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chops

Arleigh Burke class destroyer

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Let me also point to TLAMs. :p Although I recognize that that's not yet implemented at a level to Chops' satisfaction.

TLAMs would be awesome, and with the lack of jets, naval support would be really worthy.

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Yes, it was Arma 2 vanilla's LHD. They did a San Antonio class LPD too. It had some problems but it was good nowadays. With Arma 3 engine possiblities it could be much, much better. If BIS changes the engine so Men don't fall trough the GEO LOD anymore

Don't you need a RoadWay LOD as well as the geometry one?

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What attention? I haven't seen anything naval other than a few rubber boats :)

Nice by the way thanks we need some ships for sure, including some aircraft carriers with vtol capable aircraft. Marine amphibious attack systems and hovercraft as well.

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lovely work mate

could imagine this in game, using it as a mobile helo refuel and arty station

and could be great doing boat clearing training missions if the hull was walkable

Could you estimate a alpha/beta release?

looking amazing keep up the effort

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Unfortunately I don't recall any mention of intent to do "walkable interiors" -- even if the flight deck is walkable, a lack of walkable interiors would pretty much preclude many if not most "clearing" scenarios -- and the screenshot of a 'bridge' interior would seem to be using the standard "vessel operation from crew seats" method (kind of like Gnat's Sea Fighter). Admittedly when it comes to helicopter landings on a moving ship though, I believe that "mobile helo refuel" is part of what people had in mind.

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Unfortunately I don't recall any mention of intent to do "walkable interiors" -- even if the flight deck is walkable, a lack of walkable interiors would pretty much preclude many if not most "clearing" scenarios -- and the screenshot of a 'bridge' interior would seem to be using the standard "vessel operation from crew seats" method (kind of like Gnat's Sea Fighter). Admittedly when it comes to helicopter landings on a moving ship though, I believe that "mobile helo refuel" is part of what people had in mind.

Walk able interiors while the ship is moving may be possible when we get the new tools.

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@ ProGamer: Chops did mention "most of the deck", "at least when the ship is stationary", but if that's just the flight deck then that would preclude most of the ship. However, he did also mention intent to model the bridge, "probably helicopter hangars" and "potentially model some kind of hallway between the two" -- but "Not a full interior, no.". (The OP also focuses on simulating a Flight IIA's ASUW, AAW, ASW, helo launch/landing and boat launch capabilities, not so much it as an environment for characters.)

@ Lt_Ryan: See the OP, although last I heard there were config/scripting issues such as attempted simulation of TLAMs. He did intend to represent most of a Flight IIA's weapons -- and as I harped on more than once, despite Chops saying "Flight IIA ships only have one, but I want moar gunz", there are actually four Flight IIAs (DDG-81 through -84) which have the fore Phalanx CIWS :D -- although he left out a pair of 25 mm guns and some .50-cal MGs, he gave this disclaimer: "I'm not going to invest a load of time on work-arounds or scripts or the like, only to find the game develops in a different direction regarding vehicles on vehicles and PhysX. This will also be the case with weapons and countermeasure systems. Not only do I have no idea how to implement much of a weapons/countermeasures system, I imagine the likes of Mando Missles will be far better anyway, and allow me to concentrate on the model."

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Hi all, apologies (again) for both the lack of updates and sadly, progress on this project. I've hit several hurdles that I just can't overcome by myself. Fortunately, I've managed to enlist the help of a far more experienced and knowledgable modder, so hopefully this thing can get underway again before too long.

Worst case scenario, I'll just release this as a floating building object, with armaments attached as static weapons. While a non-moving destroyer would be far from ideal, there's not a great need for manuevering around Altis as the mk 45 cannon (not to mention TLAMs) could hit just about anywhere on the island from anywhere on the map.

As it's a support object, I will model some kind of room in the stern of the ship with access to both the helideck and the RHIB on the starboard side. The idea being infantry can prepare themselves for deployment via RHIB or helicopter. There won't be a full interior suited to onboard firefights - it's just too much work for something so unlikely.

Speaking of helicopters, I'll probably just retexture the BIS Nato choppers in a navy gray colour to start with, as I try and cobble together an SH-60b/r/s from the Arma I MLODs.

Thanks again for your continued interest and support fellas. I'd like to give you a time frame for some kind of release, but unfortunately factors effecting my amount free time are unpredictable. Any date or estimation I'd give would be a wild guess.

Cheers

Chops

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Chops, that sounds like it would still be cool, so I'm looking forward to it.

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Hopefully the fact that the initial release of the Arma 3 modding tools will include "a new version of Oxygen 2, supporting PhysX and buoyancy LODs, together with some nice samples of models with commented configs" will help on this front.

Is the Arleigh Burke-class Flight IIA modeled as multiple objects, the way that USS Nimitz (CVN 68) is? ("@Antorugby, the ship is not a single object but gets assembled from a dozen or so objects. If you attach the ship object to something merely an invisible object should be attached, the visible carrier parts themselves are stationary.")

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Hi folks,

A small, but significant update in that this bloody thing now moves. Having had a look through a similar thread, it turns out the memory LOD was missing some vertices.

Had a bit of fun carving up the waters off Altis. The ship leans over nicely during sharp turns, but I'll still have to tinker with the config and physx LODs to match real-world manuoeverability.

th_2013-12-03_00004_zps43dca361.jpg

Of course I got carried away and it all ended in tears.

th_2013-12-03_00007_zpse2537c76.jpg

The only major iceberg now is the turrets. They don't behave as they should. Neither the Phalanx, nor the mk 45 will engage any air or land targets. I'm also having great difficulty getting the thing to fire tomahawks properly.

Here is the config (a lot of it is commented out for later work)

// config.bin - 07:52:23 04/21/13, generated in 0.02 seconds

// Generated by unRap v1.06 by Kegetys

// Separate rootclasses: Disabled, Automatic comments: Enabled

#define true 1

#define false 0

#define private 0

#define protected 1

#define public 2

#define TEast 0

#define TWest 1

#define TGuerrila 2

#define TCivilian 3

#define TSideUnknown 4

#define TEnemy 5

#define TFriendly 6

#define TLogic 7

enum {

DESTRUCTENGINE = 2,

DESTRUCTDEFAULT = 6,

DESTRUCTWRECK = 7,

DESTRUCTTREE = 3,

DESTRUCTTENT = 4,

STABILIZEDINAXISX = 1,

STABILIZEDINAXESXYZ = 4,

STABILIZEDINAXISY = 2,

STABILIZEDINAXESBOTH = 3,

DESTRUCTNO = 0,

STABILIZEDINAXESNONE = 0,

DESTRUCTMAN = 5,

DESTRUCTBUILDING = 1,

};

class CfgPatches {

class CPS_DDG {

units[] = {"CPS_DDG"};

weapons[] = {};

requiredVersion = 0.1;

requiredAddons[] = {};

};

};

class DefaultEventhandlers; // External class reference

class RCWSOptics; // External class reference

class Turrets; // External class reference

class Newturret; // External class reference

class PhysXMaterialBase; // External class reference

class Mode_SemiAuto; // External class reference

class Mode_Burst; // External class reference

class PhysXMaterials {

class DriveOn : PhysXMaterialBase {

restitution = "-15.0f";

staticFriction = "100.5f";

dynamicFriction = "50.0f";

};

};

class CfgAmmo {

class MissileBase; // External class reference

class M_Air_AA; // External class reference

//class Sh_120_HE; // External class reference

/*

class Mk45_127mm : Sh_120_HE {

hit = 355;

indirectHit = 45;

indirectHitRange = 12;

};

*/

class M_ESSM_AA : M_Air_AA {

airLock = 2;

};

class CPS_BGM109fake : MissileBase

{

hit = 10;

indirectHit = 5;

indirectHitRange = 10.5;

soundHit[] = {"",1,1,1900};

model = "\cps_missile\bgm109proxy.p3d";

proxyShape = "\cps_missile\bgm109proxy.p3d";

trackOversteer = 1;

CraterEffects = "ATRocketCrater";

explosionEffects = "ATRocketExplosion";

whistleDist = 8;

maxControlRange = 11000;

maneuvrability = 14;

simulationStep = 0.002;

airLock = 0;

irLock = 1;

laserLock = 1;

cmimmunity = 0.8;

manualControl = 1;

cost = 1000;

maxSpeed = 400;

timeToLive = 45;

airFriction = 0.04;

sideAirFriction = 0.08;

trackLead = 1;

//initTime = 0.15;

initTime = 0;

thrustTime = 12;

thrust = 366;

fuseDistance = 500;

muzzleEffect = "BIS_fnc_effectFiredHeliRocket";

};

};

class CfgMagazines

{

class VehicleMagazine; // External class reference

class Default; // External class reference

//class 32Rnd_155mm_Mo_shells; // External class reference

class 2Rnd_AAA_missiles; // External class reference

class 32Rnd_ESSM_missiles : 2Rnd_AAA_missiles {

displayName = "$STR_A3_CfgMagazines_4Rnd_AAA_missiles0";

displayNameShort = "$STR_A3_CfgMagazines_4Rnd_AAA_missiles_dns";

ammo = "M_ESSM_AA";

count = 32;

};

class CPS_bgm109fakex2: VehicleMagazine

{

scope = 2;

displayName = "BGM-109";

displayNameShort = "BGM-109";

ammo = "CPS_BGM109fake";

initSpeed = 0;

maxLeadSpeed = 220;

sound[] = {"",1.0,1};

reloadSound[] = {"",0.000316228,1};

count = 2;

nameSound = "missiles";

};

/*

class 20Rnd_127mmHE_Mk45 : 32Rnd_155mm_Mo_shells {

scope = public;

displayName = "Mk45";

ammo = "Mk45_127mm";

count = 20;

initSpeed = 200;

};

*/

};

class cfgWeapons {

class Default; // External class reference

class RocketPods; // "

//class CannonCore; // External class reference

class missiles_ASRAAM; // External class reference

class missiles_ESSM : missiles_ASRAAM {

minRange = 1500;

minRangeProbab = 0.9;

midRange = 3500;

midRangeProbab = 0.25;

maxRange = 9000;

maxRangeProbab = 0.9;

reloadTime = 3;

magazineReloadTime = 90;

magazines[] = {"32Rnd_ESSM_missiles"};

weaponLockSystem = 2 + 16;

weaponLockDelay = 0,5;

};

class cps_bgm109Launcher: RocketPods

{

autoFire = 0;

CanLock = 2;

displayName = "BGM-109";

displayNameMagazine = "BGM-109";

shortNameMagazine = "BGM-109";

magazines[] = {"CPS_bgm109fakex2"};

reloadTime = 5;

magazineReloadTime = 5;

aiRateOfFire = 5.0;

aiRateOfFireDistance = 500;

nameSound = "MissileLauncher";

sound[] = {"A3\Sounds_F\weapons\Rockets\missile_1",1.1220185,1.3,1100};

soundFly[] = {"A3\Sounds_F\weapons\Rockets\rocket_fly_1",1.0,1.1,700};

lockingTargetSound[] = {"\A3\Sounds_F\weapons\Rockets\locked_1",0.316228,1};

lockedTargetSound[] = {"\A3\Sounds_F\weapons\Rockets\locked_3",0.316228,2.5};

weaponSoundEffect = "DefaultRifle";

cursor = "EmptyCursor";

cursorAim = "EmptyCursor";

weaponLockDelay = 3.0;

textureType = "fullAuto";

minRange = 300;

minRangeProbab = 0.25;

midRange = 2500;

midRangeProbab = 0.9;

maxRange = 9000;

maxRangeProbab = 0.01;

};

/*

class Mk45_DDG : CannonCore {

scope = public;

displayname = "Mk45 Naval Gun";

nameSound = "CannonCore";

cursor = "mortar";

cursorAim = "EmptyCursor";

sound[] = {"A3\Sounds_F\weapons\Mortar\mortar_03", db2, 1, 250};

reloadSound[] = {"A3\Sounds_F\weapons\Mortar\mortar_reload_01", 1.0, 1, 60};

weaponSoundEffect = "DefaultRifle";

soundServo[] = {"", db-80, 1.0};

minRange = 80;

minRangeProbab = 0.7;

midRange = 2000;

midRangeProbab = 0.7;

maxRange = 4000;

maxRangeProbab = 0.1;

reloadTime = 1.8;

magazineReloadTime = 5;

maxLeadSpeed = 100; // max estimated speed km/h

autoReload = true;

canLock = LockNo;

magazines[] = {"20Rnd_127mmHE_Mk45"};

ballisticsComputer = 2;

class GunParticles {

class FirstEffect {

effectName = "MortarFired";

positionName = "Usti Hlavne";

directionName = "Konec Hlavne";

};

};

modes[] = {"Single1", "Single2", "Single3", "Burst1", "Burst2", "Burst3"};

class Single1 : Mode_SemiAuto {

showToPlayer = true;

displayName = "$STR_A3_mortar_82mm_Single10";

sound[] = {"A3\Sounds_F\weapons\Mortar\mortar_03", db2, 1, 250};

reloadSound[] = {"A3\Sounds_F\weapons\Mortar\mortar_reload_01", 1.0, 1, 40};

weaponSoundEffect = "DefaultRifle";

soundServo[] = {"", db-80, 1.0};

reloadTime = 1.8;

minRange = 0;

midRange = 0;

maxRange = 0;

artilleryDispersion = 3.7;

artilleryCharge = 0.35;

};

class Single2 : Single1 {

displayName = "$STR_A3_mortar_82mm_Single20";

artilleryCharge = 0.7;

};

class Single3 : Single1 {

displayName = "$STR_A3_mortar_82mm_Single30";

artilleryCharge = 1;

};

class Burst1 : Mode_Burst {

showToPlayer = false;

displayName = "$STR_A3_mortar_82mm_Burst10";

burst = 4;

sound[] = {"A3\Sounds_F\weapons\Mortar\mortar_03", db2, 1, 250};

reloadSound[] = {"A3\Sounds_F\weapons\Mortar\mortar_reload_01", 1.0, 1, 40};

weaponSoundEffect = "DefaultRifle";

soundServo[] = {"", db-80, 1.0};

soundBurst = 0;

reloadTime = 1.8;

minRange = 60;

minRangeProbab = 0.5;

midRange = 290;

midRangeProbab = 0.7;

maxRange = 665;

maxRangeProbab = 0.5;

artilleryDispersion = 5.93;

artilleryCharge = 0.35;

};

class Burst2 : Burst1 {

showToPlayer = false;

displayName = "$STR_A3_mortar_82mm_Burst20";

minRange = 230;

minRangeProbab = 0.4;

midRange = 1175;

midRangeProbab = 0.6;

maxRange = 2660;

maxRangeProbab = 0.4;

artilleryCharge = 0.7;

};

class Burst3 : Burst1 {

showToPlayer = false;

displayName = "$STR_A3_mortar_82mm_Burst30";

minRange = 540;

minRangeProbab = 0.3;

midRange = 2355;

midRangeProbab = 0.4;

maxRange = 5500;

maxRangeProbab = 0.3;

artilleryCharge = 1;

};

};

*/

};

class Animationsources; // External class reference

class CfgVehicles {

class Ship;

class CPS_DDG : Ship

{

mapSize = 125;

displayName = Arleigh Burke destroyer;

vehicleClass = "Ship";

driverCanSee = 31;

commanderCanSee = 31;

gunnerCanSee = 31;

radarType = 4;

LockDetectionSystem = 8 + 4;

IncommingMisslieDetectionSystem = 16;

irTarget = true;

irScanRangeMin = 500;

irScanRangeMax = 200000;

irScanToEyeFactor = 14;

irScanGround = true;

allowTabLock = true;

showAllTargets = 2;

scope = public;

crew = "B_soldier_F";

faction = BLU_F;

side = TWest;

typicalCargo[] = {"B_Soldier_F", "B_Soldier_F"};

armor = 2000;

armorStructural = 40.0;

memoryPointsLeftWaterEffect = "engineeffectl";

memoryPointsRightWaterEffect = "engineeffectr";

accuracy = 0.5; // accuracy needed to recognize type of this target

model = "\CPS_DDG\DDGA3.p3d";

Icon = "\mnk_lcs\lcs_icon.paa";

unitInfoType = "UnitInfoShip";

insideSoundCoef = 0;

soundEngineOnInt[] = {"a3\Sounds_F\vehicles\boat\SpeedBoat\ext-boat-start-02.wav", 1.0, 1.0};

soundEngineOnExt[] = {"a3\Sounds_F\vehicles\boat\SpeedBoat\ext-boat-start-02.wav", 1.0, 1.0, 200};

soundEngineOffInt[] = {"a3\Sounds_F\vehicles\boat\SpeedBoat\ext-boat-stop-02.wav", 1.0, 1.0};

soundEngineOffExt[] = {"a3\Sounds_F\vehicles\boat\SpeedBoat\ext-boat-stop-02.wav", 1.0, 1.0, 200};

class Sounds {

class IdleOut {

sound[] = {"A3\Sounds_F\vehicles\boat\SpeedBoat\speedboat-idle-2.wav", db5, 1.0, 300};

frequency = "0.95 + ((rpm/ 1200) factor[(100/ 1200),(300/ 1200)])*0.15";

volume = "engineOn*(((rpm/ 1200) factor[(0/ 1200),(30/ 1200)]) * ((rpm/ 1200) factor[(500/ 1200),(300/ 1200)]))";

};

class Engine {

sound[] = {"A3\Sounds_F\vehicles\boat\SpeedBoat\speedboat-low-2.wav", db10, 1.0, 450};

frequency = "0.95 + ((rpm/ 1200) factor[(300/ 1200),(600/ 1200)])*0.2";

volume = "engineOn*(((rpm/ 1200) factor[(150/ 1200),(250/ 1200)]) * ((rpm/ 1200) factor[(600/ 1200),(400/ 1200)]))";

};

class EngineMidOut {

sound[] = {"A3\Sounds_F\vehicles\boat\SpeedBoat\speedboat-mid-2.wav", db10, 1.0, 500};

frequency = "0.95 + ((rpm/ 1200) factor[(600/ 1200),(900/ 1200)])*0.2";

volume = "engineOn*(((rpm/ 1200) factor[(350/ 1200),(500/ 1200)]) * ((rpm/ 1200) factor[(1000/ 1200),(700/ 1200)]))";

};

class EngineMaxOut {

sound[] = {"A3\Sounds_F\vehicles\boat\SpeedBoat\speedboat-high-2.wav", 5.62341, 1.0, 600};

frequency = "0.95 + ((rpm/ 1200) factor[(700/ 1200),(1000/ 1200)])*0.2";

volume = "engineOn*((rpm/ 1200) factor[(800/ 1200),(1200/ 1200)])";

};

class WaternoiseOutW0 {

sound[] = {"A3\Sounds_F\vehicles\boat\SFX\voda-o-bok-lodi-0-speed1.wav", db-10, 1.0, 250};

frequency = "1";

volume = "(speed factor[4, 1])";

};

class WaternoiseOutW1 {

sound[] = {"A3\Sounds_F\vehicles\boat\SFX\voda-o-bok-lodi-20-speed.wav", db-10, 1.0, 250};

frequency = "1";

volume = "((speed factor[2, 6]) min (speed factor[6, 4]))";

};

class WaternoiseOutW2 {

sound[] = {"A3\Sounds_F\vehicles\boat\SFX\voda-o-bok-lodi-50-speed.wav", db-10, 1.0, 250};

frequency = "1";

volume = "(speed factor[3, 9])";

};

};

class AnimationSources : Animationsources {

class landingpadnets {

source = "user";

animPeriod = 5;

initPhase = 0;

};

class VLSflaps {

source = "user";

animPeriod = 1;

initPhase = 0;

};

};

class UserActions {

class Lowernets {

displayName = "Lower helipad nets";

position = "sternnet_axis";

onlyforplayer = 0;

radius = 200;

condition = "this animationPhase ""portnet"" == 0";

statement = "this animate [""portnet"",1]; this animate [""starbnet"",1]; this animate [""sternnet"",1]";

};

class Raisenets {

displayName = "Raise helipad nets";

position = "sternnet_axis";

onlyforplayer = 0;

radius = 200;

condition = "this animationPhase ""portnet"" == 1";

statement = "this animate [""portnet"",0]; this animate [""starbnet"",0]; this animate [""sternnet"",0]";

};

class openVLSflaps {

displayName = "Open VLS flaps";

position = "flap1_axis";

onlyforplayer = 0;

radius = 200;

condition = "this animationPhase ""flap1"" == 0";

statement = "this animate [""flap1"",1]; this animate [""flap2"",1]";

};

class closeVLSflaps {

displayName = "Close VLS flaps";

position = "flap1_axis";

onlyforplayer = 0;

radius = 200;

condition = "this animationPhase ""flap1"" == 1";

statement = "this animate [""flap1"",0]; this animate [""flap2"",0]";

};

};

class HitPoints {

class HitBody {

armor = 0.7;

material = 50;

name = "karoserie";

visual = "zbytek";

passThrough = true;

};

class HitEngine {

armor = 0.12;

material = -1;

name = "Engine";

visual = "";

passThrough = true;

};

class HitTurret {

armor = 0.7;

material = -1;

name = "otochlaven";

visual = "otochlaven";

passThrough = true;

};

};

driverLeftHandAnimName = "drivewheel";

driverRightHandAnimName = "drivewheel";

driverAction = "driver_boat01";

getInAction = "GetInMedium";

getOutAction = "GetOutMedium";

cargoGetInAction[] = {"GetInMedium"};

cargoGetOutAction[] = {"GetOutMedium"};

castDriverShadow = true;

castCargoShadow = true;

driverhasflares = true;

gunnerHasFlares = false;

gunneriscommander= true;

//gunneriscommander= false;

enableGPS = 1;

transportSoldier = 8;

cost = 10000;

supplyRadius = 3;

precision = 15;

steerAheadSimul = 0.5;

steerAheadPlan = 0.35;

predictTurnPlan = 0.8;

predictTurnSimul = 0.6;

brakeDistance = 60.0; // vehicle movement precision

acceleration = 30;

turnCoef = 0.75;

//maxSpeed = 75; // max speed on level road, km/h

maxSpeed = 100;

simulation = "shipx";

thrustDelay = 2;

overSpeedBrakeCoef = 0.2;

//enginePower = 66200;

enginePower = 662000;

engineShiftY = -10.100;

waterLeakiness = 300;

waterLinearDampingCoefY = 10;

waterLinearDampingCoefX = 2.0;

waterAngularDampingCoef = 30;

waterResistanceCoef = 0.0015;

rudderForceCoef = 14;

rudderForceCoefAtMaxSpeed = 18;

idleRpm = 1000;

redRpm = 5600;

class complexGearbox {

GearboxRatios[] = {"R1", -0.782, "N", 0, "D1", 2};

TransmissionRatios[] = {"High", 1.0};

gearBoxMode = "auto";

moveOffGear = 1;

driveString = "D";

neutralString = "N";

reverseString = "R";

};

enableManualFire = 0;

smokeLauncherGrenadeCount = 6;

smokeLauncherVelocity = 14;

smokeLauncherOnTurret = 0;

smokeLauncherAngle = 150;

magazines[] = {"CPS_bgm109fakex2","60Rnd_CMFlare_Chaff_Magazine","60Rnd_CMFlare_Chaff_Magazine","60Rnd_CMFlare_Chaff_Magazine","60Rnd_CMFlare_Chaff_Magazine"};

weapons[] = {"cps_bgm109Launcher","CMFlareLauncher"};

memoryPointMissileDir[] = {"toma1","toma2"};

class Exhausts {

class Exhaust1 {

position = "Exhaust1";

direction = "Exhaust1_dir";

effect = "DamageSmokePlane";

};

};

leftFastWaterEffect = "LFastWaterEffects";

rightFastWaterEffect = "RFastWaterEffects";

waterEffectSpeed = 5;

engineEffectSpeed = 5;

waterFastEffectSpeed = 18;

artilleryScanner = 1;

laserScanner = 1;

availableForSupportTypes[] = {"Artillery"};

class Turrets : Turrets {

class FrontTurret : NewTurret {

class HitPoints {

class HitTurret {

armor = 0.8;

material = 60;

name = "mk45_trav";

visual = "mk45_trav";

passThrough = true;

};

class HitGun {

armor = 0.6;

material = 60;

name = "mk45_elev";

visual = "mk45_elev";

passThrough = true;

};

};

stabilizedInAxes = 4;

body = "MainTurret";

gun = "MainGun";

animationSourceBody = "mainTurret";

animationSourceGun = "mainGun";

gunnerAction = "gunner_hunter";

gunnerGetInAction = "GetInMedium";

gunnerGetOutAction = "GetOutMedium";

ejectDeadGunner = false;

outGunnerMayFire = true;

inGunnerMayFire = true;

soundServo[] = {"A3\sounds_f\dummysound", db-45, 1.0};

gunBeg = "mk45_beg"; // endpoint of the gun

gunEnd = "mk45_end"; // chamber of the gun

//weapons[] = {"Mk45_DDG"};

weapons[] = {"cannon_120mm"};

//magazines[] = {"20Rnd_127mmHE_Mk45","20Rnd_127mmHE_Mk45","20Rnd_127mmHE_Mk45","20Rnd_127mmHE_Mk45","20Rnd_127mmHE_Mk45","20Rnd_127mmHE_Mk45","20Rnd_127mmHE_Mk45","20Rnd_127mmHE_Mk45"};

magazines[] = {"16Rnd_120mm_HE_shells_Tracer_Red","16Rnd_120mm_HE_shells_Tracer_Red","16Rnd_120mm_HE_shells_Tracer_Red"};

discreteDistance[] = {100, 200, 300, 400, 600, 800, 1000, 1200};

discreteDistanceInitIndex = 2;

gunnerName = "Mk45 Gunner";

memoryPointGunnerOptics = "gunnerview";

gunnerOpticsModel = "\A3\weapons_f\reticle\Optics_Gunner_02_F";

gunnerOpticsEffect[] = {"TankCommanderOptics1", BWTV};

turretInfoType = "RscOptics_crows";

gunnerForceOptics = false;

startEngine = false;

commanding = -2;

primaryGunner = 1;

primaryObserver = 0;

proxyIndex = 1;

LODTurnedIn = 1100;

LODTurnedOut = 1100;

usePip = 1;

minElev = -15;

maxElev = 45;

initElev = 5;

minTurn = -135;

maxTurn = 135;

initTurn = 0;

class ViewOptics : RCWSOptics {};

class ViewGunner : ViewOptics {

initAngleX = -15;

minAngleX = -45;

maxAngleX = 45;

initFov = 0.9;

minFov = 0.42;

maxFov = 0.9;

visionMode[] = {};

};

};

class ForeTurret : NewTurret {

stabilizedInAxes = 4;

body = "Turret_2";

gun = "Gun_2";

animationSourceBody = "turret_2";

animationSourceGun = "gun_2";

gunnerAction = "gunner_hunter";

gunnerGetInAction = "GetInMedium";

gunnerGetOutAction = "GetOutMedium";

ejectDeadGunner = false;

outGunnerMayFire = true;

inGunnerMayFire = true;

soundServo[] = {"A3\sounds_f\dummysound", db-45, 1.0};

gunBeg = "forephal_beg"; // endpoint of the gun

gunEnd = "forephal_end"; // chamber of the gun

missileBeg = "missile_1_beg";

missileEnd = "missile_1_end";

//weapons[] = {"gatling_20mm","missiles_ESSM"};

weapons[] = {"autocannon_35mm","missiles_ASRAAM"};

magazines[] = {"680Rnd_35mm_AA_shells_Tracer_Red","4Rnd_AAA_missiles"};

gunnerName = "Forward Phalanx";

//memoryPointGunnerOptics = "forephalgview";

memoryPointGunnerOptics = "commanderview";

gunnerOpticsModel = "\A3\weapons_f\reticle\Optics_Gunner_02_F";

gunnerOpticsEffect[] = {"TankCommanderOptics1", BWTV};

turretInfoType = "RscOptics_crows";

gunnerForceOptics = false;

startEngine = false;

commanding = 2;

primaryGunner = 0;

primaryObserver = 1;

proxyIndex = 2;

LODTurnedIn = 1100;

LODTurnedOut = 1100;

usePip = 1;

minElev = -25;

maxElev = 85;

initElev = 0;

minTurn = -150;

maxTurn = 150;

initTurn = 0;

class ViewOptics : RCWSOptics {};

class ViewGunner : ViewOptics {

initAngleX = -15;

minAngleX = -45;

maxAngleX = 45;

initFov = 0.9;

minFov = 0.42;

maxFov = 0.9;

visionMode[] = {};

};

};

class AftTurret : NewTurret {

stabilizedInAxes = 4;

body = "Turret_3";

gun = "Gun_3";

animationSourceBody = "Turret_3";

animationSourceGun = "Gun_3";

gunnerAction = "gunner_hunter";

gunnerGetInAction = "GetInMedium";

gunnerGetOutAction = "GetOutMedium";

ejectDeadGunner = false;

outGunnerMayFire = true;

inGunnerMayFire = true;

soundServo[] = {"A3\sounds_f\dummysound", db-45, 1.0};

gunBeg = "aftphal_beg"; // endpoint of the gun

gunEnd = "aftphal_end"; // chamber of the gun

missileBeg = "missile_2_beg";

missileEnd = "missile_2_end";

weapons[] = {"gatling_20mm","missiles_ESSM"};

magazines[] = {"2000Rnd_20mm_shells","32Rnd_ESSM_missiles"};

gunnerName = "Aft Phalanx";

memoryPointGunnerOptics = "aftphalgview";

gunnerOpticsModel = "\A3\weapons_f\reticle\Optics_Gunner_02_F";

gunnerOpticsEffect[] = {"TankCommanderOptics1", BWTV};

turretInfoType = "RscOptics_crows";

gunnerForceOptics = false;

startEngine = false;

commanding = -1;

proxyIndex = 3;

LODTurnedIn = 1100;

LODTurnedOut = 1100;

usePip = 1;

minElev = -25;

maxElev = 85;

initElev = 0;

minTurn = -330;

maxTurn = 330;

initTurn = 180;

class ViewOptics : RCWSOptics {};

class ViewGunner : ViewOptics {

initAngleX = -15;

minAngleX = -45;

maxAngleX = 45;

initFov = 0.9;

minFov = 0.42;

maxFov = 0.9;

visionMode[] = {};

};

};

};

extCameraPosition[] = {0, 30, -70.0};

class Reflectors {

class Right {

color[] = {0.75, 0.75, 0.85};

ambient[] = {0.0005, 0.0005, 0.0005};

position = "P svetlo";

direction = "konec P svetla";

hitpoint = "P svetlo";

selection = "P svetlo";

size = 1;

innerAngle = 35;

outerAngle = 180;

coneFadeCoef = 40;

intensity = 5;

useFlare = 0;

dayLight = 0;

flareSize = 0.75;

class Attenuation {

start = 30;

constant = 4.0;

linear = 0.0;

quadratic = 1.0;

};

};

class Right2 : Right {

position = "PIP0_pos";

useFlare = 1;

};

};

aggregateReflectors[] = {{"Right", "Right2"}};

hiddenSelections[] = {"Camo", "Camo2", "Camo3"};

};

};

/*

class CfgNonAIVehicles

{

class ProxyDriver;

class ProxyWeapon;

class Proxybgm109: ProxyWeapon

{

model = "\cps_missile\bgm109proxy";

simulation = "maverickweapon";

};

};

*/

And the model.cfg

class CfgSkeletons

{

class Default

{

isDiscrete=1;

skeletonInherit="";

skeletonBones[]={};

};

class Vehicle: Default

{

};

class Ship: Vehicle

{

skeletonInherit="";

skeletonBones[]=

{

"otocvez",

"",

"otochlaven",

"otocvez",

"kompas",

"",

"fuel",

"",

"hodinova",

"",

"minutova",

"",

"mph",

"",

"rpm",

"",

"rpm2",

"",

"volant",

"",

"radar",

""

};

};

class DDGA3_skel: Ship

{

isDiscrete=1;

skeletonInherit="ship";

SkeletonBones[]=

{

"mk45_trav",

"",

"mk45_elev",

"mk45_trav",

"forephal_trav",

"",

"forephal_elev",

"forephal_trav",

"aftphal_trav",

"",

"aftphal_elev",

"aftphal_trav",

"portnet",

"",

"starbnet",

"",

"sternnet",

"",

"flap1",

"",

"flap2",

"",

"prop_1",

"",

"prop_2",

"",

"rudder_1",

"",

"rudder_2",

"",

"radar_1",

"",

"radar_2",

"",

"missile_1_trav",

"",

"missile_1_elev",

"missile_1_trav",

"missile_2_trav",

"",

"missile_2_elev",

"missile_2_trav"

};

};

};

class Rotation;

class CfgModels

{

class Default

{

sectionsInherit="";

sections[]={};

skeletonName="";

};

class allvehicle: Default

{

sectionsInherit="";

sections[]={};

skeletonName="";

};

class Ship: allvehicle

{

sectionsInherit="";

sections[]=

{

"otocvez",

"otochlaven",

"radar",

"fuel",

"hodinova",

"minutova",

"mph",

"rpm",

"rpm2"

};

skeletonName="";

};

class DDGA3: Ship

{

skeletonName="DDGA3_skel";

sectionsInherit="Ship";

sections[]=

{

"mk45_trav",

"mk45_elev",

"forephal_elev",

"forephal_trav",

"aftphal_elev",

"aftphal_trav",

"portnet",

"starbnet",

"sternnet",

"flap1",

"flap2",

"prop_1",

"prop_2",

"rudder_1",

"rudder_2",

"radar_1",

"radar_2",

"missile_1_trav",

"missile_1_elev",

"missile_2_trav",

"missile_2_elev"

};

class Animations

{

class MainTurret

{

type="rotationY";

source="mainTurret";

memory=1;

animPeriod=0;

selection="mk45_trav";

axis="mk45_trav_axis";

minValue="rad -360";

maxValue="rad 360";

angle0="rad -360";

angle1="rad 360";

};

class MainGun: MainTurret

{

type="rotationX";

source="maingun";

memory=1;

animPeriod=0;

selection="mk45_elev";

axis="mk45_elev_axis";

};

class Turret_2 : MainTurret

{

source="Turret_2";

selection="forephal_trav";

axis="forephal_trav_axis";

};

class Gun_2: MainGun

{

source="gun_2";

selection="forephal_elev";

axis="forephal_elev_axis";

};

class Turret_3 : MainTurret

{

source="Turret_3";

selection="aftphal_trav";

axis="aftphal_trav_axis";

};

class Gun_3: MainGun

{

source="gun_3";

selection="aftphal_elev";

axis="aftphal_elev_axis";

};

class Turret_4 : MainTurret

{

source="Turret_2";

selection="missile_1_trav";

axis="missile_1_trav_axis";

};

class Gun_4: MainGun

{

source="gun_2";

selection="missile_1_elev";

axis="missile_1_elev_axis";

};

class Turret_5 : MainTurret

{

source="Turret_3";

selection="missile_2_trav";

axis="missile_2_trav_axis";

};

class Gun_5: MainGun

{

source="gun_3";

selection="missile_2_elev";

axis="missile_2_elev_axis";

};

class portnet

{

type="rotation";

source="landingpadnets";

sourceAddress = "clamp";

selection="portnet";

axis="portnet_axis";

animPeriod = 0;

memory = 1;

minValue = 0.0;

maxValue = 1;

angle0 = 0;

angle1 = "rad -70";

};

class starbnet : portnet

{

selection="starbnet";

axis="starbnet_axis";

angle0 = 0;

angle1 = "rad 70";

};

class sternnet : portnet

{

selection="sternnet";

axis="sternnet_axis";

angle0 = 0;

angle1 = "rad 70";

};

class flap1 : portnet

{

source="VLSflaps";

selection="flap1";

axis="flap1_axis";

angle0 = 0;

angle1 = "rad 90";

};

class flap2 : flap1

{

selection="flap2";

axis="flap2_axis";

angle0 = 0;

angle1 = "rad 90";

};

class Prop1

{

type="rotationZ";

source="rotor";

selection="prop_1";

axis="prop_1_axis";

sourceAddress="loop";

angle0=62.831852;

angle1=0;

};

class Prop2

{

type="rotationZ";

source="rotor";

selection="prop_2";

axis="prop_2_axis";

sourceAddress="loop";

angle0=0;

angle1=62.831852;

};

class Rudder1

{

type="rotationY";

source="drivingwheel";

selection="rudder_1";

axis="rudder_1_axis";

memory="1";

minValue="rad -50";

maxValue="rad +50";

angle0="rad -50";

angle1="rad +50";

};

class Rudder2: Rudder1

{

selection="rudder_2";

axis="rudder_2_axis";

};

class Radar1

{

type="rotationY";

source="time";

selection="radar_1";

axis="radar_1_axis";

minValue=0;

maxValue=6;

sourceAddress="loop";

angle0=0;

angle1="rad 360";

};

class Radar2

{

type="rotationY";

source="time";

selection="radar_2";

axis="radar_2_axis";

minValue=0;

maxValue=4;

sourceAddress="loop";

angle0=0;

angle1="rad -360";

};

};

};

};

I'd be eternally grateful if any of you boffins out there could help out with these issues. I'd like to get the phalanxs, ESSM SAMs, tomahawks and the mk 45 working properly for an initial release, so it's of use as an in-game asset. After which I'll move on to more exotic things like torpedoes and anti-ship missiles and fleshing out the interior (bridge and hangars/place for soldiers to hang out before getting in choppers.

@Chortles, yes it's currently modelled as one whole object.

Cheers

Chops

Edited by Chops
Spelling. Urgh!

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Hi Chops. For the turrets, have you seen the stuff that Rydigier has used for turrets (Angry Spartan I think he called it) ? Could that be used to help you?

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@Chortles, yes it's currently modelled as one whole object.
... so, not like USS Nimitz mod, but rather as one whole, single mesh (NOT "assembled from a dozen or so objects") with authentic scale and blowing out of the water (pun not intended) the older 50 - 60 meter mesh length limit from Arma 2? :D

If so, then this mod would represent a clear advancement in RV4 compared to RV3...

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I helped Chops with the Arleigh Burke in the beginning so I still have his first version in my HD (even if I haven't had time for doing anything related to Arma during the last two months) and I can confirm it is a one piece model (a single mesh) and it behaves as it should when reacting to othe PHYSx objects ingame.

Unfortunately the limitations class Man has mean that it would only be moderately useful as a mobile base or a point from which to launch operations. I haven't had time to work on it anymore but I can assure you it is BEAUTIFUL

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I helped Chops with the Arleigh Burke in the beginning so I still have his first version in my HD (even if I haven't had time for doing anything related to Arma during the last two months) and I can confirm it is a one piece model (a single mesh) and it behaves as it should when reacting to othe PHYSx objects ingame.

Unfortunately the limitations class Man has mean that it would only be moderately useful as a mobile base or a point from which to launch operations. I haven't had time to work on it anymore but I can assure you it is BEAUTIFUL

Clear advancement in Arma 3 confirmed. :D

It is unfortunate to hear about the current limitations on the Man class, but nevertheless it's excellent that Arma 3 meshes/one-object models (and hopefully all relevant LODs, at least with non-Man classes) can exceed 150 meters in length, a flat-out tripling compared to Arma 2's nominal limit, if the Flight IIA is at 1:1 scale, at 155 meters length in-game. :)

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Hopefully it is an advancement Chortles. I'm just fearful that these current issues could be related to the size of the mesh.

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Incidentally, since I've been inquiring with at least one other modder and looking into things... what's your plans insofar as representing radar/sonar and electronic warfare with regards to the Arleigh Burke-class as a surface combatant?

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Incidentally, since I've been inquiring with at least one other modder and looking into things... what's your plans insofar as representing radar/sonar and electronic warfare with regards to the Arleigh Burke-class as a surface combatant?

It would be nice if we can also incorporate the weapons systems into these

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May I recommend a look at Gnat's moving sea frame addon, it allows men to walk on deck (@ at 0 speed) and helicopters to land on it, regardless of speed. Aswell as this it also has a working AA missiles :D

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Chops

I had MANY troubles with the sea frame turret. I still dont know why it works, but I basicly copies mankyles LCS turret setup that includes some sort of inherantance, which seems to make it work.

Suggest you try getting just ONE turret working the same way, then copy to the remaining.

This is the seaframe.

MODEL.CFG

class CfgSkeletons 
{ 
class Default
{
	isDiscrete=1;
	skeletonInherit="";
	skeletonBones[]={};
};
class Vehicle: Default
{
};
class Ship: Vehicle
{
	skeletonInherit="";
	skeletonBones[]=
	{
		"otocvez", "",
		"otochlaven", "otocvez",
		"ZL1","",
		"ZL2","",
		"CL1","",
		"CL2","",
		"radar", ""
	};
   };
class GNT_FSFBones: Ship
{
	isDiscrete=1;
	skeletonInherit="ship";
	SkeletonBones[]=
	{	
		"gun_trav", "",
		"gun_elev", "gun_trav"
	};
};
};
class CfgModels
{
class Default
{
	sectionsInherit="";
	sections[]={};
	skeletonName="";
};
class allvehicle: Default
{
	sectionsInherit="";
	sections[]={};
	skeletonName="";
};
class Ship: allvehicle
{
	sectionsInherit="";
	sections[]={"otocvez", "otochlaven"};
	skeletonName="";
};
class GNTFSF: Ship
{
	skeletonName="GNT_FSFBones";
	sectionsInherit="Ship";
	sections[]={"skin","gun_trav","gun_elev","ZL1","ZL2","CL1","CL2"};
	class Animations
	{
		class mainturret
		{
			type="rotationY";
			source="mainTurret";
			memory=1;
			animPeriod=0;
			selection="gun_trav";
			axis="gun_trav_axis";
			minValue="rad -360";
			maxValue="rad 360";
			angle0="rad -360";
			angle1="rad 360";
		};
		class maingun : mainturret
		{
			type="rotationX";
			source="maingun";
			memory=1;
			animPeriod=0;
			selection="gun_elev";
			axis="gun_elev_axis";
		};
		class ZL1
		{
			type="rotation";
			initPhase=0;
			source = "FUser1";
			animPeriod=0.1;
			sourceAddress = "clamp";
			selection="ZL1";
			axis="axis_swt"; 
			minValue = 0;
			maxValue = 1;
			angle0=0;
			angle1="rad -70";
		};
		class ZL2
		{
			type="rotation";
			initPhase=0;
			source = "FUser2";
			animPeriod=0.1;
			sourceAddress = "clamp";
			selection="ZL2";
			axis="axis_swt"; 
			minValue = 0;
			maxValue = 1;
			angle0=0;
			angle1="rad -70";
		};
		class CL1
		{
			type="rotation";
			initPhase=0;
			source = "FUser3";
			animPeriod=0.1;
			sourceAddress = "clamp";
			selection="CL1";
			axis="axis_swt";
			minValue = 0;
			maxValue = 1;
			angle0=0;
			angle1="rad -70";
		};
		class CL2
		{
			type="rotation";
			initPhase=0;
			source = "FUser4";
			animPeriod=0.1;
			sourceAddress = "clamp";
			selection="CL2";
			axis="axis_swt";
			minValue = 0;
			maxValue = 1;
			angle0=0;
			angle1="rad -70";
		};
		class radarX
		{
			type="rotation";
			animPeriod=4;
			source = "time";
			sourceAddress = "loop";
			selection="radar";
			axis="axisRadar";
			angle0=0;
			angle1="rad +360";
		};			
	};
};
};

CONFIG.CPP

class CfgPatches
{
class GNTFSF
       {
		units[] = {GNTFSF,FSF_Ladder};
		weapons[] = {};
		requiredAddons[] = {};		 
       };
};
class DefaultEventhandlers;
class RCWSOptics;
class Turrets;
class Newturret;
...
...
class CfgVehicles
{
class Ship;
class GNTFSF: Ship
{
...
...
	class Turrets: Turrets
	{
		class FrontTurret: NewTurret
		{
			class HitPoints
			{
				class HitTurret
				{
					armor = 0.8;
					material = 60;
					name = "MainTurret";
					visual = "MainTurret";
					passThrough = 1;
				};
				class HitGun
				{
					armor = 0.6;
					material = 60;
					name = "MainGun";
					visual = "MainGun";
					passThrough = 1;
				};
			};
			body = "MainTurret";
			gun = "MainGun";
			animationSourceBody = "mainTurret";
			animationSourceGun = "mainGun";
			gunnerAction = "gunner_standup01";
			gunnerGetInAction = "GetInLow";
			gunnerGetOutAction = "GetOutLow";
			ejectDeadGunner = 0;
			outGunnerMayFire = 1;
			inGunnerMayFire = 1;
			soundServo[] = {"A3\sounds_f\dummysound", db-45, 1.0};
			gunBeg = "gun_beg";
			gunEnd = "gun_end";
			particlesPos = "gun_beg";
			particlesDir = "gun_end";
			weapons[] = {"missiles_titan_FSF"};
			magazines[] = {"6Rnd_Titan_long_missiles","6Rnd_Titan_long_missiles","6Rnd_Titan_long_missiles"};
			selectionFireAnim = "zasleh";
			discreteDistance[] = {100,200,300,400,600,800,1000,1200};
			discreteDistanceInitIndex = 2;
			gunnerName = "Missile Officer";
			memoryPointGunnerOptics = "gunnerview";
			gunnerOpticsModel = "\A3\weapons_f\reticle\Optics_Gunner_02_F";
			gunnerOpticsEffect[] = {"TankCommanderOptics1", BWTV};
			turretInfoType = "RscOptics_crows";
			gunnerForceOptics = 0;
			startEngine = 0;

			commanding = -2;
			primaryGunner = 1;
			primaryObserver = 0;				
			missileBeg = "gun_beg";
			missileEnd = "gun_end";
			memoryPointLMissile = "gun_beg";
			memoryPointRMissile = "gun_end";
			memoryPointGun = "gun_beg";

			LODTurnedIn = 1100;
			LODTurnedOut = 1100;
			usePip = 1;
			minElev = -5;
			maxElev = 89;
			initElev = 0;
			minTurn = -360;
			maxTurn = 360;
			initTurn = 0;
			class ViewOptics: RCWSOptics{};
			class ViewGunner: ViewOptics
			{
				initAngleX = 0;
				minAngleX = -45;
				maxAngleX = 45;
				initFov = 0.9;
				minFov = 0.42;
				maxFov = 0.9;
				visionMode[] = {};
			};
		};
	};

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Many thanks for that Gnat. I greatly appreciate your help. I'm a bit pressed for time at the moment, but I'll get onto this the first chance I get. I really want to make some progress on this sucker.

The only news I have to report is a couple of generic naval retextures of BIS helicopters.

th_2013-12-12_00006_zpsa18a6dc1.jpg th_2013-12-12_00004_zpsfcb7f572.jpg

Edited by Chops
Add pics

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