joey45 Posted April 7, 2013 Share Posted April 7, 2013 How did you get the boats ingame?? 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 April 7, 2013 Author Share Posted April 7, 2013 (edited) 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 April 7, 2013 by Silver_Dragon 1 Link to comment Share on other sites More sharing options...
Silver_Dragon Posted April 7, 2013 Author Share Posted April 7, 2013 (edited) 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 ??) Internal array show 2 office cabins (1+1) and the Kitchen / crew quarters (12) 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 April 7, 2013 by Silver_Dragon Link to comment Share on other sites More sharing options...
joey45 Posted April 7, 2013 Share Posted April 7, 2013 Thanks. 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...
RagnarDa Posted April 7, 2013 Share Posted April 7, 2013 Nice work SD! DCS AJS37 HACKERMAN There will always be bugs. If everything is a priority nothing is. Link to comment Share on other sites More sharing options...
Silver_Dragon Posted May 7, 2013 Author Share Posted May 7, 2013 (edited) 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 May 7, 2013 by Silver_Dragon Link to comment Share on other sites More sharing options...
PinkyandBrain Posted December 30, 2013 Share Posted December 30, 2013 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 Link to comment Share on other sites More sharing options...
joey45 Posted December 31, 2013 Share Posted December 31, 2013 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 Link to comment Share on other sites More sharing options...
Silver_Dragon Posted May 8, 2014 Author Share Posted May 8, 2014 Hello people. I return to that necropost.....;) Two mouth ago, on early march. I revive the "old" Pr.129, sorry if the "progress" was discontinue. some little updates to the model. Link to comment Share on other sites More sharing options...
tysonbishop964 Posted May 9, 2014 Share Posted May 9, 2014 Woo this is going again <3 I love the work Link to comment Share on other sites More sharing options...
joey45 Posted May 9, 2014 Share Posted May 9, 2014 Awesome news. 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...
NRG-Vampire Posted May 9, 2014 Share Posted May 9, 2014 Awesome news. 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: Link to comment Share on other sites More sharing options...
ED Team NineLine Posted May 9, 2014 ED Team Share Posted May 9, 2014 Nice work SD... looking good. Forum Rules • My YouTube • My Discord - NineLine#0440• **How to Report a Bug** Link to comment Share on other sites More sharing options...
Silver_Dragon Posted May 10, 2014 Author Share Posted May 10, 2014 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. Link to comment Share on other sites More sharing options...
Silver_Dragon Posted May 16, 2014 Author Share Posted May 16, 2014 Two new pics of two models to pass time. (sorry by the low poly count). ZAB 2.5 RBK-500 ZAB Link to comment Share on other sites More sharing options...
ED Team BIGNEWY Posted May 16, 2014 ED Team Share Posted May 16, 2014 Nice work Silver_Dragon Forum rules - DCS Crashing? Try this first - Cleanup and Repair - Discord BIGNEWY#8703 - Youtube - Patch Status Windows 11, NVIDIA MSI RTX 3090, Intel® i9-10900K 3.70GHz, 5.30GHz Turbo, Corsair Hydro Series H150i Pro, 64GB DDR @3200, ASUS ROG Strix Z490-F Gaming, HP Reverb G2 Link to comment Share on other sites More sharing options...
Silver_Dragon Posted May 19, 2014 Author Share Posted May 19, 2014 Submission Container Unit BSF with PTAB-2.5KA submunition to KMGU-2 (no textured) Link to comment Share on other sites More sharing options...
Buckeye Posted May 19, 2014 Share Posted May 19, 2014 This looks really cool...good work Silver. VR Cockpit (link): Custom Throttletek F/A-18C Throttle w/ Hall Sensors + Otto switches | Slaw Device RX Viper Pedals w/ Damper | VPC T-50 Base + 15cm Black Sahaj Extension + TM Hornet or Warthog Grip | Super Warthog Wheel Stand Pro | Steelcase Leap V2 + JetSeat SE VR Rig: Pimax 5K+ | ASUS ROG Strix 1080Ti | Intel i7-9700K | Gigabyte Z390 Aorus Master | Corsair H115i RGB Platinum | 32GB Corsair Vengeance Pro RGB 3200 | Dell U3415W Curved 3440x1440 Link to comment Share on other sites More sharing options...
RagnarDa Posted May 20, 2014 Share Posted May 20, 2014 Nice! Just going to get started on the ABM (Advanced Buoyancy Model)... :) DCS AJS37 HACKERMAN There will always be bugs. If everything is a priority nothing is. Link to comment Share on other sites More sharing options...
Silver_Dragon Posted July 18, 2014 Author Share Posted July 18, 2014 I have very time have no update that post...(sorry by low quality of the models) CVN-78 Lafayette frigate Proyect 183 LCM-1E F-100 Link to comment Share on other sites More sharing options...
joey45 Posted July 18, 2014 Share Posted July 18, 2014 The F-100 Looks like it's been turbosmoothed.... All looking good tho. 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 31, 2014 Author Share Posted July 31, 2014 Pr 183 new details: Link to comment Share on other sites More sharing options...
Ninja1959 Posted July 31, 2014 Share Posted July 31, 2014 Nice work Silver_Dragon......... [sIGPIC] [/sIGPIC] Link to comment Share on other sites More sharing options...
Paganus Posted August 1, 2014 Share Posted August 1, 2014 Looking good. Happy to see you are still building ships. Link to comment Share on other sites More sharing options...
joey45 Posted August 1, 2014 Share Posted August 1, 2014 Looking awesome. 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...
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