hcpookie 3770 Posted August 16, 2016 seems like it would have been easier to simply type it: F18 (spartan/saul) Futarm maritime units F14 Firewill Towing by leshrack airfield logistics by peral However a "here is my cool mod list" reply isn't really what he was asking for. I am not aware there is one... you'll just have to load it up and go exploring :D Share this post Link to post Share on other sites
TeTeT 1523 Posted August 16, 2016 (edited) Is there any manual or documentation on what all those "Nimitz" modules do and how to use them? In particular, I'd like to launch an AI plane from the catapult. Also, is that possible to replace the default soldier on the catapult with, say, CUP LHD crewmember? There's some documentation on the modules in http://tetet.de/arma/arma3/nimitz/html/, it's probably not complete any longer. I didn't see much interest in it, so didn't really maintain it. The complete launch to landing cycle can be seen in the traffic mission: http://tetet.de/arma/arma3/nimitz/missions/%5bSP%5dNimitzTraffic.Stratis.7z For launching a plane take a look at ttt_nimitzfunctions\fn_ambiance\fn_planeStart.sqf (ttt_fnc_planeStart): _plane = [Nimitz, _plane, _catapultNumber] call ttt_fnc_planeStart; The function should return the plane once it's launched. A more ambiance oriented function is in ttt_nimitzfunctions\fn_ambiance\fn_flightOps.sqf (ttt_fnc_fligtOps). It needs three addons: JS_JC_FA18 lesh_towing Peral_Airfield_Logistics You can stop the flight operations by setting 'doFlightOps' to false in the carrier object. On the CUP LHD crew, I believe I had added them at some time, but forgot to add this to the repository. For now you have to use either Flightdeck Crew or the already mentioned Futarm Maritime Units. TeTeT Edited August 16, 2016 by TeTeT 1 Share this post Link to post Share on other sites
dragon01 902 Posted August 17, 2016 Thanks. The module list has helped, it seems like many of them aren't very useful in Eden and/or with the F-18, but there's a handful that seem to be of use. I'll check out the plane launching function. Share this post Link to post Share on other sites
dragon01 902 Posted August 18, 2016 OK, it seems that something is wrong with the function. I set up a simple test case, with this in onActivation field of a trigger: _plane = [Nimitz, wingplane, 3] call ttt_fnc_planeStart; wingplane is my wingman's plane I want to launch. It seems to activate the catapult, but the plane either explodes or does nothing, and the whole thing throws an error (caution, large image):http://images.akamai.steamusercontent.com/ugc/495780761302379855/6F38DA6B28C9FE4C4F10B74859469D1B2FDC43A0/ Share this post Link to post Share on other sites
TeTeT 1523 Posted August 19, 2016 OK, it seems that something is wrong with the function. I set up a simple test case, with this in onActivation field of a trigger: _plane = [Nimitz, wingplane, 3] call ttt_fnc_planeStart; wingplane is my wingman's plane I want to launch. It seems to activate the catapult, but the plane either explodes or does nothing, and the whole thing throws an error (caution, large image):http://images.akamai.steamusercontent.com/ugc/495780761302379855/6F38DA6B28C9FE4C4F10B74859469D1B2FDC43A0/ You're activating the trigger before the Nimitz is loaded, I believe. If you add a 'time > 0' to the condition it should work better. I've prepared a small sample mission for you, using spawn and sleep in the init line of the plane: http://tetet.de/arma/arma3/nimitz/experimental/missions/%5bsp%5dAICatLaunch.Tanoa.pbo TeTeT 1 Share this post Link to post Share on other sites
dragon01 902 Posted August 19, 2016 I'm certainly not. I forgot to mention that the trigger activates on "Radio Alpha", so it's activated on command, well after everything's loaded. Could you remake that mission on Stratis? I don't want to buy Apex (at least at the current price) before they fix the glaring issues with the campaign. As such, I don't have access to Tanoa. Been mostly using Lingor instead. Share this post Link to post Share on other sites
TeTeT 1523 Posted August 19, 2016 dragon01, please take a look at: http://tetet.de/arma/arma3/nimitz/experimental/missions/%5bsp%5dAICatLaunch.Stratis.pbo Is the "Nimitz" variable name assigned to the carrier in your mission? Same for "wingplane". The error comes from an undefined variable and either of the before could be the root cause. 1 Share this post Link to post Share on other sites
dragon01 902 Posted August 19, 2016 Nimitz is the carrier, wingplane is the wingman's plane. I'm pretty sure I checked everything, including the case. I'll take a look at the mission. Share this post Link to post Share on other sites
dragon01 902 Posted August 19, 2016 Well, the mission seems to work, but the problem is, I can't open it in Eden... It doesn't seem that it allows PBO editing. Share this post Link to post Share on other sites
WastedMike_ 27 Posted August 19, 2016 Any chance of making the Nimitz drivable? Share this post Link to post Share on other sites
kwinno 34 Posted August 20, 2016 No, The nimitz is divided into parts because it's so huge. I doubt it would ever be drivable Share this post Link to post Share on other sites
TeTeT 1523 Posted August 20, 2016 Brief update on progress: We have now half a dozen or so objects that can be used on the Nimitz. Configuring and scripting them does take longer than anticipated. And there are some bugs and shortcomings that need to be addressed too, like integrating the IFLOLS in the list of synced modules. Further the Eden editor needs to be more fully utilised via the Eden attributes. Then part of the team has taken on the update of the Super Hornet and Super Flanker. All of this takes more time than the team currently has at hands, so the next release will be pushed back to end of September at least. Well, the mission seems to work, but the problem is, I can't open it in Eden... It doesn't seem that it allows PBO editing. You need to de-pbo it then. Either use bankrev from the arma 3 tools or any of the available free tools. I personally like to use Mikero's tools, but your mileage may vary. Any chance of making the Nimitz drivable? Not really. Once the man class (aka soldiers) sticks to moving surfaces natively in the engine, this might be addressed. But until then I don't really want to go down that path. Share this post Link to post Share on other sites
HillGamez 48 Posted August 20, 2016 Well, the mission seems to work, but the problem is, I can't open it in Eden... It doesn't seem that it allows PBO editing. extract the pbo using pbo manager then dude yuool be able to open it in eden tht way Share this post Link to post Share on other sites
Hans von Zettour 11 Posted August 25, 2016 Is it possible to upload different serverkeys for the Workshop and the Armaholic-Version. It seems like these two are incompatible with each other (yeah I know this does not make much sense but it seems like it). And because of the indentical serverkey, the ArmA III launcher is recommending to subscribe to the workshop-mod if someone connects to our server which leads to a game kick because it is not compatible with the Armaholic-Version which was used to place the Carrier on the map. If you join with the Armaholic Version Pre-installed, everything is working fine. And yes I know, so I will say it a second time to make sure I said it properly: I know that it does not make much sense but it seems like these two versions are incompatible with each other. Best regards, XylofonKobra414 Share this post Link to post Share on other sites
TeTeT 1523 Posted August 26, 2016 XylofonKobra414, interesting report, can you outline which combination does not work? server armaholic, client steam server steam, client armaholic Thanks,TeTeT Share this post Link to post Share on other sites
jackson1127 5 Posted August 26, 2016 Thanks for your continued work on updates!but I really don't think that two new big hole entries at bow is necessary. Share this post Link to post Share on other sites
Hans von Zettour 11 Posted August 26, 2016 Thanks for that quick response ! Well I don't know what at all is causing this, but it is happening (at our Server) with the combination Armaholic-Version Server <> Workshop-Version Clientside Normally I would think the problem is caused by us and not the mod, but if we join with Armaholic Version at Clientside there isn't a problem at all. And the problem is, if someone is trying to join our server without knowing about this specific situation the launcher will install the Workshop-Version for him. That's why I reported it here. Thanks again, XylofonKobra414 Share this post Link to post Share on other sites
sonsalt6 105 Posted August 31, 2016 Updated mod v0.95.0 available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
TeTeT 1523 Posted September 14, 2016 The Nimitz has been upgraded in the past months to a new level. With the help from paid-for modelers from cgtrader and of course volunteers we were able to assemble a nice model of the carrier. The planned release date is end of September and we're currently looking for some more dedicated testers that help us to find issues with the Nimitz. If interested please drop me a private message. Work done and completed so far is: o Added nautical bridge (yeah!) o Added fuel pump as object o Added locker as object o Added medical station equipment as objects o Added briefing chair as object o Added briefing screen as object o Added pipes as objects o Added air defense assets (mk29 sea sparrow launcher, Phalanx CIWS, RIM-116) o Better Eden integration via attributes and menus There is further work ongoing, namely the creation of a set of video tutorials for the carrier, the use of Eden attributes and menu items for creating ambiance objects on the Nimitz, the use of the IFLOLS system with Arma 3 lights and the creation of a help system within Eden. On medium term goals from a developers point of view, the module system will hopefully be completely integrated into Eden attributes and menus, making it easier to use. From our point of view the use of payware models for enhancing the carrier has been quite a success. We would like to continue to use this method and hence look for donations for further funding. I have setup a paypal donation button for this purpose and hope we find some contributors. Models that would likely to be aquired next are: o bunk beds o cage seat for hoisting guests abaord o exercise room o cinema o shower room o canteen o fire fighting carrier car o airboss room with flightdeck o radar station / operations room / CIC o interiour rooms The donation button can be found at http://tetet.de/arma/arma3/nimitz/donate.html. Due to the involved transaction cost small donations (1 USD/EUR or so) are not very effective. TeTeT 6 Share this post Link to post Share on other sites
vengeance1 50 Posted September 14, 2016 The donation button can be found at http://tetet.de/arma...itz/donate.html. Due to the involved transaction cost small donations (1 USD/EUR or so) are not very effective. Done! Thanks for continuing this very important part of Arma! Share this post Link to post Share on other sites
Hans von Zettour 11 Posted September 15, 2016 Hey TeTeT, it's me again! ^-^ Did you found out, for example if that really is an error on your side? I know these things take time very well, but nevertheless I would like to know if there's something new about it because it really got my attention. (and o fcourse, because it wouldn't kick everyone from our server if this was resolved ^^) By the way, I am really happy to see such improvements and looking forward to this new update, especially to testing the new Anti-Air system. Sea sparrow, CIWS and RIM-116 are quite a handfull ^^ Thanks for this great mod, XylofonKobra414 Share this post Link to post Share on other sites
VTOLAFMPLS:3 36 Posted September 17, 2016 I think there needs to be a version with BIS texturing approach non-HD the current one looks sharp take a look at LHD textures edit: just saw the latest textures, looks amazing Share this post Link to post Share on other sites
Foxone 1044 Posted September 17, 2016 I think there needs to be a version with BIS texturing approach non-HD the current one looks sharp The current textures look very good, and have taken a long time to make, 0.1% chance of redoing those. 1 Share this post Link to post Share on other sites
john111 76 Posted September 17, 2016 How is the defence systems supposed to work on this? Is there something left for a human to do? Share this post Link to post Share on other sites