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hcpookie

SOC-R Special Ops Boat

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Update! v3.0: 2/10/2013

-NEW: Up-armored models with armored side panels. Listed as "SOCR-Heavy" in the editor. New classnames in readme.

-NEW: Boat Flares! (via action menu)

-FIX: Commander View LOD missing polys

-IMPROVED: Hull armor panels on all models

DOWNLOAD: https://skydrive.live.com/?cid=5b54fc51a7917265#cid=5B54FC51A7917265&id=5B54FC51A7917265%211995

v3.0 MLODS are available at the same location

The SOC-R boat is a Special Operations craft designed to transport a SF crew of 8 into shallow waters. The craft is designed for high survivability in the form of overwhelming firepower. There are two versions in this addon - the M2 version and the M134 version. The M2 version consists of 2-M2 MGs in the front, 2 M240 MGs on the side, and a rear Mk19 grenade launcher. The M134 version has 2 forward M134's, 2 side Mk19s, and a rear M2 MG. The addon contains both USMC Fore Recon and US Special Forces versions (total of 4 vehicles).

The vehicles have a driver-switchable camo net intended for use when the boat must hide in wait for the passengers to return. The radar mast can be raised and lowered as per the real life version when being transported by a CH-47.

The crew in the real vehicle consists of 4... the crew in the addon consists of 7 people to properly crew the turrets. Carries 8 Passengers.

Change Log:

Update:

==============

CHANGELOG:

==============

v3.0: 2/10/2013

-NEW: Up-armored models with armored side panels. Listed as "SOCR-Heavy" in the editor. New classnames in readme.

-NEW: Boat Flares! (via action menu)

-FIX: Commander View LOD missing polys

-IMPROVED: Hull armor panels on all models

v2.0 8/31/2012

-FIX: Turret shields missing Fire Geometry

-NEW: M2 + Mk19 version

-NEW: SOC-R groups available in editor and for group spawn scripts (group names listed in readme)

v1.5: 8/29/2012

-NEW: M134 / M240 version

-NEW: Additional Clan decals

-IMPROVED: Stringtable German localizations

-FIX: Some Turret shield textures

v1.4: 8/22/2012

-NEW: Ammo belt end (bullet hide) animations

-NEW: Stringtable localizations

-IMPROVED: Vehicle hull lowered in water

- v1.4 MLODs available in download location

v1.3: 8/17/2012

-NEW: Updated high-res texture from Vico (from Team F.S.F http://www.clan-gign.net/~fsfzone/) Thanks Vico! :)

-FIX: Some minor Pilot View LOD issues (missing sections).

-IMPROVED: Smoke launcher grenade count and placement now with larger and thicker circle of smoke.

- v1.3 MLODs also available (look in the MLOD folder in the download location)

v1.2: 1/22/2012

-FIX: Conflict issue with other mods (changed inheritance settings).

-FIX: Some minor LOD issues.

-IMPROVED: Commander Turret rotation now 360 degrees.

v1.1: 1/13/2012

-FIX: M134 version missing floor LOD in Cargo View.

-FIX: Releasing Smoke would trigger camo net (duplicate key mapping).

-FIX: Damage resistance fix (hull now takes damage).

-FIX: A few small texture issues.

=====================

Class Names and Group Names

=====================

Vehicles:

2x M2 front, 2x M240 side, 1x Mk19 rear:

pook_SOCR_M2 // USMC FR

pook_SOCR_M2_US // US SF

pook_SOCR_H_M2 // USMC FR Up-armored hull

2x M2 front, 2x Mk19 side, 1x M240 rear:

pook_SOCR_M2b // USMC FR

pook_SOCR_M2b_US // US SF

pook_SOCR_H_M2b // USMC FR Up-armored hull

2x M134 front, 2x Mk19 side, 1x M2 rear:

pook_SOCR_M134 // USMC FR

pook_SOCR_M134_US // US SF

pook_SOCR_H_M134 // USMC FR Up-armored hull

2x M134 front, 2x M240 side, 1x Mk19 rear:

pook_SOCR_M134b // USMC FR

pook_SOCR_M134b_US // US SF

pook_SOCR_H_M134b // USMC FR Up-armored hull

Groups:

pook_SOCR_Patrol // 2x USMC FR SOC-R patrol group

pook_SOCR_Assault // 3x USMC FR SOC-R assault group

pook_SOCR_Escort // 2x USMC FR SOC-R escort + 2x RHIB

pook_SOCR_US_Patrol // 2x US SF SOC-R patrol group

pook_SOCR_US_Assault // 3x US SF SOC-R assault group

pook_SOCR_US_Escort // 2x US SF SOC-R escort + 2x RHIB

New up-armored model:

socr_uparmored1.jpg

m134_1.jpg

m2_1.jpg

camonettest.jpg

25qypox.jpg

Bigger pic of the real deal:

http://www.warboats.org/images/jpg/SOCR/SWCC%20Pic2.jpg

Edited by hcpookie

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wow that looks great, could you possible add an OPFOR version armed with PKs etc. That way they could compliment each other :)

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FUCK YEH!!!!! Dude... throw a M134 or 2 on there,and ill fly to your house and give you a BJ.

Or just say thanks :)

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wow that looks great, could you possible add an OPFOR version armed with PKs etc. That way they could compliment each other :)

Any ideas on what kind of patrol boats the Russians use? Seems like they only have huge boats and rubber craft. I was thinking about using the PBR sample model to build a basic OPFOR patrol boat. Also thinking about making a PBR for the CDF :)

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You're a mod machine! Looking good so far.

The lip of the hull looks like it could do with some hard edges. ;)

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M134 LOD1 is done. I might make one more with an M134 and GL on front. I need to get textures. Lots of pics, so I guess I'll just trudge through getting the textures done. I am no good with RVMAT stuff so it won't have much detail. Then again it is just a boat so the hull doesn't reall have much detail on it anyway.

Close-up view of the M-240 w/spade grips (and edge-hardened hull). I'm pleased with how they look! :)

SOCR-beta2.jpg

Edited by hcpookie
better pic...

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Any ideas on what kind of patrol boats the Russians use? Seems like they only have huge boats and rubber craft. I was thinking about using the PBR sample model to build a basic OPFOR patrol boat. Also thinking about making a PBR for the CDF :)

The PBR sounds a great idea, i was looking at that for my Nogovan Forces, it would fit well with the CDF :). As regards to a Russian boat you could have a fictional boat same size to your with Russian weapons instead? Keep up the great work :)

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Is it possible to make "seats" in there, so a SF team of 4 or 5 man can get on the boat and fire with their assault rifles?

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sweet i didnt see this until now.

All i have to say is WIN. Glad i could float some ideas...

got plenty of more where your addon ability and miniguns could serve a cool and realistic purpose

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progress report - LOD1 done... figured out how to put multiple guns of the same type on the boat!

Shadow LODs - done.

Cargo view - done.

Driver view - dashboard pending.

In additoin to the gauges, the remaining items are the hitpoints, geom, fire geom, view geom, and of course the texture mapping. I need to monkey around with the textures because it is using the RHIB texture now. Need to camo that and remap it.

Yep, that's a commander view's FLIR optic on top just like the real thing :) To get it working with all the guns and the commander, I have to add more crew than the real thing has, but at least all the things actually work and are not just eye candy. There should be a crew of 4, but I had to make a crew of 7 !!! ... and it carries 8 passengers.

2 models with armaments:

M134 model with the M134 front-left, front-right; Mk19 side-left, side-right; M2 REAR gunner.

M2 model with the M2 front-left, front-right; M240 side-left, side-right; Mk19 REAR gunner.

I was going to model the dual-mount M240's but the poly count is too high. I actually had to remove some of the detail on the M240's due to too high a poly count.

SOCR-beta2.jpg

socr-beta.jpg

Edited by hcpookie

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I was going to model the dual-mount M240's but the poly count is too high. I actually had to remove some of the detail on the M240's due to too high a poly count.

Did you decide against using proxies for adding the deck weapons in the end then?

Looks like it will probably still have enough fire-power though ;).

Edited by da12thMonkey

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Reason this one's bigger than the actual thing is because this one has the turrets mounted in standing mounts on the deck. The real SOC-R has them mounted onto the top of the sides of the hull.

http://ptdockyard.tripod.com/sitebuildercontent/sitebuilderpictures/SOCR.jpg

But as Blackfox pointed out, it does look sweet, and it's the farthest I've seen anyone ever gone to make this for ArmA 2.

Here's a nice 'overview' on the SOC-R with the amount of degrees each turret position can cover.

http://www.navyseals.com/files/gunboats-diag-1-470-0309-60.jpg

Still a very much a WIP beta, but coming along very nicely. I like how the 'cargo' seats have the passengers crouched down in cover. Question: will this SOC-R have the ability to 'brake?' Should be possible considering how the USS Nimitz addon enables aircraft to quickly come to a stop when landing on the arresting wires, but I would have no idea how that would be applied to a vehicle in itself.

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Size dictated by the desire to minimize clipping of the units. No I didn't follow a blueprint, eyeball 1.0 to get the size from a bunch of pics. It may be bigger, but it is out of necessity and it is really close. If anything the boat is wider than it should be. I think I set the length to the correct measurement when I started.

The range of the gunner turrets are modelled to reduce clipping. The only clipping is the rear turret when he aims to the side. Based on RL pics it seems that guy just steps one leg over the transom so it is "appropriate" for him to clip.

I managed to get the weapons working w/o proxies by reducing poly counts where possible, so no proxies necessary! Meaning all the animations for all the guns work properly. I would like to add a switchable sunroof but I may be out of poly's on the M2 model :)

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You could have the gunners in a static position and just rotate the turrets about like on transport helicopters? The gunners just sit there while the gun moves all around. Would give you more flexibility and freedoms with the model without having to worry about clipping. Could have the gunners sit in a low stance to negate the diminishing effect of the turret armor since they wouldn't move with it.

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So will this be able to carry a 12 man SEAL Team or is it just the 6 passanger seats that I can see at the moment.

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7-man crew; 8-man passenger. As per RL there should only be 4-man crew, but that was not doable.

Tholozor, I'm not keen on making the animations for gunners just sit there. I believe the compromise of the "inboard" mounted guns (vs mounting on the gunwales) is a fair trade-off. All of the people will not clip - EVEN WITH BACKPACKS - and there are no "cheats" to make that happen. The full range of turret motions is there and it honestly doesn't look that bad! At this point, there would be too much to do to narrow the hull so I believe it will stay as-is for now. Really the only way to make it "right" would be new animations for the gunners, which I won't be doing.

A little something I'm playing around with for those times where the boat needs to hide out while the team is away:

camonettest.jpg

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