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hcpookie

Ships, Naval Mines, and Naval Objects

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VERY lucky! :) The mines create pretty big explosions but you MIGHT be able to speed past the explosion if you're going fast enough through the water when it explodes.

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No, I tried a whole bunch of ships, from frigates, to subs, to small motor boats but they still won't explode. I tried it with a whole bunch of different speeds.

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They cause damage of 400 and 600 (med and large) which is the same as a direct hit from a TOW missile. If the mines seem underpowered I am open to increasing the damage to something like the FAB250 which causes 5000 !!!! damage.

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Yep, one large! mine would definitely be enough to sink a battleship when it detonates midship, i don't think they should only inflict TOW-'ish damage.

@pookie: Thanks for looking into my feedback, i'm looking forward to you fixing this issue - would like to block some rivers and channels effectively with these Mines to stop enemy forces to drive in with your SOCR's in my SWCC vs. Insurgent on Lingor - Mission.

Also, how is the progress on your waterbombs, could be usefull against gnats' subs if they get thrown overboard from e.g. a PBR.

@commanderjbug: Those Mines have, as far as stated in the readme, a 300sec fuze time, so they don't blow up the minelayer ship itself. Did you wait so long?

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Actually the arming delay is 120 seconds - 2 minutes - for arming. In real life the arming is anywhere from several hours to several days for the same reason.

Waterbombs - still working on them. Can't get the eventhandlers to fire correctly for some reason for the handheld. They can be spawned from a vehicle however.

Took some time off this week to do yard work before it gets colder so it will be this weekend earliest before I get to it again

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Nice, maybe you could include the Ship-deployable ones in a future update for the Ships, Naval Mines, and naval Objects-Mod?

Also, what came into my mind just yesterday - how about some insurgent-style rocketboats? I'm talking about mounting a rocketlauncher like the SPG-9 on those Taki Insurgent Pick-ups (Un-guided short range ballsitic rocket with PSO-7 scope), or maybe igla/stinger/TOW-pods. Nothing fancy and no modern scripted sea-to-sea missile launchers, only the static launchers we already got, mounted on some ships. e.g. on a PBR, there could be a rocketlauncher instead of a MG in the front, and you could always build a Stingerpod onto an Assault Boat. (I have been doing this using AttachTo but it's... just not the same) so i'd be glad if that could be done in some way?

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Status update -

All of the ships have been improved with additional detail. Outboard motors, canopies, etc. as well as LOD improvements.

NEW STUFF:

Underwater Grenades - WORKING! After hitting the surface, the grenades slowly sink for 5 seconds before exploding. In this image, the ship has deployed SCUBA interdiction underwater grenades. I'm estimating they fall completely to about 10-15 meters but it is difficult to measure distance underwater. SOOOOO.... where are the scuba divers now??? :)

https://rdeprq.sn2.livefilestore.com/y2pjoCP-VkNaHMq2OzGajrgHmZLJD3KsT7WfNoTGO5x1X1Vad6qyW5Rwh8wIN9y2ccGEXwF7NU7FaPocldaZ824hP6pKjrdTZBk2cmxxcfifhgfnIGIOyfBzO9jTv4aq6KF/watergrenades1.jpg

Depth Charges - WORKING!

Submarine problems? No Problem! The new escort boats can carry working depth charges. Depth charges will sink for about 10 seconds before exploding. This pic shows the launch arc of the depth charge:

https://rdeprq.sn2.livefilestore.com/y2pmTO9lNNbJ8k4Ow1La0330N--rx0hyyIo2hE_CL30_DN3pG0qeRsVXrCBwo_O87p2uYA9pptb4SPIsNG9hlwU2820q8a3uil1iSMPsqcRz_dddIEZ0yyFuVrFYqRm9Cg3/dp1.jpg

Also goodies such as the Mk62/63/64 Quickstrike air-launched naval mines. Now you can fly over the target area and deploy mines without needing a ship!

https://rdeprq.sn2.livefilestore.com/y2pjA59yl129IzcBu5jClviDbjH7nQuxXjRBauYX1d3yHmW3Gh-A-vLJcxaJFIIh8igkRRvkBtxjrVjamu9VQtUVE5G8ZAMesJGY45Y9DD4NheW-4sFZuQx-jsMkiNgqaw6/QSMines.jpg

Edited by hcpookie

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Awesome. Will you include the aerial Mines as loadouts for planes, or do we have to add them with AddWeapon/AddMagazine?

Also, did you manage to fix the issue with Mines not appering visible for others in MP?

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Well, until you asked the question, I was just going to make the weapons available. To be honest I haven't considered adding an "ASW" loadout... I may have to look into that!

Yes the MP visibility issue has been resolved... tested and confirmed.

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Well, until you asked the question, I was just going to make the weapons available. To be honest I haven't considered adding an "ASW" loadout... I may have to look into that!

How about ASW loadouts on the Harrier, A10 and SU25 as a suggestion.

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Also the SU-34 as well... I'll see what all that involves. I *think* it should be as easy as making an inherited child object from the originals, and editing the weapons[] and magazines[] sections. If it's that easy I don't see why not :) I could do that for the CAS smoke rockets as well... make "CAS Observer" versions. Hrm... just thinking I also need to make a reload object for the planes as well. Like a reload truck but armed with only those ASW weapons. I just made another afternoon of work! LOL

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Whipped up the Russian ASW mines tonight...

All the loadouts seem to work properly with the Su-34, Su-29/Su-25, A-10 and AV8's. Need to set MORE strings :( The hedgehog ASW grenade launcher is the last thing to finish!

Edited by hcpookie

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This is awesome dude! Imagine the missions you could do with your friends, like driving a destroyer into sea hunting for Somali pirates in these boats with a C130 or (or an "embrayer"?) in the sky scanning for objects.

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Glad you like it! The inspiration for these addons was Feint's diver addon. Should make it more fun when he finally releases that! Amphibious beach operations can be done with these and can make for some interesting scenarios! Especially on a water-focused island such as Lingor or Duala :)

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News Flash: v2.0 is released! See first page for download info!

Lots of new goodies in 2.0:

Ships:

- PBR

- PBR-Transport

- Patrol Boat

- Assault Boat

- Research Vessel

- Minelayer ships

- Escort patrol boats (new in v2.0)

- Sailboat model (UNFINISHED BETA) Found under "Civilian > Ships". (new in v2.0)

Weapons:

- QuickStrike mines: Air-deployed water mines

- SCUBA interdiction grenades: FINALLY, a grenade that works below the water surface!

- SCUBA interdiction grenade launchers for use in ASW engagements.

- SCUBA interdiction grenade launcher script - allows addition of launcher to any boat/vehicle via scripting.

- Depth Charges

- Naval mines (medium, large, extra-large)

- Mined beach barricades

Objects:

- "Mines" Warning sign (the BIS object not listed in the default editor)

- "Mines" marker buoy (with flashing light)

- "Diver Down" marker buoy

- "Diver Alpha" marker buoy

New objects are listed in a new category under:

"Empty > Naval Mines and Barricades"

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

CHANGELOG:

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

v2.0: 11/2/2012

NEW: SCUBA interdiction grenades: Grenades that explode underwater. As you know the Arma2 engine doesn't allow underwater grenades. I was able to achieve this by using a proxy model that invokes a script. Underwater grenades have a 5-second fuse during which time they slowly fall to the ocean floor. Grenades will drop around 15-20 feet before detonating (hard to measure exact distances underwater). NOTE: Default sound scheme is no explosion when grenade hits the water. Some sound mods alter this behavior meaning you might hear two explosions - the impact of the grenade on the surface, and the main explosion.

NEW: SCUBA interdiction grenade launchers for Anti-Submarine Warfare (ASW). Loaded by default on the new escort patrol boats.

NEW: SCUBA interdiction grenade launcher script - allows addition of launcher to any boat/vehicle via scripting.

NEW: Depth Charges: Loaded on new escort patrol boats designed specifically to deploy depth charges and combat underwater threats. Can be added to any boat in the editor.

NEW: Escort patrol boats. Armed with depth charges and SCUBA interdiction grenades.

NEW: QuickStrike mines: Converts Mk82/83/84 series bombs to naval mines with a new fuse system. These mines have a 30-second arming delay.

NEW: MDM Russian mines: Air-dropped mines MDM-3 (500kg) and MDM-5 (1500kg). These mines have a 30-second arming delay.

FIX: Missing reload sounds on some guns.

IMPROVED: Model improvements for all ships (motors, awnings, etc).

BETA: Sailboat model (UNFINISHED!) It must use the motor to move. I have not made any wind control scripts and am unsure if this is possible? Intended mainly for display!

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Old Bear and Foxhound, as always I thank you for the mirrors! :)

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Coming soon... large assault ship transport. Modelled after the real life 10m assault ship. CDF naval research requires a larger version that has Zodiac deployment abilities and larger troop transport. This version transports 24 (!!!) troops in cargo. Front-opening hatch for beach landings. Dual DSHK and Dual M2 versions depending on faction.

Also - PBR improvements including better armor and dual M2 mounts.

Some other improvements are coming as well! Always eager to give scuba divers something else to deal with! :)

Edited by hcpookie

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Coming soon... large assault ship transport. Modelled after the real life 10m assault ship. CDF naval research requires a larger version that has Zodiac deployment abilities and larger troop transport. This version transports 24 (!!!) troops in cargo. Front-opening hatch for beach landings. Dual DSHK and Dual M2 versions depending on faction.

Also - PBR improvements including better armor and dual M2 mounts.

]https://rdeprq.dm1.livefilestore.com/y1punOgprFUBtkmmLt_ZpGfmriDwp2u0cfyFx_NaY73tKsHDIngG3qahPdERfSz7gq--5iH_kcItFDI8mbQMKm-kNEaGxw1HZ_e/assaultship1.jpg

Some other improvements are coming as well! Always eager to give scuba divers something else to deal with! :)

That large assault ship looks awesome, i assume you will release the MLODS as normal? That would fit perfectly with my planned Nogovan Naval Units :)

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