Pikey Posted April 9, 2018 Share Posted April 9, 2018 (edited) Add this to the lua on the land ones and they act like amphibuous. Sorry I meant to post some time back but I got distracted. they also can behave weirdly with waypoints. GT_t.CH_t.LCAC = { life = 3, mass = 180000, length = 26.4, width = 14.3, max_road_velocity = 20.5778, max_slope = 0.61, canSwim = true, waterline_level = 0.3, engine_power = 800, max_vert_obstacle = 0.914, max_acceleration = 4.08497, min_turn_radius = 2.8, X_gear_1 = 1.603, Y_gear_1 = 0, Z_gear_1 = 1.386, X_gear_2 = -2.8, Y_gear_2 = 0, Z_gear_2 = 1.386, gear_type = GT_t.GEAR_TYPES.TRACKS, r_max = 0.35, r_track = 0.08, armour_thickness = 0.022, } then line 40 replace: set_recursive_metatable(GT.chassis, GT_t.CH_t.LCAC);--changed from UAZ I edited much of the dimension, speed shape and water height to what looked right or was in wikipedia. The key line is canSwim=true. The rest of it uses the AA7 as a template, reusing the lua from core DCS. Edited April 9, 2018 by Pikey ___________________________________________________________________________ SIMPLE SCENERY SAVING * SIMPLE GROUP SAVING * SIMPLE STATIC SAVING * Link to comment Share on other sites More sharing options...
Esac_mirmidon Posted April 9, 2018 Share Posted April 9, 2018 If you can share the .lua itself here would be great. Thanks all. " You must think in russian.." [sIGPIC][/sIGPIC] Windows 7 Home Premium-Intel 2500K OC 4.6-SSD Samsung EVO 860- MSI GTX 1080 - 16G RAM - 1920x1080 27´ Hotas Rhino X-55-MFG Crosswind Rudder Pedals -Track IR 4 Link to comment Share on other sites More sharing options...
Pikey Posted April 10, 2018 Share Posted April 10, 2018 OK. Attached one example. It's getting somewhere close to confusing the thread and I'm sure the authors would prefer to integrate the changes to the lua and redistribute, so I'll only say this is an example of the LCAC Land mod for the LCAC_Abrams. The limitations of this are now getting to DCS as we all know a Hovercraft isn't affected as much by the surface it rides on, but nevertheless, DCS assumes it's a ground vehicle that can use water and thus slows it down a LOT...should reach 40-50mph. Can't do much about that, it's about choices. Honestly, and in my opinion only, if they really really want to see good use out of this they should provide an empty one and one with ED models of units we use, in the right formats, because that means I could do a virtual "unloading" of cargo and spawn the cargo from the LCAC then replace it with an empty LCAC giving the illusion of disembarkation. I only say this because I see the Tarawa, LCAC and amphibious landings as a key DCS thing for Hormuz this year and I can do a lot of fancy scripting to make this seem awesome.LCAC_Abrams.lua ___________________________________________________________________________ SIMPLE SCENERY SAVING * SIMPLE GROUP SAVING * SIMPLE STATIC SAVING * Link to comment Share on other sites More sharing options...
cao990 Posted April 10, 2018 Share Posted April 10, 2018 (edited) Add this to the lua on the land ones and they act like amphibuous. Sorry I meant to post some time back but I got distracted. they also can behave weirdly with waypoints. GT_t.CH_t.LCAC = { life = 3, mass = 180000, length = 26.4, width = 14.3, max_road_velocity = 20.5778, max_slope = 0.61, canSwim = true, waterline_level = 0.3, engine_power = 800, max_vert_obstacle = 0.914, max_acceleration = 4.08497, min_turn_radius = 2.8, X_gear_1 = 1.603, Y_gear_1 = 0, Z_gear_1 = 1.386, X_gear_2 = -2.8, Y_gear_2 = 0, Z_gear_2 = 1.386, gear_type = GT_t.GEAR_TYPES.TRACKS, r_max = 0.35, r_track = 0.08, armour_thickness = 0.022, } then line 40 replace: set_recursive_metatable(GT.chassis, GT_t.CH_t.LCAC);--changed from UAZ I edited much of the dimension, speed shape and water height to what looked right or was in wikipedia. The key line is canSwim=true. The rest of it uses the AA7 as a template, reusing the lua from core DCS. A hovercraft can set up a path on the shore, but it cannot be landed ashore. The property of the ship is modified to become a vehicle. Then refer to the lua of AAV7. Edited April 10, 2018 by cao990 Link to comment Share on other sites More sharing options...
cao990 Posted April 10, 2018 Share Posted April 10, 2018 (edited) Honestly, and in my opinion only, if they really really want to see good use out of this they should provide an empty one and one with ED models of units we use, in the right formats, because that means I could do a virtual "unloading" of cargo and spawn the cargo from the LCAC then replace it with an empty LCAC giving the illusion of disembarkation. ED is not ready, like armored troop vehicles should be able to go up and down soldiers, amphibious landing ships can release hovercraft and amphibious armored vehicles, expect ED improvement. Edited April 10, 2018 by cao990 Link to comment Share on other sites More sharing options...
Pikey Posted April 10, 2018 Share Posted April 10, 2018 ED is not ready, like armored troop vehicles should be able to go up and down soldiers, amphibious landing ships can release hovercraft and amphibious armored vehicles, expect ED improvement. No I wouldn't expect ED improvement, got to do that ourselves and we can. As for making it an AA7, yes, you want it on land and water, you get it on land and water as per lua. ___________________________________________________________________________ SIMPLE SCENERY SAVING * SIMPLE GROUP SAVING * SIMPLE STATIC SAVING * Link to comment Share on other sites More sharing options...
SUNTSAG Posted April 11, 2018 Share Posted April 11, 2018 Hi All, Having spoken to the mod pack providers, here is my update to the pack for the LCAC only. Simply place/replace the downloaded .lua files into your "USS LCAC Land" folder. You can also delete the "USS LCAC Sea" folder if you wish, as it is no longer required but the choice is yours. Download the replacement .lua files here: https://drive.google.com/drive/folders/1EaQa2H2BXhQS-tfKUQHz4FvCoAGXKr3D?usp=sharing Please have fun with the additional possibilities. Cheers. Callsign: NAKED My YouTube Channel [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
cao990 Posted April 12, 2018 Share Posted April 12, 2018 (edited) Hi All, Having spoken to the mod pack providers, here is my update to the pack for the LCAC only. Thank you for sharing, the follow-up is to solve the APCs, loading and unloading of soldiers, hovercraft release vehicles Edited April 12, 2018 by cao990 Link to comment Share on other sites More sharing options...
SUNTSAG Posted April 12, 2018 Share Posted April 12, 2018 Thank you for sharing, the follow-up is to solve the APCs, loading and unloading of soldiers, hovercraft release vehicles That is already made possible by using the CTLD script as shown in the video. The AI can load certain vehicles placed close the the LHA and drop them of at a waypoint. Callsign: NAKED My YouTube Channel [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
gunterlund21 Posted April 13, 2018 Share Posted April 13, 2018 I have two words for you Suntsag.....HELL YES!!!!!! I was in Art of the Kill D#@ it!!!! Link to comment Share on other sites More sharing options...
SUNTSAG Posted April 13, 2018 Share Posted April 13, 2018 I have two words for you Suntsag.....HELL YES!!!!!! Thanks for the feedback it's always appreciated. :thumbup: Callsign: NAKED My YouTube Channel [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
Esac_mirmidon Posted April 13, 2018 Share Posted April 13, 2018 Amazing modification, plenty of ideas to use this in missions. Thanks a lot. " You must think in russian.." [sIGPIC][/sIGPIC] Windows 7 Home Premium-Intel 2500K OC 4.6-SSD Samsung EVO 860- MSI GTX 1080 - 16G RAM - 1920x1080 27´ Hotas Rhino X-55-MFG Crosswind Rudder Pedals -Track IR 4 Link to comment Share on other sites More sharing options...
SUNTSAG Posted April 13, 2018 Share Posted April 13, 2018 Amazing modification, plenty of ideas to use this in missions. Thanks a lot. Pleasure mate :thumbup: Callsign: NAKED My YouTube Channel [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
gunterlund21 Posted April 14, 2018 Share Posted April 14, 2018 SUN anyway to get around the 6 knot water speed limit or is that a DCS thing. I was in Art of the Kill D#@ it!!!! Link to comment Share on other sites More sharing options...
Pikey Posted April 16, 2018 Share Posted April 16, 2018 SUN anyway to get around the 6 knot water speed limit or is that a DCS thing. Not using the workaround that it is a ground unit in amphibuous mode. I didn't find the water speed editable. It might be as a fraction of the ground speed, but I think there are some hard coded limits. ___________________________________________________________________________ SIMPLE SCENERY SAVING * SIMPLE GROUP SAVING * SIMPLE STATIC SAVING * Link to comment Share on other sites More sharing options...
SUNTSAG Posted April 16, 2018 Share Posted April 16, 2018 SUN anyway to get around the 6 knot water speed limit or is that a DCS thing. Hi Gunterlund21, Im afraid that's a hardcoded element which I believe is linked to model mass as I am working on a similar project with a smaller model and that is far quicker in the water. It's a new element to DCS so it will still be a WIP scenario. In the mission I made attached to this link...... the fastest sea speed I have reached is 12 kmh. It appears this is its max speed on the waves. https://forums.eagle.ru/showthread.php?t=206282 Callsign: NAKED My YouTube Channel [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
gunterlund21 Posted April 27, 2018 Share Posted April 27, 2018 Taylor may be a problem with the mod and the current 2.5.1 build. When your aircraft spawns in its about 5 ft off the deck when it drops in thus collapsing the landing gear. I was in Art of the Kill D#@ it!!!! Link to comment Share on other sites More sharing options...
uscstaylor Posted April 27, 2018 Author Share Posted April 27, 2018 Ed latest update is the problem. The AI won't even take off. I'm going to contact the guys on my end to see if they can fix it...To be honest I'm getting tired of this game. To me it seems that some things they fix and that breaks alot more things...then it's just a waiting game. Exhausting Link to comment Share on other sites More sharing options...
ST0RM Posted April 27, 2018 Share Posted April 27, 2018 Ed latest update is the problem. The AI won't even take off. I'm going to contact the guys on my end to see if they can fix it...To be honest I'm getting tired of this game. To me it seems that some things they fix and that breaks alot more things...then it's just a waiting game. Exhausting +1 Link to comment Share on other sites More sharing options...
Esac_mirmidon Posted April 27, 2018 Share Posted April 27, 2018 The 5 ft spawn point problem over the Tarawa is only because the LHA mod. If you remove all the LHAs from the Tech folder, the spawn over the Tarawa is perfect. This issue was reported in this thread not so long ago. " You must think in russian.." [sIGPIC][/sIGPIC] Windows 7 Home Premium-Intel 2500K OC 4.6-SSD Samsung EVO 860- MSI GTX 1080 - 16G RAM - 1920x1080 27´ Hotas Rhino X-55-MFG Crosswind Rudder Pedals -Track IR 4 Link to comment Share on other sites More sharing options...
uscstaylor Posted April 27, 2018 Author Share Posted April 27, 2018 Like I said I'll have our guys look at it if it can be fixed fine otherwise I'm no longer interested Link to comment Share on other sites More sharing options...
bigalsunit Posted April 27, 2018 Share Posted April 27, 2018 (edited) The 5 ft spawn point problem over the Tarawa is only because the LHA mod. If you remove all the LHAs from the Tech folder, the spawn over the Tarawa is perfect. This issue was reported in this thread not so long ago. I believe he is talking about the LHA mod. They now have the same spawn issue that was reported a while back with the Tarawa. I had to remove the mod and go back to using the Tarawa. I agree with uscstaylor. Lately it seems like we are just waiting and waiting for updates only to find ourselves moving one step forward and two steps back. Then waiting again. Its getting a bit old for sure. You do great work though Taylor. I know its getting frustrating man but we all appreciate it. Edited April 27, 2018 by bigalsunit Link to comment Share on other sites More sharing options...
gunterlund21 Posted June 7, 2018 Share Posted June 7, 2018 Anymore news on this mod. Is dcs any closer to fixing the planes bouncing off the deck on spawn? I was in Art of the Kill D#@ it!!!! Link to comment Share on other sites More sharing options...
uscstaylor Posted June 7, 2018 Author Share Posted June 7, 2018 Planes no longer bounce we are looking into why the harrier can't takeoff on it but the hornet can...I would love if ED or Razbam could help us give this back to the community Link to comment Share on other sites More sharing options...
Hawkeye60 Posted June 7, 2018 Share Posted June 7, 2018 I have just finished successfully spawning and taking off from two different ships from this mod. With the Harrier! You may wish to try again. Let me know. "Yeah, and though I work in the valley of Death, I will fear no Evil. For where there is one, there is always three. I preparest my aircraft to receive the Iron that will be delivered in the presence of my enemies. Thy ALCM and JDAM they comfort me. Power was given unto the aircrew to make peace upon the world by way of the sword. And when the call went out, Behold the "Sword of Stealth". And his name was Death. And Hell followed him. For the day of wrath has come and no mercy shall be given." Link to comment Share on other sites More sharing options...
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