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Navy Equipment


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Here is our Navy Equipment mod

 

Some Towtrucks and other Equipment for the Navy.

 

The Models are Freeware from some 3D Model sites.

The IFOLS Model is from "Paddels" (vLSO MOD)

GTR-18 Model is from thesystem

 

Included:

IFOLS  (static, witout Meatball) (THX to Paddels for the Model)
IFOLS  (static, with working Meatball) (THX to Anubis)
MD-3 Tow Truck
MD-3 Tow Truck with Towbar
MD-3 Fire Truck 
MD-3 Air Truck 
Towbars (open,Closed)
Holdbackbar
Fire Extinguisher
Forklift
FCLP Box Lights (only Lights)
GTR-18 "Smokey Sam" (THX to Sunstag for the Lua and thesystem for the Modell)

 

Models convertet/build by cdpkobra

Textures by cdpkobra & BlackLibrary

 

They are Static and Carrier placeable (in 2.5.6)

 

Link: User Files

trucks.thumb.jpg.852ef03c146ff7add53a0bf5b1775000.jpg

983777940_boxlight.jpg.001a253a9ca08a45bcdb36ad41baf478.jpg

trucks2.thumb.jpg.d53d9525de6c3ea44b41bc9aaa9f8307.jpg

holdback.jpg.2a4310b1a3b009dbed82224c69dba54a.jpg


Edited by BlackLibrary
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Excellent, all placable as static objects on the deck I presume?

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Right now static objects (cargo, equipment) on decks does not work....unless they are listed as aircraft in game then the may be placed on decks..I believe...

 

Sadly not working in the case of these models, I have created a large add for a number of static deck objects but for some reason these models are not showing up in the Mission Editor or in the game.

 

Can't figure this problem out, the others all work perfectly, but not these items. They are set up correctly in the entry.lua and each .lua is correctly presented as an aircraft with correct links to skins and shapes, but nothing shows up.

 

Anyone else had any luck doing this with these particular models.?


Edited by crazyeddie
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I've done them for our Squadron and with the help of Stonehouse's editing of my original Deck Crew mod, there is no longer any conflict with any other mods. I'm currently waiting on the Author of this mods permission to upload them.

 

Screen_180807_141552.png

 

Screen_180807_140839.png

 

Screen_180807_140451.png


Edited by Highwayman-Ed

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have you read the help read me file??

translated from Russian..

 

 

Howtos

Creation of PAPI / VASI

We create a connector that will indicate the point of contact on the strip. The connector name must begin with "touch_down_zone_".

 

In the properties of the connector, set the following parameters:

 

runway_number = uint (33); - number of the strip.

 

runway_suffix = uint (0); - strip suffix, can take the values ​​0/1/2/3, which correspond to the trace. suffixes none, left, right, center.

 

We create fake light sources, which will be PAPI . Assign them material als_lamp.

 

Fill in the User Defined Properties. Example:

 

TYPE = "fake_lights"; - says that these are fake light sources.

 

light_type = "als"; - indicates the type of sources.

 

 

 

argument = "airfield.als.33"; - Specifies the argument that will control the sources. ATTENTION! 33 this is the band number, it must be replaced with the correct strip number and suffix (L, R, C) if necessary.

 

 

 

size = 2.0; - size of sources

 

tex_coords_lb = vec2 (0.0.0.0);

 

tex_coords_rt = vec2 (0.5,1.0);

 

 

 

low_glide_path = array (0.5,0.5,0.5,0.5); - at the lowest angle of the glide path, the texture coordinates of all 4 sources will be offset by 0.5.

 

slightly_low_glide_path = array (0.5,0.5,0.5,0.0); - the texture coordinates of the first 3 sources will be displaced by 0.5, the texture coordinates of the 4th will remain unchanged.

 

on_lower_glide_path = array (0.5,0.5,0.0,0.0);

 

on_upper_glide_path = array (0.5,0.5,0.0,0.0);

 

slightly_high_glide_path = array (0.5,0.0,0.0,0.0);

 

high_glide_path = array (0.0.0.0.0.0.0.0);

 

Creation of model with lods in the same file

Create a dam with the lod_root flag .

 

Make the lody.

 

Attach the lodges to the dam.

 

In User defined properties , list the names of the loops with the ranges in which these loops will be visible. The ranges of the ladders can overlap, in this case several lots will be drawn at once.

 

Example User defined properties that are attached to 3 logs with the names Text01 , Text02 and Text03:

 

TYPE = "lod_root";

 

Text01 = vec2 (0.0,100.0); # the first argument is the minimum distance on which the boat will be seen, the second - the maximum

 

Text02 = vec2 (100.0,200.0);

 

Text03 = vec2 (200.0.11000000.0);

 

 

General 3D modeling thread and reference sites

UK liveries for planes, ships and MODS.

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.."

Updates to my stuff are now going here

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I've done them for our Squadron and with the help of Stonehouse's editing of my original Deck Crew mod, there is no longer any conflict with any other mods. I'm currently waiting on the Author of this mods permission to upload them.

 

 

Approved :megalol:

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BlackLibrary & cdpkobra have graciously given me permission to combine the MD-3 Tow Tractors into my US Navy Deck Crew mod.

 

This has been uploaded to the userfiles section and as soon as it is approved by ED, I'll post a link here and update my own thread.

 

Thanks for your mods and the permissions guys!

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The file has been approved by ED and is available in the Userfile section here: https://www.digitalcombatsimulator.com/en/files/3301580/

 

Thanks again to BlackLibrary & cdpkobra for letting me include their Tow trucks.

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Gametrix JetSeat with SimShaker

Windows 10 64 Bit Home Edition

 

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  • 3 months later...

This doesnt seem to work for the DCS steam version. I tried installing it as instructies. Didnt work (steam version doesnt even have mode/tech folders in the used files, and making them myself didnt work) i tried jgsme to get it to work, didnt work either. Seems the mods/tech folder for the steam version is located at the root folder instead of mysaved games. I tried putting the files into the mods/tech folder there. Also didnt work. I just keep getting the ertoe that it needs fhe module (when i start the top-gun campaign which needs it). Anyone else got it to work for dcs steam?

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  • 2 weeks later...
I've done them for our Squadron and with the help of Stonehouse's editing of my original Deck Crew mod, there is no longer any conflict with any other mods. I'm currently waiting on the Author of this mods permission to upload them.

 

Screen_180807_141552.png

 

Screen_180807_140839.png

 

Screen_180807_140451.png

 

How did you manage to zoom on the deck like

That in the mission editor. Satilite mode or something?

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Anyone? Need help installing this mod. On the download page i was told to post here for help. Havent gotten any so far

 

 

Download the mod .zip file.

Extract the Navy Equipment folder

Copy the Navy Equipment folder to Your Saved Games\DCS.openbeta\Mods\tech\

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Download the mod .zip file.

Extract the Navy Equipment folder

Copy the Navy Equipment folder to Your Saved Games\DCS.openbeta\Mods\tech\[/quote

 

I Got it working now, i think the problem was you have to extract the Navy equipmet folder and make the mods/tech folder manually if your running the steamversion instead of physicly moving the folder there yourself. I think it has something to do with the face there are also Some zip files left in fhe Navy equipment folder itself.

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Do the AI still taxi, T/O and land if you place the lights on a runway?

X-Plane 11.5x / DCS 2.5.6 / P3Dv5 / Aerofly FS 2 / War Thunder

 

Win10-x64 | ASUS Z390 Maximus VI | Intel i7-9700K @3.6GHz | Corsair Vengeance LPX 32 GB DDR4 | 6TB SSD Samsung 850 Pro | 2TB M2 PCI 4x | ASUS GTX 1080 ROG STRIX 8GB DDR5X | TM Hotas Warthog | Saitek Combat Pedals | Oculus Rift S

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  • 3 months later...
Here is our Update for Navy Equipment mod:

...

 

Thanks a lot .. will give it a try :)

 

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