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HMS Queen Elizabeth Carrier by T-Pap UPDATE 12/02/2012 - Released !


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On 2/5/2021 at 11:57 AM, T-Pap said:


hi,

 

actually, that is an older version of the VSN Mod, being redistributed by an unauthorized person. 
 

It’s better to support the real modder .. here is his Mod:

 

https://filehorst.de/folder.php?key=drM4dWUf

 

best regards,

 

Eduardo

 

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@T-Pap sorry mate im being dense where does this get installed to ? Saved Games\DCS\Mods... ? Services ? or Tech ? or ..


Edited by speed-of-heat

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1569924735_WildcardsBadgerFAASig.jpg.dbb8c2a337e37c2bfb12855f86d70fd5.jpg

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2 minutes ago, speed-of-heat said:

@T-Pap sorry mate im being dense where does this get installed to ? Saved Games\DCS\Mods... ? Services ? or Tech ? or ..

 

Saved Games\DCS\Mods\Tech

thats where ships usually go and where I put it and it works 👍🏻

Amazing having the QE floating around escorted by HMS Duncan and a Merlin hopping between them as 617 launch F-35s ! 😁.  I found when the F-35 come to land they hover into the Sea about 100m aft....... then reappear “on deck” about 200m in front of the carrier ??  Screenshots to to follow 

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2 hours ago, nickmow said:

Saved Games\DCS\Mods\Tech

thats where ships usually go and where I put it and it works 👍🏻

Amazing having the QE floating around escorted by HMS Duncan and a Merlin hopping between them as 617 launch F-35s ! 😁.  I found when the F-35 come to land they hover into the Sea about 100m aft....... then reappear “on deck” about 200m in front of the carrier ??  Screenshots to to follow 


I just tried it out and all F-35s land and taxi to their designated positions without issue. Two things i can think of is :
1: The mod for the f-35 you have is outdated  
2: you have another mod somewhere that might be messing with the landing scripts ,

Send me a PM with the prob you have and ill see if I can replicate . 

For the F-35 mod i suggest you use this : 

https://filehorst.de/folder.php?key=drM4dWUf

This is the official VSN F-35 mod as potinted out to me aswell by Rudel_chw furthe up , and works on the carrier in my tests !

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2 hours ago, aviation360 said:

image.png

@T-Pap it apears the hull texture is missing just downloaded the ship thise morning

Well spotted thankyou ! Amazing what minor misseplling of a texture file can cause havoc haha 🙂 Have just updated the user files with the corrected path ! Please re-download 🙂

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10 hours ago, T-Pap said:


I just tried it out and all F-35s land and taxi to their designated positions without issue. Two things i can think of is :
1: The mod for the f-35 you have is outdated  
2: you have another mod somewhere that might be messing with the landing scripts ,

Send me a PM with the prob you have and ill see if I can replicate . 

For the F-35 mod i suggest you use this : 

https://filehorst.de/folder.php?key=drM4dWUf

This is the official VSN F-35 mod as potinted out to me aswell by Rudel_chw furthe up , and works on the carrier in my tests !

Thanks mate, yes I got the F-35 as described. I will try disable other mods, A-4, Merlin and a lot of ships :-). Ill try some screenies for you too

 

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Mods seem like the issue, I disabled all my mods that caused the odd landings even sinking then reappearing miles away. No Mods other than QE and the Proper F-35 = no problem landing  EDIT, not true every time,  getting odd landings short of the carrier in the sea aswell, So first go at a mission all  good, if you then edit the mission or change load outs (I tried Heavy and light loadouts fuel/stores) then you get short landings as per the picture below, maybe its the F-35 mod ? (I am using the one you linked)  . Shot of the mods I had running. I can try adding them one at a time to see what causes the issue.

QE cap1.PNG

QEcap2.PNG

Screen_210214_223229.png

Qecap 35 holding still like this.PNG


Edited by nickmow
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2 hours ago, nickmow said:

Mods seem like the issue, I disabled all my mods that caused the odd landings even sinking then reappearing miles away. No Mods other than QE and the Proper F-35 = no problem landing  EDIT, not true every time,  getting odd landings short of the carrier in the sea aswell, So first go at a mission all  good, if you then edit the mission or change load outs (I tried Heavy and light loadouts fuel/stores) then you get short landings as per the picture below, maybe its the F-35 mod ? (I am using the one you linked)  . Shot of the mods I had running. I can try adding them one at a time to see what causes the issue.

QE cap1.PNG

QEcap2.PNG

Screen_210214_223229.png

Qecap 35 holding still like this.PNG

 



I'm going to try and make a new lua for the takeoff and landings based on the illustrious and see if it changes anything!


 


Edited by T-Pap
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So done quite alot of testing , 

The issue is mostly with the F-35 B and C versions as a mod.

Harriers tend to land and takeoff without issue. 
They crash on takeoff if they are overloaded due to DCS or Harrier bug to do with throttle and nozzles.
They crash on landing only if they have not used their weapons. They must be light in order to land vertically (which is something they have to do anyway)

The F-35A Takes off and lands mostly without issue. The B and C Variants have the problem and it is to do with the script that governs the landing procedure.

I;'ve sent a message to the guys that do the mod to see if this can be tweaked ! Hopefully will get a reply and sort out the issue if needed on a mod to mod basis !

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10 hours ago, T-Pap said:

So done quite alot of testing , 

The issue is mostly with the F-35 B and C versions as a mod.

Harriers tend to land and takeoff without issue. 
They crash on takeoff if they are overloaded due to DCS or Harrier bug to do with throttle and nozzles.
They crash on landing only if they have not used their weapons. They must be light in order to land vertically (which is something they have to do anyway)

The F-35A Takes off and lands mostly without issue. The B and C Variants have the problem and it is to do with the script that governs the landing procedure.

I;'ve sent a message to the guys that do the mod to see if this can be tweaked ! Hopefully will get a reply and sort out the issue if needed on a mod to mod basis !

 

I think I have the same Issue with LH1 before, the last version supported the VTOL proper landing for F-35B was 2.5.6.49798, I haven't updated the stable version of that to keep the VTOL running smoothly, I hope you can fix it out with VSN

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  • 9 months later...
5 hours ago, Mangalang said:

I notice in the LUA you gave the ship 730,000 life, making it essentially indestructible in DCS. Do you think that's reasonable?

Maybe it's got really good armour?

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Do the elevators work?

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  • 2 months later...
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  • 7 months later...

I am trying to download the mod from the link provided (https://www.digitalcombatsimulator.com/en/files/3315024/), but whenever I download the file, all that is in the zip file is a text file named “Disclaimer and Terms of Use.rtf” with the following text:

TERMS OF USE DISCLAIMER - PLEASE READ

NEW UOPDATED VERSIONS COMING SOON

https://digitalcombataviators.com

For any questions regarding its use please contact me via the following link :
https://digitalcombataviators.com/contact”...

 

But no mod files…

 

Is this mod still supported or was the upload to the DCS User Files site messed up, perhaps? I used to have it saved in a special “DCS Mods" folder on my desktop with 250+ mods (almost 75 Gb worth 😂) but I must have misplaced it or accidentally deleted it…

 

Thanks in advance for any responses!

-Noah

Disclaimer and Terms of use.rtf

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  • 3 weeks later...
On 1/27/2021 at 12:36 PM, T-Pap said:


I will keep it in mind , it's not too hard to convert if enough people like the idea ! 🙂

There were some designs, before the decision to remove the requirement for catobar was made, with both ramp and catobar and I have tested the euro fighter mod and it is capable of taking off from the ramp on your mod just as it is irl however they never added the strengthening required for cato but it was always capable of ski and arrested. I have also drew up some what if designs and I'd be happy to share them with you if you'd take an interest in somehow getting catobar or at the very least arrester gear working however I realise with the way DCS handles modding tools it would be a near impossible task

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On 4/10/2024 at 1:30 AM, HidenSquidge said:

There were some designs, before the decision to remove the requirement for catobar was made, with both ramp and catobar and I have tested the euro fighter mod and it is capable of taking off from the ramp on your mod just as it is irl however they never added the strengthening required for cato but it was always capable of ski and arrested. I have also drew up some what if designs and I'd be happy to share them with you if you'd take an interest in somehow getting catobar or at the very least arrester gear working however I realise with the way DCS handles modding tools it would be a near impossible task

I'm all for a CTOL CVF/QE class, however a (real) Typhoon is not capable of surviving an arrested carrier landing. It has a hook but this is for runway arrested recovery only, nowhere near as violent. There were plans drawn up for STOBAR and CATOBAR carrier based variant however the modifications were extensive, even then it was going to need the flight control logic re-written specifically to "hold the pilots hands" and come in particularly gently by naval standards.

The idea was briefly revived when we tried to sell Typhoon to India, however after the Indian Air Force selected the Rafale B/C it was pretty obvious the Navy would eventually order the M... why take on the risk and expense of developing a "Sea-Typhoon" when Rafale M already exists?

Had the UK decided to build a CTOL CVF then I suspect we would simply have ordered the F-35C, the Rafale M was politically impossible given it is the Typhoons direct competitor and the F/A-18C was too old. Maybe 18E/F's would have been considered but I doubt it. 


Edited by Valkyrie1-1
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