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ADMIRAL189'S CORNER - INCOMING SHIP MODELS


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Adrimal, gave the Fast Attack Alpha a quick trial run. The weapons do have problems.

 

 

- Main gun will not fire and only rotates 0 to 180 degrees clockwise. Needs to do the same counter clockwise. It looked like it was going to fire but the gun was pointed 180 degrees away from the target.

 

- Rocket laucher only rotates 0 to 180 degrees clockwise. Needs to do the same counter clockwise.

 

- Rocket laucher goes crazy (continues to rotate back and forth) after firing a missile and destroying the target.

 

- Modelviewer shows the Rocket Launcher has 3 Rocket Points not two. Two for Point 01 and one for Point 02. This seems odd.

 

- Left rear minigun does not fire and only rotates 0 to 180 degrees clockwise (into the ship). This gun needs to only shoot 0 to 180 degrees counter clockwise.

 

- Right rear minigun does a reset to 0 degrees after destroying a target but then go to rest at 100 degrees.

 

 

Hope this helps getting the gun issues sorted out. This is a great looking model.

 

Rusty

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Not sure what's going on..Alpha works for me with no issues. I will work on Alpha and then the Syria. The missile was just an add on i was testing. I will make stationary. It may fire better that way. As for the guns i will re-do the animations. Standby for an update.

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Thanks for the feedback guys. The Syrian boat weapons are all working correctly now. 99.9% of the time it's the weapon script. Sometimes it just take interchanging them to make them function correctly.

 

Also, i'm sending an updated file of the american patrol boat. I noticed there was a light on the right side during nightime. Enjoy!

 

https://www.dropbox.com/s/kpp8pg8tjncw6s9/DCS_ARMED%20BOATS.zip?dl=0

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Admiral, the main gun is working great now. Thanks. The rear left (starboard) machine gun still does not sweep from 360 to 180 degrees counter clockwise and will therefore not shoot to the starboard side of the boat.

 

 

Making the missile launcher stationary was a good approach. However, the missile craddle is empty now so it's strange having a missile suddenly fire when nothing is in the craddle. This could be corrected by adding a couple of fake missile to the craddle but here's a suggestion. Delete the second Point_Rocket_01 connector from the model. This still leaves a Point_Rocket_01 and Point_Rocket_02 in the model. Use the original OSA_M missile from your first model to populate both missile craddles. The following changes to your updated code works pretty well for me. I added a custom argument to pull down the flag while the missile launcher is active.

 

 

ws = GT_t.inc_ws();

GT.WS[ws] = {}

set_recursive_metatable(GT.WS[ws], GT_t.WS_t.ship_OSA_M)

GT.WS[ws].newZ = GT_t.ANGLE_Z_TRANSLATION_OPTIONS.TRANSLATE_MIN_ANGLE_TO_MINUS_ONE;

GT.WS[ws].pos = {-6.445, 2.725, 0.0}

GT.WS[ws].animation_alarm_state = {time = 4.0, arg = 82};

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(10);

GT.WS[ws].angles[1][2] = math.rad(-120);

GT.WS[ws].angles[2] = {math.rad(-120), math.rad(10), math.rad(40), 1.48353};

GT.WS[ws].LN[1].min_launch_angle = math.rad(15);

GT.WS[ws].LN[1].PL[1].ammo_capacity = 8;

GT.WS[ws].LN[1].BR =

{

{connector_name = 'POINT_ROCKET_01', drawArgument = 153},

{connector_name = 'POINT_ROCKET_02', drawArgument = 154},

}

 

 

Also, this model gives a IC error due to the glass texture. This texture is apparently a standard DCS texture and can be deleted from the Texture folder thus eliminating the IC error.

 

 

Keep those ships coming. Your work is greatly appreciated.

 

 

Here's some screenshots during the latest "sea trials". Two armed boats and one aircraft destroyed.

 

 

 

Rusty

Alpha_1.thumb.jpg.39ca28dcb520b7dd4c452e4f45f2c35e.jpg

Alpha_2.thumb.jpg.d069eb4f5b37368aeed3b45b8e477d5a.jpg

Alpha_3.thumb.jpg.3af328e820dd05908d32a654ea04bce2.jpg

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Admiral, I don't have sea legs so I got port and starboard mixed up in my last post. It's the port rear machine gun that does not sweep from 360 to 180 degrees counter clockwise (pasting through 270 degrees).

 

 

Just tried the latest model released and found the starboard rear machine gun now continuously rotates non-stop. No change to the port rear machine gun. It still will not defend the port side of the boat. I have not tried the Syrian boat yet.

 

 

Rusty

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Dear Admiral, thanks for great work done. As a kind suggest, please remove camo textures from all weapon, bollards, containers of life rafts, life buoys on, antennas, and radar scanner. Also it would be nice to have additional camo option. The present one looks too bright and contrast for me. Also I noticed missiles absence on my boat and different camo colors comparing with RustyGunner pictures above. Is it OK or some textures missed?

001.thumb.jpg.dd6c52e86d7fc4b96c3b47ccff94eab7.jpg


Edited by Lazy-1962
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Thanks Guys for the feedback. First i want to say this is just fun for me so i play with textures just to see how the look. The original texture is plain but if you guys don't like i will go back to it. You know i would love to make some liveries but some things are secret here in DCS and you have to ask the right people to get the right answers. I will keep trying either way.

 

When i play with the boat's i don't see any issues with the gun animations. In reality they should only fire to portside but this is DCS so anything is possible. I would have to play around with the numbers to get it work correctly. Also, those scripts i get from other vessels so that could be the reason also. Also, remember not all scripts work with the weapons so i try to stick with the one that works. The missile launcher was just addition. I can easily remove them but i really wanted them to fire a small surface to surface missile. Plus, that saves us all headaches.

The next version i will just keep simple.

 

Update coming.

 

I'm trying to get the Oak out this week. She's basically finished. Not too much more i can do with her. There won't be a welldeck. The ship didn't come with a welldeck but i may try to add one.

 

Before releasing I will send her out to one of you guys for testing. What i don't like is the San Antonio version doesn't have a CIWS but in reallity these ships never travel alone they will always have an escort.

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Admiral, in follow-up to my last post I downloaded the latest CB-90H model again and the starboard rear minigun continous rotation stopped. A bad download seemed to have been the cause.

 

Sorry to hear you removed the missile launcher. That was great feature you added. I like it so much I will keep that model and use the code above to fire it. This is a very lethal boat moving at 40 kts with the FMCS main gun and surface-to-air missiles. I believe the FMCS gun is a ~150mm gun which is way too powerful for this small boat. Still, neat stuff for a simulation.

 

Tried the Syrian model this evening. The texture changes look great. Very nice model. It had more trouble destroying the test targets as it's equipped with a 25mm main gun. Probably more realistic for this size boat. BTW: I like the way these two boat sinks.

 

I see you have a new model coming. Looking forward to it. Thanks for all the work.

 

Rusty

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MODELING UPDATE!

 

Hey Guys, the code to make the guns shoot is broken at the moment. I'm trying to sort this out whether it's a DCS issue or not. Currently, all the new models I have created will not shoot their weapons. For some reason, they all point to the port quarter!! I will find a solution and as soon as i do i will let you all know and drop some new models i'm working on..

 

Admiral189

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Yes, at some point I will create a Sub. I have an OHIO Class but it's not a good model. It will take some work though to compare to the existing Sub in DCS now.

 

I am back in business now. I got the guns firing loud and fast again. So stay tuned for another model release!!!!

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