JDog 11 Posted June 15, 2011 1) the Shooter will be released with the next update for the carrier sometime this summer 2) as you said, ILS data can only be put into maps themselves I'm pretty sure, unfortunately. Share this post Link to post Share on other sites
ANZACSAS Steven 396 Posted June 16, 2011 We need an island maker to build it into an island.That would be the best way to utilise it.The ils would work and the ship would be visible at any distance with any veiwdistance. :) Share this post Link to post Share on other sites
munger 25 Posted June 18, 2011 Completely random question of the day: What are those long pole thingies that stick out of either side of the Nimitz towards the bow? Some kind of sensors? Something to lower life rafts? Or perhaps the modern version of 'the plank'? :D It's been bugging me for a while and Google shamefully let me down in my quest for knowledge. Cheers. Share this post Link to post Share on other sites
Drumheller 19 Posted June 18, 2011 JDog are you going to add AI waypoints to this? I greatly desire to utilize this addon but probably not quite in the way you originally intended. :D Share this post Link to post Share on other sites
JDog 11 Posted June 18, 2011 @Steve, yea that would be awesome, hope someone does. @Munger, I honestly have no idea either haha. @Scottie, yes eventually, I haven't bothered playing with the "paths" LOD yet so don't know how to but I'll add that to the list for the next update. Share this post Link to post Share on other sites
Metanolik 10 Posted June 18, 2011 @Scottie, yes eventually, I haven't bothered playing with the "paths" LOD yet so don't know how to but I'll add that to the list for the next update. Great news for me too! The Floating City may yet see the Pacific sunrice :D Share this post Link to post Share on other sites
=kct=blackmamba 44 Posted June 18, 2011 i might use it on my smaller "mosul" area. im thinking of making a island out of the terrain to get rid of the weird looking borders. ive got one huge airbase, 2 extra long runways 7 hangars for fighter jets big parking spot for B52's and C130 + logistics facility's. and i dont want to build a second one.. so i figured a nice looking nimitz class aircraft carrier might do the job just fine :) but i first have to carve out the edges and make that look good i took a brake for a few weeks and now im at a stage that i like the ground colors and satalite image quality to finaly move on to the next stages Share this post Link to post Share on other sites
ANZACSAS Steven 396 Posted June 19, 2011 @Munger, I am pretty sure they are aerials for radio coms. KCT Blackmamba, Sounds great,I was hoping you would start work on your project again soon.:) Share this post Link to post Share on other sites
ZZEZ 10 Posted June 21, 2011 (edited) Hey JDog. I did some testing of the Carrier on a dedicated server, everything works except the arresting cable - it plays the sound when you land but it doesn't stop you at all. Luckily its still possible to land without the cables. It was tested with Ikar's F14, any solutions? EDIT: Another note: the towing script on dedicated server is broken, it tows the vehicle locally and when you detach it the vehicle goes back to its original spot. Other people seeing you towing a vehicle - on their screen the vehicle doesn't move, it stay still. Any solution for that? Edited June 21, 2011 by ZZEZ Share this post Link to post Share on other sites
JDog 11 Posted June 21, 2011 No solution for the arresting cable, I was mostly trying to make sure everything worked in single-player for that first release. I'll have to revisit that and attempt to work some good mp scripting. As for the towing script, it isn't mine so might be difficult for me to pry into it and understand it well enough to get it to work in multiplayer. Share this post Link to post Share on other sites
Gruman 123 Posted June 28, 2011 No solution for the arresting cable, I was mostly trying to make sure everything worked in single-player for that first release. I'll have to revisit that and attempt to work some good mp scripting.As for the towing script, it isn't mine so might be difficult for me to pry into it and understand it well enough to get it to work in multiplayer. I did manage to found a Script on Armaholic, which is the perfect workarround for the Arresting Cables... You just have to add one line in the Init of every Aircraft which should be able to land and have the script in your mission. Just testet on our TF86 Dedicated Server worked every time (with the F-14 1.6). Maybe this link will also provide a solution for JDog to fix the problem? Anyway, love the Nimitz, Thanks JDog. Cant wait for an update and finally a F-18... :D Share this post Link to post Share on other sites
ANZACSAS Steven 396 Posted June 28, 2011 My brother and i have been testing /using the carrier alot and have found it does work in Mp repeatedly. Make sure you are running the latest version of the f-14 mission if you are using that. Landing speed is around 220kph 230 maximum ,if you are going faster than that the cable wont pull you up intime. Hope that helps. Share this post Link to post Share on other sites
Gruman 123 Posted June 28, 2011 (edited) Did you try it on a dedicated server or did either of you guys host the game? Because normaly thats where the scripts stops working... I tried many landings with speeds as slow before i was falling like a brick (definitly under 230). But i landed everytime in the water... Will try again. Best regards Edit: Just landed with a Speed of 192KmH and the NIMITZ Script didnt catch me... And i landed between the 2nd and 3rd Trap. Edited June 28, 2011 by swissMAG Share this post Link to post Share on other sites
ANZACSAS Steven 396 Posted June 28, 2011 (edited) swissmag, we had the mission running on dedi server. no other mods running other than what was required. Was your mod list just the bare essentials? I was thinking maybe it wasnt again the other day but then i remembered the very first thing i tested before i made the very first draft of the mission was a repeated launch and land.I am confident it does work in multiplayer repeatedly but all of this is in really beta form so things need to be tested in all possible configurations. The last thing i want is for the mission i made to make ppl think that The addon doesnt work fully because already in an earlier version i buggered a script call and ruined the launch action for repeated launches....:( So the mission (my work) very well may be the cause unfortunatly. As far as what i seen from working with Jdog's wonderfull addon is that its been 99% solid behavior the whole time m8. Edited June 28, 2011 by ANZACSAS Steven Share this post Link to post Share on other sites
Gruman 123 Posted June 28, 2011 @Steve Im not using your mission, sorry for the confusion. Running my own mission on our dedicated server. Well, a lot of Addons... Ace, ACRE, Mando, Podagorsk, some TF86 Stuff... But it cant be Addon releated, because everything works perfectly in SP. But we found a way so it works for us too. Maybe it helps some other who report the same issue too. But thanks anyway :) Share this post Link to post Share on other sites
ANZACSAS Steven 396 Posted June 29, 2011 Some addons can and will effect Mp use heavily.It all depends which one and how it is configuered. Share this post Link to post Share on other sites
Thunder666 10 Posted July 4, 2011 Hi, thast absolutly amaizing ! Thank you for this Addon. I tryed to transport the F-14 with Elevators. But at last Meters up it glitched always in the Elevator :(. I tried to use the attach/dettach Tool but no chance, Plane is then attached to the maintance Area and gliched again in the Elevator. Can you please help me. I wasnt inside the Plane ! Greetings Share this post Link to post Share on other sites
ANZACSAS Steven 396 Posted July 4, 2011 for better behavioron the elevators try the following - be in your aircraft eith the engine runnning and quikly and softly go on and off the power just enuf to keep the physics engine engaged.If the vehicle is empty or engine off the physics engine tends to turn off and the vehicle gets stuck or floats. Share this post Link to post Share on other sites
Thunder666 10 Posted July 6, 2011 :( no Chance M8. I tried all but the Elevator stops at last Meters and no longer moving after the Plane is glitched in the Ramp. Share this post Link to post Share on other sites
JDog 11 Posted July 6, 2011 Sorry for being quiet here, been awful busy! It was my high school's 100th birthday weekend before last, then I spent a week camping in Zion National Park with my little bro, then 4th of July celebrations and whatnot... now stuff is quickly slowing down to normal (sadface). @Thunder666 I'd say try what Steve said. As the elevator is moving, if you see the plane start to sink into the ground, move it forward slightly. Another possible solution is to simply shoot a round at it. Share this post Link to post Share on other sites
ANZACSAS Steven 396 Posted July 7, 2011 Thunder666, I was thinking of the same scripts also,the attachto command,but i dont know what the elevator name is and wether or not it would work. Maybe Jdog could experiment with it, if he gets time, to see if it is an option. Share this post Link to post Share on other sites
JDog 11 Posted July 7, 2011 When I was first making the animations and getting the elevators to go up and down I had tried attachTo. Even though the elevators are separate models from the other section of the ship, using attachTo on them still attaches you to it based on its center point - which doesn't change when it animates. So no, that unfortunately isn't an option. I had even tried making some tough script that would constantly setPos the plane up or down as the elevator was in motion but that wasn't really that great either. Share this post Link to post Share on other sites
[aps]gnat 28 Posted July 8, 2011 ...... age old problem ...... no suitable solution thus far. Except maybe BIS adding the Walk-in-Cargo feature of VBS to ArmA Share this post Link to post Share on other sites
JDog 11 Posted July 10, 2011 (edited) With a bunch of toying with the configs on my part, I FINALLY got the elevators working 100% properly (or so it hasn't failed me yet). Just tested it with the F-18, F-14, 3 stock aircraft, the blackhawk, and the M1A1 just for good measure lol... they aren't falling through at all going up or down, and they really aren't even jittering (the suspension on the tank goes up and down a little tho). That... AND... thanks to Steve I FINALLY got rid of that stupid and annoying displayed distance in the middle of the screen whenever you were on or looking at the ship. Also think I've got it staying visible farther out too. When viewDistance is 10k, it seems to disappear at 5k now, previously was like 3k. When viewDistance is 15k, its more like 7.5k it vanishes at, which is quite a ways out. So yea, some nice fixed there. Going to see if I can have a look at how the arrestor is working in MP and see if I can fix that to be more reliable then I think it'll be a nice little bugfix release due! And since I got a post going here anyway... would anyone be knowledgeable/capable of helping with making better rvmats or creating sprite effects for the catapults? Edited July 10, 2011 by JDog Share this post Link to post Share on other sites
vengeance1 50 Posted July 10, 2011 Awesome work JDog, it is really good to see you continue to tweak and improving this extremely valuable AddOn. Thanks!:) Share this post Link to post Share on other sites