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[MOD] Bearn - French Aircraft carrier - 1928


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#1 Genius

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Posted 28 May 2016 - 18:15

Hi all,

 

A litlle mod to add the French Aircraft Carrier "Bearn" launch in 1928.

 

Linck to download: https://drive.google...iew?usp=sharing

 

2016-5-28-17-6-18_imagesia-com_187y2.jpg

 

 

2016-5-7-21-27-19_imagesia-com_188av.jpg

 

Readme file:

 

Mod Bearn V1.0
3D Model by Genius - Textures by Actionjoe, Genius and 777 team
 
This mod implement the "Bearn", a french aircraft carrier (1927-1967)
 
*Ships
- Bearn
 
*Blocks
- Bearn_static
 
*Mission test (on Missions/Mods folder)
 
 
####################################
 
Special thanks to:
 
ActionJoe for his help on texturing
N62 team: ActionJoe, Obélix, Phoenix, Pollux, Razneff
3DHISTORY.DE: for his very good drawings of the ship (see sources)
 
Thanks to all for your support
 
 
####################################
 
Change log:
 
v0.1: first beta version
v0.2: update luascripts, textures and lod model
v0.3: add and adjust effects, add damaged model, add static object, add damaged texture
v1.0: release mod
 
#####################################
 
Todo list:
- None
 
 
####################################
 
Sources:

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#2 =J99=Sizzlorr

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Posted 28 May 2016 - 19:49

That one looks neat...do you have more pictures to show it in its full glory?


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yedwwtfx.gif


#3 xvii-Dietrich

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Posted 28 May 2016 - 21:51

Hehe... nice!

 

Curiously, I had been independently working on a very similar project.

 

I was building HMS Furious and working on a German Bight map. My aim was to produce a mission to recreate the Tondern Raid (REF).


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#4 xvii-Dietrich

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Posted 28 May 2016 - 23:08

I've just put together a quick video to show the aircraft carrier in action. All I've done is play through the provided mission and there is no commentary or sound track. I aborted my first attempt at a landing and on the second the landing gear collapsed. But at least I didn't end up in the drink!



I'm not sure if it is possible to start "spawned on deck" or if it is possible to take off again once landed (assuming it can be done without damage... something I've not managed yet!)

All in all, this is a brilliant piece of work. Well done to Genius and crew for their fantastic mod. There is a LOT of potential here for some fun missions.
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#5 Genius

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Posted 28 May 2016 - 23:41

Hehe... nice!

 

Curiously, I had been independently working on a very similar project.

 

I was building HMS Furious and working on a German Bight map. My aim was to produce a mission to recreate the Tondern Raid (REF).

 

Re,

 

Thanks for your nice video  :icon_e_salute:

 

I don't found how to tweak collission model for the deck. Unfortunelly is not possible to land on it without damaged (or use game options: "invulnerability of collision")  and impossible to take off.

 

For the Tondern raid, yes it will be a good mission. For info, they are zeppelin shed on my buildings mod.

 

Bye

 

Genius


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#6 Bronnx

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Posted 29 May 2016 - 00:28

@xvii-Dietrich, which aircraft is this, on the Youtube video ??

Thank you

 
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#7 Demon_

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Posted 29 May 2016 - 00:38

Sopwith 1 1/2 Strutter
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#8 xvii-Dietrich

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Posted 29 May 2016 - 00:44

@xvii-Dietrich, which aircraft is this, on the Youtube video ??

 

Sopwith strutter.


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#9 El_Marta

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Posted 29 May 2016 - 19:59

Great mod.


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#10 GenMarkof007

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Posted 30 May 2016 - 04:00

Wow, great new MOD Genius!

Bravo à tous!

 

Cheers,

Gen ;)


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#11 71st_AH_Mastiff

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Posted 05 June 2016 - 06:12

awesome!!!


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#12 SYN_Bandy

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Posted 06 June 2016 - 12:03

Good job Genius. 

 

I think Vander experimented on this concept a while ago and came to the same conclusion, you cannot use it like an aircraft carrier.  However, an airstart for some missions would be OK, and even if you can only crash land on the deck after the mission (the only possible outcome because of game limitation), then crash landing was likely a common landing back then anyways, so not too immersion breaking, right?

 

p_Argus-031.jpg

 

argus.jpg


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#13 Panthercules

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Posted 06 June 2016 - 15:43

I don't suppose it would be possible to use a variation of a "ground" texture for the deck, or otherwise somehow fool the game into thinking the flight deck was a strip of ground, so that landing your plane on it (or taking off on it) wouldn't be interpreted as a damage-creating event?  I suppose you might have to somehow make the carrier object static in order for that to work (not sure that the game could tolerate ground that moves?), but that might still allow some interesting missions with the carrier docked in harbor or something.


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#14 xvii-Dietrich

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Posted 06 June 2016 - 16:04

I don't suppose it would be possible to use a variation of a "ground" texture for the deck, or otherwise somehow fool the game into thinking the flight deck was a strip of ground, so that landing your plane on it (or taking off on it) wouldn't be interpreted as a damage-creating event?  I suppose you might have to somehow make the carrier object static in order for that to work (not sure that the game could tolerate ground that moves?), but that might still allow some interesting missions with the carrier docked in harbor or something.

 

This was sort of the tactic that I was thinking of for the HMS Furious mod.

 

What I am doing is building a small "block island" in the middle of a large sea area. This is simply ground, but the colour/texture would be contrived to make it look like deck. Then, around it, I place static objects to decorate this block island as the rest of the carrier. These static objects would include a wake which would stretch out behind the ship and give it the impression of movement.

 

This same wake object, or similar, could be used for escorting cruisers. They are not moving as such, but the wake object will give the impression of movement. The mission is built with a strong headwind. This will cause the sea waves to flow past the "ship" further enhancing the illusion of movement.

 

Because the ship is actually a small island of land, it is static and can thus be given a spawn point and treated as an airfield. This would let players start there and take off from the deck. The headwind would help keep the take off distance short. Likewise for the landing.

 

By placing the carrier far out to sea, there are no reference points against which it would appear static. If you are flying in a strong headwind, there is little difference between 20 kts of airflow and 20 kts of ship movement.


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#15 SYN_Bandy

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Posted 06 June 2016 - 16:06

As mentioned, Vander has tried this a while back, so I let him know about this thread.  Maybe he can pass along his experience so that the number of bruises and bumps on Genius' head don't get out of control, you know, from hitting the wall...

 

:icon_e_biggrin:


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#16 Genius

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Posted 07 June 2016 - 21:26

As mentioned, Vander has tried this a while back, so I let him know about this thread.  Maybe he can pass along his experience so that the number of bruises and bumps on Genius' head don't get out of control, you know, from hitting the wall...

 

:icon_e_biggrin:

 

Lol  :lol:


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#17 12F_Henri

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Posted 13 July 2016 - 12:14

https://www.youtube....eature=youtu.be

 

With a short landing there's no crash but the plane is considered to be in flight (the wheels do not move and the engine will not start). Static flight on a moving object.
 
How to make operational the flight deck? Its easy to realize or that it requires a major change in the game?

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#18 xvii-Dietrich

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Posted 13 July 2016 - 12:53

Great video. Well done getting a working landing.
 

How to make operational the flight deck? Its easy to realize or that it requires a major change in the game?


I think what most people envisage (namely, having a moving, working carrier spawn/landing unit) is not possible without serious modification to the core game.

The only way out I think would be to create "block island" static object, devoid of static reference points to allow it to maintain an illusion of ship-under-way. I started looking into this for an HMS Furious mod, but had some problems replicating and in-game map. Then I got side-tracked into building Channel missions and haven't gone back to it yet. I was hoping to get some material on building static objects too, as this would require more effort.


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#19 Genius

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Posted 13 July 2016 - 22:04

It seem that you can roll on a collission box in previous version (2011) but a patch changed it.


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#20 Almenas

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Posted 17 July 2016 - 21:49

Great Mod. Hope Pat can add it to PWCG.


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#21 tvrtko

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Posted 20 October 2016 - 21:09

Guys.. some help here please?

I don't own Strutter so I can't load this mission and I really want it to do some carrier practice.

I tried to change plane to Pup in mission editor, save the mission, but game still says I don't own plane required for this mission. :-/

What can I do? Please.


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#22 Genius

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Posted 20 October 2016 - 21:34

Guys.. some help here please?

I don't own Strutter so I can't load this mission and I really want it to do some carrier practice.

I tried to change plane to Pup in mission editor, save the mission, but game still says I don't own plane required for this mission. :-/

What can I do? Please.

 

Change to a freeplane on mission editor (albatros DV or Spad 13)


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#23 tvrtko

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Posted 20 October 2016 - 22:29

:huh:

I just said... I have already tried it - with Sopwith Pup.

Although editor confirms all is ok once in game still the very same message. :S

Like Strutter is deep coded in this mission. Somehow. Or something.  :S


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#24 Genius

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Posted 22 October 2016 - 08:50

Re,

 

If you have Sopwith Pup (it's not a free plane) plane try this:

 

- 1) Disable this mod with JSGME

- 2) Modify the mission (in Rof/Mod/Bearn/data/missions/mods folder) and save it

- 3) activate this modified mod with JSGME

- 4) Try it


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