GT.mapclasskey = "P0091000039"; <- DCS:W editor icon

GT.attribute = {wsType_Navy,wsType_Ship,wsType_ArmedShip,wsType_GenericLightArmoredShip,

"low_reflection_vessel",

"Light armed ships",

};

GT.Categories = {

{name = "Armed Ship"},

};

 

add_surface_unit(GT)


Edited by Silver_Dragon
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A little 183 investigation..... crew inboard: 14 (2 officers captain, chief engine ??)

 

on Deck:

2 gunners

3 on the "bridge" (captain / helm, radar / radio operator , engineer operator + 2 (signal operators / TT / DC / ammo reloaders ??), others 7 under deck (cheff enginier + 1 sailor ??, spare crew ??)

 

183_08.jpg

 

Internal array show 2 office cabins (1+1) and the Kitchen / crew quarters (12)

 

183sx3.jpg

 

The engine section show (2+2)x Diesel engine M-50F or 50F-1-M or M-50FTK 4500 hp (3530 Kw), 1x generator 12.5v, 3x Diesel Tanks (unknow diesel quantity).

 

Pr-183 data:

Max vel: 43-44 Knts.

Cruise: 33 Knts.

Economic: 14 Knts.

 

Range: 600 Nautic Milles (33 Knts), 1000 Nautic Milles (14 Knts)


Edited by Silver_Dragon
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  • 1 month later...

Because I'm not sure if ED implemented the naval environment, and my complete ignorance of how to add weapons or other equipment to ships (crew, sensors, IA, including that I can not put torpedoes and depth charges, much less make them work) , I would like to give me your opinion whether or not to continue modeling with ships or continue the MOD.

 

Unfortunately I'm just a amateur modeler and dcs fan, no a 3rdParty or a profesional.


Edited by Silver_Dragon
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  • 7 months later...

Hey SD,

 

sorry for digging out that old thread but i came up on it when my Dangerous Waters Installation stopped working in Windows 8 and i had the idea to get something similar started in DCS World.

 

It seems that the engine does have a lot of limitations and i have absolutely no knowledge in gettings something inside the DCS Engine but hey... where's a will there's a way :) And as i have quite a few years of modeling experience i can at least provide a Little help ;)

 

I'd be interested if you're still up for the navy Thing today or did you already give up on it completely?

 

Best regards

Stefan

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GT.numParking = 0 <- Launching points for planes Kuz 3 Nimitz 4
GT.Plane_Num_ = 0 <- Number of planes the carrier can hold??
GT.Helicopter_Num_ = 0 <- number of helis...not sure. ??

 

If you look in the Kuz/Nimitz .LUAs you'll see

 

Still can't figure out on how to add the starting points..

 

Will show them off next yr.

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

 

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  • 4 months later...
great :thumbup:

one question Dragon: did you finished your tank round/shell models such as SABOT/HEAT ? would be nice to see more detailed projectiles - just like your new, more detailed kmgu bomblets :thumbsup:

 

Everything is stopped, have to go slowly returning, and see if I'm specifying more things for the future. I think for ammunition, would need someone make texture process, some type of quality control and the handwork of implement them into DCS: W. I think to do them, that require ED collaboration :cry: something similar with my naval models.

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This looks really cool...good work Silver.

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