LykosMactire 298 Posted December 2, 2013 i do think it would be cool to atleast try to expand the nimitz to be a little bigger, since right now its near the size of the LHD from A2 Share this post Link to post Share on other sites
kremator 1065 Posted December 2, 2013 ^^ put the Nimitz into some BabyBio to grow some more :) Share this post Link to post Share on other sites
TeTeT 1523 Posted December 2, 2013 @Saul, I made some quick in game measurements: placed 4 flag poles starboard, port, stern and bow, and used distance to see the range. Starboard to port at the widest point ahead of elevator 1 was about 73 meters, from bow to stern it was 329 meters. Wikipedia lists the Nimitz-class at 76.8 m width and 332.8 m length. So it's not that far off, albeit there's some difference, especially in width. On the LSO camera, would that be located at the LSO place close to elevator 4 and show the approaching plane? With PiP the pilot could monitor it, but not sure it would be that useful? But I'll give it a try. @Stricky, currently the module is updated every two weeks, but by start of 2014 it will slow down to either monthly or quarterly release cycle. Though that is unrelated to other modules you may need. Have you tried the IFLOLS? It represents the optical system installed on carriers, see http://en.wikipedia.org/wiki/Optical_landing_system for some information on it. Though a tutorial mission with nice 3d spheres showing the glidepath would also be possible, just not sure I got the time to tend to it. @AngelWingGamingJacob, the LHD should be considerably shorter and only have half the width, at least according to info on http://en.wikipedia.org/wiki/Wasp_class_amphibious_assault_ship. I'll fire up A2 later and give it a look, though. Share this post Link to post Share on other sites
LykosMactire 298 Posted December 2, 2013 @tetet i use the all in arma mod and i placed it next to the lhd on Utes, and the LHD is infact about half the width, but its length is about same Share this post Link to post Share on other sites
Stricky 10 Posted December 2, 2013 Yeah, I know IFLOLS and I am using it ingame (it is quite awesome btw, maybe some day there will be not an in-cockpit overlay, but real lenses on the flightdeck :P). What I mean are markers for e.g. the following(this is only one of several possible cases, I think it is a day at good conditions scenario): Share this post Link to post Share on other sites
TeTeT 1523 Posted December 2, 2013 @AngelWingGamingJacob, I just placed the Nimitz besides the LHD in native arma2 and indeed it is odd - the icon is not sized correctly, at around 300 meters. I placed two markers at the ends of the icon and the carrier does indeed extend beyond those markers. In arma3 the icon is larger ... @Stricky, I guess the problem with a more realistic optical system aboard the CV is that it is quite hard to see from the plane at any distance. In real life a pilot can most likely much better see these than in game. On the helper mission with flying the pattern, I'll have to put it on the wishlist for now. Share this post Link to post Share on other sites
TeTeT 1523 Posted December 6, 2013 This is another preview release of the Nimitz for arma3. There were only minor changes in the model affecting texturing. This release is however quite important as it marks the end of the development releases, the next release after this will be made available in January 2014. The current two week update cycle will move to a once per month cycle. The most notable changes in this release are the re-introduced sounds and fixing some textures halfway. Unfortunately some of the textures are still a bit off due to their settings in the model - if you know how to fix this and apply the correct uvmap settings, please let me know. There is also one extra mission that is slightly more involved, placing AI controlled traffic on the carrier. Also Rory_pamphilon's Top Gun mission version 0.60 can be found in the MPMissions folder. The changes from version 09: o sounds are played from scripts again for JBD, catapult launch, wire trap, wire snap o additional missions, including Rory_pamphilon's Top Gun 0.60 o additional documentation o reduced some texture problems (entry room island, exterior of the boat room) The roadmap for version 11: o fixing bugs o vehicle respawn support (was postponed from v10) o new textures for the interiour (was postponed from v10) CREDITS JDog - Nimitz for Arma2 piedebeouf - new lights and starting the initiative for conversion Sealife - pointing to the missing crew John_Spartan - consulting and arrest script Phantom - upgraded elevator script rundll - permission to use his towing script in Arma3 Sierra - new deck textures armyinf - testing and documentation BloodOfTheScribe - new interior textures asbojay - new hull and deck textures soldier2390 - new hull textures, including secondary textures rory_pamphilon - top gun mission TeTeT - some scripts KNOWN ISSUES - sound volumes might be off, feedback is welcome - some textures have diagonal distortions - due to the deprecation of global variables, the built-in hook and wire animation of the F/A-18 v 1.50 does no longer work. See the work around section. - the towing module has debug output enabled by default, please disable it manually - sometimes you spawn in the water with the onShip and Flightdeck/Briefing/Hangar module - placing the ambiance module without towing will produce an error and towing will not work - the carrier does not move - sometimes the plane will suddenly explode when moved into the catapult position - the plane will take some damage when landing - for towing only the F-18 is supported right now, other arma3 vehicles may follow - towing does not work on dedicated server - unless the towed vehicle is local to the towing player - clipping errors where the sub models of the Nimitz connect - you can fall through invisible cracks - in 3d view you can see through walls WORK AROUND The wire animation of the built-in hook script of the F/A-18 v 1.50 does no longer work. This can be countered by adding the following code to the Nimitz init line: nimCar3 = ["nimCar3", this] call TTT_fnc_global;nimCar4 = ["nimCar4", this] call TTT_fnc_global; Background: the global variables were all removed to allow for multiple carriers on map. The TTT_fnc_global retrieves the former global variable from the object and the above code adds it again as global variable. Unfortunately the F/A-18 wire animation will only work with one carrier then. Changelog 2013-11-30 sound - config.cpp - increase JBD sound by ten 2013-11-17 public variable - scr\init.sqf - make TTT_NimitzCarriers a public variable 2013-11-16 New textures - tex\ - new island textures by AsboJay 2013-11-09 Remove globals - scr\init.sqf - remove all references to globals and store them in the _nim object, e.g. the carrier itself 2013-11-07 New textures - tex\ - new hull and deck textures, made from tga via texview2 2013-11-04 Start converting globals - scr\init.sqf - add test variable to nimitz object 2013-11-02 Public variable - scr\init.sqf - make JDG_steamFX a public variable 2013-10-27 New textures - tex\ - new textures sent by soldier2390 and asbojay 2013-10-26 Fix config.cpp error -config.cpp - rscTitle don't seem to have ReadAndWrite access anymore 2013-10-23 Missing semicolon - config.cpp - added missing semicolon for eventhandler 2013-10-22 Removed zodiac - res\carrier_3.p3d - removed built-in zodiacs lightning:Nimitz-0.93arma3.10 spindler$ lightning:Nimitz-0.93arma3.10 spindler$ cat Changelog 2013-11-30 sound - config.cpp - increase JBD sound by ten 2013-11-17 public variable - scr\init.sqf - make TTT_NimitzCarriers a public variable 2013-11-16 New textures - tex\ - new island textures by AsboJay 2013-11-09 Remove globals - scr\init.sqf - remove all references to globals and store them in the _nim object, e.g. the carrier itself 2013-11-07 New textures - tex\ - new hull and deck textures, made from tga via texview2 2013-11-04 Start converting globals - scr\init.sqf - add test variable to nimitz object 2013-11-02 Public variable - scr\init.sqf - make JDG_steamFX a public variable 2013-10-27 New textures - tex\ - new textures sent by soldier2390 and asbojay 2013-10-26 Fix config.cpp error -config.cpp - rscTitle don't seem to have ReadAndWrite access anymore 2013-10-23 Missing semicolon - config.cpp - added missing semicolon for eventhandler 2013-10-22 Removed zodiac - res\carrier_3.p3d - removed built-in zodiacs 2013-10-21 Updated textures - replaced interior and comm board textures by those from BloodOfTheScribe 2013-10-19 Crew and init - xtracrew - removed the Nimitz crew for Arma2, better use FUTARM maritime pack - scr\init.sqf - set NimitzScripts to false to see if modules work 2013-10-17 Initialization - scr\init.sqf - add NimitzScripts global, if set to false no built-in scripts are run - scr\elevator.sqf - reverted to 05 version, planes and ugv sometimes launch to outer space 2013-10-16 rvmats - mats\lockers.rvmat, mats\metal.rvmat - new rvmat files, but no difference in looks? 2013-10-14 Textures - tex\ - added modified deck textures from piedebeouf - config.cpp - changed spawn height of Zodiac to old value again - scr\elevator.sqf - new version with smoother transitions, by Phantom - scr\sys_catapult_2.sqf - work around for teleporting to catapult 2013-10-12 Fix missing bmp.p3d and debug script - config.cpp - Add empty.p3d as model config to carrier spawner - Add empty turret section - Change crew to B_crew_F - res\empty.p3d - Added - scr\sys_catapult.sqf - make nimCat?Use a public variable for debugging and mp compatibility - scr\init.sqf - make nimHang1 public variable so weapons elevator works in mp 2013-10-09 Lights and overview - client_deckChecks.sqf - Added maps for Altis and Stratis (piedebouf) - config.cpp - Added piedebouf lights to the carrier - init.sqf - Initializes some globals 2013-10-08/2 Cleanup - client_deckChecks.sqf, init.sqf - Removed CBA_fnc_debug 2013-10-08 Work on towing - dll_tow\bbox.sqf, dll_tow\tow.sqf - Changed RoadCone to RoadCone_F for debugging - dll_tow\config.sf - Added entries for UGV and F/A-18E and F - dll_tow\tow.sqf - Removed nil = call 2013-10-06 Work on duplicated actions - client_deckChecks.sqf - add check for kindof plane before adding any action - add check for actionId before launch action 2013-10-05 Some changes for running Nimitz on a dedicated server - client_deckChecks.sqf - Added initialization for 'NimitzPlanes', when mission does not define it - Changed exitWith{} to waitUntil as the first seems to break on dedicated server - Script does no longer run on dedicated server - hasActions and Cat_Action in objects is a public variable now - wait until player is alive before script is run - probably does not work either, as player is undefined during multiplayer here according to BIS wiki - init.sqf - make nimCableReady a public variable - client_sounds.sqf, arrest2.sqf, arrestRemovehandler.sqf, arrestAddHandler - do not run on dedicated server - sys_ordnance.sqf - use variable 'nimTractors' for tractor detection, remove call to nearestObjects - sys_ordnance_fill.sqf, elevator.sqf - try to change tractor type to UGV 2013-10-03 / 3 Fix Zodiacs - config.cpp - Changed spawn height of Zodiac to align with floor - Removed destroying Zodiac after recovery, can be reused again - Changed "boat" to "nimBoat" 2013-10-03 / 2 Fix Zodiacs - config.cpp - Changed "Zodiac" to "B_Boat_Transport_01_F" - Introduced new global variable "boat" to make zodiac deployment and recovery possible again - scr/zodiacBoard.sqf, scr/zodiacDismount.sqf, scr/zodiacDown.sqf, - Removed use of nearestObject, use new global "boat" - scr/zodiacUp.sqf - use "vehicle player" instad of nearestObject, unclear how this affects multiplayer 2013-10-03 Fix catapults - scr/fx_steamShot.sqf - Changed _particle again to smoke.p3d - scr/fx_steamCharge.sqf - Changed _particle as in fx_steamShot.sqf - scr/client_deckChecks.sqf - Changed nearestObjects for planes to vehicle player for performance and also reliability. nearestObjects does not work perfectly anymore - Added actions to vehicles in NimitzPlanes unconditionally - Breaks the automatic addition of these actions when doing more than one sortie - config.cpp - Changed font from bitstream to puristaLight 2013-10-02 Start conversion for arma3 - Removed xtra_crew/config.bin as the base class is no longer available - config.cpp - Changed CfgFactionClass to NATO - Changed faction in JDG_carrier_Spawner to BLU_F - Removed model ca\misc\empty - Added coefSpeedInside (2) and windSockExist (0) to JDG_carrier_nimspots - scr/init.sqf - Changed HeliHEmpty to Land_HelipadEmpty_F - scr/client_deckChecks.sqf - Initialized deckCheck ("") - Initialized global variables for catapults (nimCat?FX) - scr/fx_steamShot.sqf - Considered making first check for ObjNull instead of 0 - Changed _particle to a3 particle model - Changed jet to local _jet in while loop - scr/client_sounds.sqf - Changed meaningless comparison to assignment Share this post Link to post Share on other sites
Scott1978 10 Posted December 6, 2013 Thanks for great work!! :-) Share this post Link to post Share on other sites
airborneguy 1 Posted December 9, 2013 I cant get the catipult to work. I dont have that option to launch in the mouse scroll. Any ideas? Thnaks Share this post Link to post Share on other sites
TeTeT 1523 Posted December 9, 2013 @airborneguy, do you use a mission of your own or one of the samples? If it's a mission of your own, make sure to either use the Towing/Flightdeck module or the catapult module and sync it to your plane. See also http://tetet.de/arma/arma3/nimitz/NimitzModulesDoc.pdf If it's a released sample mission, have you probably old modules in the @Nimitz\AddOns directory? If you have an old version installed, it's best to remove that completely before installing the new mod. @Scott1978, thanks :) Share this post Link to post Share on other sites
airborneguy 1 Posted December 9, 2013 Ahhhh, no...I was in the editor just messing around with it. So I have to install something else to get the catipult to work? Thanks Share this post Link to post Share on other sites
zach72 1 Posted December 9, 2013 @zach72, the catapult system needs to be synced, I'd recommend using TTT_fnc_syncSimple with the right height, e.g. for flight deck:[this, 17.5] call TTT_fnc_syncSimple This will currently give you the Nimitz actions for tailhook, catapult, fuel, IFLOLS and towing. The towing module needs to be synced against the Nimitz as a pre-requisite. If you encounter any problems or need further help, let me know by PM or in this thread: http://forums.bistudio.com/showthread.php?166706-Preview-release-Nimitz-for-Arma3 Thanks for the info TeTeT. Thought I'd drag my reply over to the Nimitz thread instead of the F18 thread, as it's more suitable here. If I insert this snippet of code into my vehicle respawn script and ensure it's run on all type "plane", would that mean all my fixed wing aircraft, on respawn, would work with the tailhook, catapult, fuel, IFLOLS and towing!? As that would be awesome. Also, if I put that in the init lines in the editor, would that save me from having to drag sync lines to the relevant modules? ---------- Post added at 19:33 ---------- Previous post was at 19:30 ---------- Ahhhh, no...I was in the editor just messing around with it. So I have to install something else to get the catipult to work?Thanks Read the documentation, very helpful: http://tspindler.de/arma/arma3/nimitz/html/ Basically you need to sync your aircraft to the modules you want to use, for tailhook, catapult, fuel and IFLOLS. If you have an aircraft on the decks at mission start, I think they inherit these anyway, but you need to sync them with the modules Hanger or Flightdeck so they spawn at the right height. Also seem my post above for a possible other solution! ---------- Post added at 21:25 ---------- Previous post was at 19:33 ---------- I tried to put the following the in my respawn script, but it won't detect it. Any ideas anyone? if _vehicle isKindOf "plane" then //added to add NIMITZ capabilities to aircraft { hint "detected PLANE vehicle for respawn"; [_vehicle, 17.5] call TTT_fnc_syncSimple; }; Share this post Link to post Share on other sites
TeTeT 1523 Posted December 9, 2013 @airborneguy, if you create your own mission I recommend to read the modules documentation, the tutorial I linked to in my previous reply. The documentation that zach72 refers to might also be useful. @zach72, there's currently a problem when the Towing module is not synchronized to any unit. Can you sync Towing to the carrier itself and see if it works then? The module system works the way that a player (hopefully) only needs to synchronize planes against Flightdeck and Hangar, units also against Briefing. That will spawn units at the appropriate height and sync it to the lower level modules. For anyone interested, that's the code that does the synchronization for FlightDeck, Hangar and Briefing: private ["_unit", "_height"]; _unit = [_this, 0, ObjNull] call BIS_fnc_param; _height = [_this, 1, 17.5] call BIS_fnc_param; // doesn't really help on the server // waitUntil {alive _unit}; // if (isDedicated) exitWith {diag_log "No simple sync on dedi"}; "Syncing on client and server" call BIS_fnc_log; if (_unit isKindOf "Air") then { if (!(_unit isKindOf "JS_JC_FA18")) then { [_unit] call TTT_fnc_syncTailhook; }; [_unit, ObjNull] call TTT_fnc_syncCatapult; [_unit] call TTT_fnc_syncFuelAction; [_unit] call TTT_fnc_syncIFLOLS; }; if (_unit isKindOf "Man") then { [_unit] call TTT_fnc_syncBoatAction; [_unit] call TTT_fnc_syncRepair; _unit addWeapon "B_UAVTerminal"; }; [_unit, _height] call TTT_fnc_syncOnShip; waitUntil {!isNil "dll_tow_defs"}; [vehicle _unit] call DLL_fnc_syncTowing; Share this post Link to post Share on other sites
airborneguy 1 Posted December 10, 2013 @airborneguy, do you use a mission of your own or one of the samples? If it's a mission of your own, make sure to either use the Towing/Flightdeck module or the catapult module and sync it to your plane. See also http://tetet.de/arma/arma3/nimitz/NimitzModulesDoc.pdfIf it's a released sample mission, have you probably old modules in the @Nimitz\AddOns directory? If you have an old version installed, it's best to remove that completely before installing the new mod. @Scott1978, thanks :) I am not doing a mission of my own. All I have done was install this mod and the F18 mod here and went straight to the editor and try to use the catipult. I dont get the scroll mouse command for the catipult. What do they mean by sync it to my plane? Share this post Link to post Share on other sites
PuFu 4600 Posted December 10, 2013 Did you read the provided pdf file? Share this post Link to post Share on other sites
zach72 1 Posted December 10, 2013 TeTeT, my problem isn't with the towing (which still doesn't work dedicated - the towed vehicle rubber bands all over the place, then launches the towing tractor into the air/other aircraft!) It's with respawning the aircraft with the catapult/hook/refuel/repair options (that were originally granted through syncing with the relevant modules.) if _vehicle isKindOf "plane" then {hint "detected PLANE vehicle for respawn"; [_vehicle, 17.5] call TTT_fnc_syncSimple;}; Didn't work. Maybe because the F18 isn't in class "plane", or I'm very poor at coding! Share this post Link to post Share on other sites
airborneguy 1 Posted December 10, 2013 @airborneguy, do you use a mission of your own or one of the samples? If it's a mission of your own, make sure to either use the Towing/Flightdeck module or the catapult module and sync it to your plane. See also http://tetet.de/arma/arma3/nimitz/NimitzModulesDoc.pdfIf it's a released sample mission, have you probably old modules in the @Nimitz\AddOns directory? If you have an old version installed, it's best to remove that completely before installing the new mod. @Scott1978, thanks :) EDIT EDIT EDIT I got it working guys, I appreciate the help. I was wondering if you guys new of any servers that had this mod on it? Thanks alot for this brilliant piece of work!!!!!! Share this post Link to post Share on other sites
TeTeT 1523 Posted December 10, 2013 @zach72, the towing does not work well on multiplayer servers due to some locality issue I could not overcome. When the player that controls the UGV sits in the towed planes cockpit it works, though. As the plane is then local to the system where the script is being run... Maybe running the towing script via BIS_fnc_MP on the server should overcome this. Nevertheless, you _have_ to place and sync the towing module, otherwise the simple modules (Briefing, Flightdeck, Hangar) won't run. On the check if _vehicle is a plane or not, I'd recommend calling _vehicle call BIS_fnc_log or diag_log str _vehicle, depending on where the script runs and check the rpt file what the result is. The typeOf info might also be interesting to log for _vehicle. Share this post Link to post Share on other sites
zach72 1 Posted December 10, 2013 @airborneguy I'm currently hosting a simple mission with this mod and a few others so my clan can practice carrier take offs and landings. No Opfor or tasks though, just flight practice. @TeTeT Thanks for the towing tip, will try that. Will experiment with that log function to see what's going on. Share this post Link to post Share on other sites
airborneguy 1 Posted December 10, 2013 @airborneguy I'm currently hosting a simple mission with this mod and a few others so my clan can practice carrier take offs and landings. No Opfor or tasks though, just flight practice. I would love to participate, can you add me on steam. airborneguy Share this post Link to post Share on other sites
zach72 1 Posted December 10, 2013 I would love to participate, can you add me on steam. airborneguy Bit hard as there are 4x airborneguys on there. My steam ID is on the left of my posts. Share this post Link to post Share on other sites
airborneguy 1 Posted December 11, 2013 Bit hard as there are 4x airborneguys on there. My steam ID is on the left of my posts. I tried to add you through your steam icon but couldnt, said there was an error Share this post Link to post Share on other sites
zach72 1 Posted December 12, 2013 @TeTeT Some varied success with aircraft respawns working with the Nimitz modules Using this bit of code in our respawn script: waitUntil {alive _vehicle}; if (_vehicle isKindOf "plane") then { if (!(_vehicle isKindOf "JS_JC_FA18")) then { hint "fixing F18 respawn"; [_vehicle] call TTT_fnc_syncTailhook; }; hint "fixing Nimitz respawn modules"; [_vehicle, ObjNull] call TTT_fnc_syncCatapult; [_vehicle] call TTT_fnc_syncFuelAction; [_vehicle] call TTT_fnc_syncIFLOLS; }; Aircraft now respawn with the tail hook, catapult abilities etc! However, this only works in the editor, or locally hosting the mission. On our dedicated server, the functions don't seem to work still. Any ideas? @airborneguy Just look at our website, or search for zach72 in Steam. Share this post Link to post Share on other sites
TeTeT 1523 Posted December 12, 2013 @zach72, it's a locality issue as the addAction induced by the sync functions do only get executed on the server. You can try to replace the straight calls to the functions with BIS_fnc_MP: [[_vehicle], "TTT_fnc_syncTailhook", player, true] call BIS_fnc_MP; It's untested, but should execute the script on all client machines were player is always local. Share this post Link to post Share on other sites
Dravinist 10 Posted December 12, 2013 I must say love the work you've done. However I wouldn't say this is a Nimitz class carrier - I think it would be closer to a Midway-class aircraft carrier like USS Coral Sea. Share this post Link to post Share on other sites