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JDog

USS Nimitz - WIP

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swissMAG,

- Just tested multiplayer today with a friend. It's being kinda weird. Elevators and catapults can be operated by clients just fine, but for some reason the cables were only catching my friend and not me (we were both clients) so I'll have to see whats up with that, idk.

- The cables will catch every aircraft as it is right now, be it a cessna or a B-52.

- Not sure about ILS as it is on runways on the maps, that's beyond me I think. I may add some action to guide players to an appropriate landing position/angle though.

- I really don't know about the F-18s. PRACS has a great one in its whole package. It's lacking a flight path indicator (which is very useful for such short landings) and the LODs get very low-res quite quickly but hopefully those things will be rectified.

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- Not sure about ILS as it is on runways on the maps, that's beyond me I think. I may add some action to guide players to an appropriate landing position/angle though.

As others have mentioned, unfortunately the ILS system has to be defined at game startup, and cant be defined in the editor.

Hence when placing or spawning a Nimitz, you can't get a ILS definition to match it.

Only way would be to define the ILS coordinates, then place the Nimitz on the map to exactly match that location. So, not very user friendly or customisable.

Mandoble offers the only flexible ILS carrier landing system (scripted) I know of.

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Been a while since I'd taken any renders. After this thing is fully done & detailed I'll probably take a whole bunch from different angles, inside too. Anyway, 5 for now. Sorry if some are a little blurry, haven't done much rendering and still learning that as I go too.

http://img.photobucket.com/albums/v255/JumpDog/3d%20models/arma%20carrier/render020711e.jpg

http://img.photobucket.com/albums/v255/JumpDog/3d%20models/arma%20carrier/render020711d.jpg

http://img.photobucket.com/albums/v255/JumpDog/3d%20models/arma%20carrier/render020711c.jpg

http://img.photobucket.com/albums/v255/JumpDog/3d%20models/arma%20carrier/render020711b.jpg

http://img.photobucket.com/albums/v255/JumpDog/3d%20models/arma%20carrier/render020711a.jpg

Next update will probably be a screenshot of the island again, after I model in more details (pipes, ladders, speakers).

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That last one is sweet. Really impressive work on it dood. :party:

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yeah man that looks amazing! only suggestion to give it that finished look(kinda ironic)....is that, add rust and grim/use to the rest of the ship(most of the rust is found on the lower half closer to the water!) as iv been stairing at a photo of a nimitz carrier angled the same way as you last pic, and one sort of the same angle as your 3rd pic! because iv never seen them up close in RL, dont take what i suggest as a for sure accurate feature! its only a personal suggestion based only off a few photos i looked at!

good day and thanks for all your hard work this is a much appreciated addon, so good luck!

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Thanks soldier, yea that's something I've known about and just kept putting on the backburner. I'll get ryguy to try his hand at that :P

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The 'Weathered' look should stay on the backburner till atleast the first or second update. ^^ More important things IMO :P But looking great man! Can't wait to use that baby hehe

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That is a very nice looking carrier you have there..it would be a shame if something were to happen to it sssss... OH sorry wrong mindset. Ahem. The carrier is certainly comming along, bridge detail really pops, eager to see what she will look like as time progresses.

One small criticsizm if I may, the tarmac should be a darker grey like so-

http://www.msc.navy.mil/sealift/2005/July/graphics/BridgeNimitz.jpg

http://img519.imageshack.us/img519/8154/080407n9565d020lu4.jpg

http://militarytimes.com/blogs/scoopdeck/files/2010/02/nimitz-in-phuket.jpg

Edited by NodUnit

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OK everybody, if this gets cancelled we can now lay all the blame on NodUnit. I bet he found a way to jerry-rig a couple silkworms to his Apache. :D

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K think I'm finally content with the island exterior. It was way too flat and there werent any details to be textured in really, so...

arma22011-02-0812-37-00-58-1.jpg

Now I need to figure out wtf to do inside the hangar bay. Probably just add a bunch of pipes and beams lol.

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Oooooh yes that actually looks a lot better! Send me the hull if you want

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Nice job JDog , go you update the glass widows ?

keep up the good work .

cya

eddyD

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Thanks guys. And eddy, the windows are going to be opaque/reflective since there's nothing modeled inside of them, no point looking through them :)

Anyway... shadows enabled now too, didn't take too long. But I'm burned out for the day haha, need some sunlight! More to show later in the week when I figure out what I'm doing with the hangar.

http://img.photobucket.com/albums/v255/JumpDog/3d%20models/arma%20carrier/arma22011-02-0813-57-59-08.jpg

http://img.photobucket.com/albums/v255/JumpDog/3d%20models/arma%20carrier/arma22011-02-0813-59-09-46.jpg

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@All who complain about the tarmac... HE'LL GET TO IT LATER -Coughs-

@JDog - Looking great man ^^ Keep up the great work

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Great progress. I think the tarmac looks fine JDog, after all it is your 1st addon that you started working on, so cant be good textures all round to everyone moaning :p

Keep up the good work mate :)

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owwwwww my god this is just starting to look astonishing cant wait for a beta release (just to look at it in its full glory :P)

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Put a slight blue on the hull to match the island more closely today, hopefully ryguy can add some nice rust streaks onto it for us. With a little help from BDKS tonight I refined the arrestment script. Previously it was time-based, so if you came in too fast, it would just bring you to a stop over the edge of the deck (or too slow it'll stop you beside the island). Now perhaps its a bit more realistic as it will bring you to a stop at the same place on the deck every landing, regardless of speed.

Tomorrow I'll probably make it account for coming in too fast and breaking the "arrestor hook" maybe making that plane no longer able to land. Hope you guys don't think that's too harsh lol, i'll probaby make the "breaking speed" like 325kph or somethin. You're SUPPOSED to land on a carrier at 135knots/250kph.

Also question for anyone who wants to give their input... when trapping on the carrier, do you guys want it to say "WIRE CAUGHT!" for a few seconds as confirmation, or is the sound enough? On a successful landing it holds you still for a few seconds after slowing you, so you don't unnecessarily bolt off without enough speed to get back in the air.

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I would like it to say "Wire Caught!" in the vehicle channel when you land.

i love the idea of the arrestor hook breaking! or to make it less annoying maybe you could make the plane come "unhooked" if you land too fast, so you would have to re-approach.

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When pilots missed the wires we all used to yell "Bolter!". Was always fun when in vultures row waiting for them to do traps.

Now I need to animate the hook on the A4 for your carrier so it looks good.

I might have some hanger deck picks when we did a west pac if you still need picks for inside stuff.

Edited by PROTOTYPE 001

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Now I need to figure out wtf to do inside the hangar bay. Probably just add a bunch of pipes and beams lol.

If you need reference photographs of what the hangar bay looks like, you can go to the official U.S. Navy website. I've been on some Nimitz-class aircraft carriers once or twice in my life; the hangar bays are huge. Some even have excercise equipment on board. ;)

Edited by Laqueesha

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BigRon, right now it says "WIRE CAUGHT!" in white text in the middle of the screen for like 3 seconds or so, its a lot more noticeable than being in the chat area. Was just wondering if there should be visual confirmation at all (less realistic) or just have the trapping sound be enough.

Prototype/Laqueesha, thanks guys but I'm not really looking to fill it with tons of stuff as it is in real life, just enough to break up the big flat spaces :) If I was doing it just for rendering purposes then yea I'd fill it but its still a game :P

As for the arrestor stuff breaking, I'm just going to leave it able to "unhook" I suppose, and perhaps later make it so the plane can actually break its hook off and no longer be capable of arrested landings.

Right now, if you come in over 300kph, the hook will disengage part of the way down the deck, after it's already slowed you a good deal. So... better be sure to slam the throttle once you're on the deck so you can get back off of it! But seriously, 300kph is a pretty fast landing I think lol.

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