HillGamez 48 Posted September 17, 2016 do you guys think youll ever get the girl moving, my way of thinking is using the same system burnies did his mk10 with a ship and loading system.. so the loading mode would be when players could move freely round the ship and planes and helicopters could land and when in ship mode well players would be stuck in place and same with planes and helicopters Share this post Link to post Share on other sites
Foxone 1044 Posted September 18, 2016 do you guys think youll ever get the girl moving, my way of thinking is using the same system burnies did his mk10 with a ship and loading system.. so the loading mode would be when players could move freely round the ship and planes and helicopters could land and when in ship mode well players would be stuck in place and same with planes and helicopters It is not possible to get ships over 50 meters moving in Arma, as the engine just can't handle it, this is something that has been discussed here before, and is something people should know of by now. so for anyone in the future, the anwser is NO, its not possible! Share this post Link to post Share on other sites
TeTeT 1523 Posted September 22, 2016 This is the 0.95 final release. It took us a little bit longer than anticipated and we hope you will like the result. The focus of this update are clearly ambient objects within and on the flightdeck of the carrier. The core functionality stayed the same, the SQF functions upgrade had to be postponed to a later date. There are now different objects available to equip the carrier: air defenses, bunk beds, lockers, medical station, briefing chair and screen, pipes, nautical bridge, a fuel pipe and Tilly crash crane. Kudos for these new objects go to Megadeth, TheSn4k3 and two contracted modellers from cgtrader. Also the remainder of the hangar was textured by Odyseus, who also gave us the option for a new entrance to the weapons elevator from hangar level. Unfortunately the scripts for the elevator are not able to use this yet. And another thanks to hcpookie for giving his expertise to the sea sparrow launcher. Further the Eden editor is better utilised now, some attributes and a Tools -> Nimitz entry is available now for populating the carrier. We also got some contributors for sample missions: Arrhythmix created a sample respawn mission for a helicopter and plane that you can blow up and they will automatically respawn on the flightdeck; Mr Jacky created an ambient mission showcasing a lot of the new equipment; Moose provided a mission with a lot of ambiance when launching aircraft. As the addition of paid-for models was for us quite a novelty, we ask for donations now to further source models. On our wishlist are a radar station / CIC room, airboss room, fire fighting carrier car and better lowest deck interiour rooms. The donation button can be found at http://tetet.de/arma/arma3/nimitz/donate.html Thanks to M. and B. for your donations! Much appreciated. The full changelog since start of July is here: 2016-09-21 nimtech_aa - Added proper MainGun selection to Phalanx mem points 2016-09-19 model, scripts - Restricted air defense turning on Nimitz - Made mk29 sparrow launch sound louder - Enlarged medical room, new subsection - Added another map board to briefing room (index 9) - Remove cba debug output from IFLOLS - Added joe_beds 2016-09-18 scripts - Increase brake speed of wires - Use remoteExec to show smoke on every client 2016-09-16 nimitzfunctions, scripts - Fix placement of Eden objects at correct height - Add tractors to ambiance 2016-09-15 nimtech-aa - Add weight to Mk29 sea sparrow launcher - Add fire geo to Phalanx and RIM-116 2016-09-11 model, nimtech - Patched hangar door in hangar4 - Removed ceiling from weapons room - Added named selections to weapons room - Re-enabled weapons elevator - Added Jacky.paa for locker sign 2016-09-09 model, config - Remove odd object from bridge - Invert map of Altis on bridge - Show Chernarus map on map room - Add zodiac proxy to boat room - Remove scripted zodiac from boat room 2016-09-05 config - add Eden attribute for briefing room - add Tanoa map 2016-09-04 model - enlarge medical room hangar5 - remove pipes from hangar3 - add roadway and geo lod to gangway hangar3 - remove blocking geo lod hangar2 2016-09-02 model, scripts - restore old lower hangar - remove debugging output - put IFLOLS 50 cm higher 2016-08-26 config, scripts - add builtin and ambiance Eden properties 2016-08-23 scripts - add fn_syncLoop, encapsulating the auto sync of planes and men - introduce ttt_builtinSleep to alter sleep duration for auto sync 2016-08-21 config - add joe_nauticalbridge as dependency 2016-08-13 model - re-work geo lod for hangar_1 - remove components for geometric occluders - widen entrace between hangar7 and 8 2016-08-08 model, nimtech - add attendant=1 to med objects in nimtech for ACE compatibility - add geometric occluders to hull_0 to 3 - apply rvmat to fuel station - fix p3d of hull 0 2016-08-07 model - added more internal lights - removed the fake sound vehicle and embedded engine sound in Nimitz - add wire3pos and wire4pos to carrier_10 - medical station peeked out of the hull, fixed - added MedStation1 mempoint to hangar_5 2016-08-05 nimtech - retextured fuel station, by TheSn4k3 2016-08-05 nimtech, config.cpp, model - clean up JDG_Carrier config.cpp - split medical assets in individual models - add refuel and ACE refuel capability to fuel pump - add nimtech_acecompat pbo as option - add nimlightsInternal for hangar lights 2016-08-03 tilly - add wreck removal action to Tilly 2016-08-02 model - TheSn4k3 added lid to locker when opened - Megadeth contributed static Tilly crash crane 2016-07-31 model, init - added air defense init script - model improvements by Odyseus - hangar 3 fully textured! - hangar 4 partially textured - add ttt_nimtech and ttt_nimtech_aa pbos ATTENTION: make sure to delete the old @Nimitz folder when applying the update, otherwise the Mk29 Sea Sparrow will not be working. 1 Share this post Link to post Share on other sites
TeTeT 1523 Posted September 22, 2016 (edited) Updated mirrors for Nimitz 0.95 final: Armaholic: http://www.armaholic.com/page.php?id=23049 PwS: http://withsix.com/p/Arma-3/mods/uNhyW95L4xGkDwAVF72WTA/uss-nimitz Google Drive: https://drive.google.com/open?id=0B4qZPKz6KUFDQ3k2dGd5R1owNzA arma3.de: http://arma3.de/include.php?path=download&contentid=381 Edited September 22, 2016 by TeTeT Share this post Link to post Share on other sites
Guest Posted September 22, 2016 Thanks for sending us the newest version mate :) Release frontpaged on the Armaholic homepage. USS Nimitz v0.95 final Community Base addons A3 Share this post Link to post Share on other sites
classic 38 Posted September 22, 2016 (edited) nothing. Edited September 22, 2016 by classic Share this post Link to post Share on other sites
HillGamez 48 Posted September 22, 2016 nothing. ??? Share this post Link to post Share on other sites
Moon_chilD 200 Posted September 22, 2016 ??? He had posted a question saw it in my email notification), but I guess he figured it out himself! ^^ Share this post Link to post Share on other sites
HillGamez 48 Posted September 22, 2016 He had posted a question saw it in my email notification), but I guess he figured it out himself! ^^ i guess so aha Share this post Link to post Share on other sites
DAGGER ARMANET 172 Posted September 22, 2016 Awesome update TeTeT ! thanks for the handwork ! 1 Share this post Link to post Share on other sites
sammael 366 Posted September 22, 2016 Nimitz attack ai heli and aircrafts only if they shoot first . is it planned or bug? Share this post Link to post Share on other sites
TeTeT 1523 Posted September 22, 2016 Nimitz attack ai heli and aircrafts only if they shoot first . is it planned or bug? Your testing is off. The Nimitz defenses attack first as well, as you can see in the release video at They do not attack first always though. The defenses however seem to take a certain amount of time to warm up or so. I experimented with combat mode and behaviour, but results were inconclusive. However, the medium to long term plan is to have a more integrated air defense system in control, certainly inspired by hcpookie's excellent SAM pack. Share this post Link to post Share on other sites
kwinno 34 Posted September 22, 2016 Does this mean we would have to spawn a bluefor nimitz? or can we man it somehow? Share this post Link to post Share on other sites
munger 25 Posted September 22, 2016 Love the update, but more than that I love how polite TeTeT is in his videos. :D 1 Share this post Link to post Share on other sites
TeTeT 1523 Posted September 22, 2016 Does this mean we would have to spawn a bluefor nimitz? or can we man it somehow? The Nimitz is always a blufor asset, at most empty, without crew. You can choose the automatic manning of the air defences with an Eden attribute of the Carrier object. Share this post Link to post Share on other sites
ineptaphid 6413 Posted September 22, 2016 Just wondering if there is a google drive link or anything? I seem to be having a problem downloading from Armaholic today-and not just this mod. Tried a couple of things today and downloads just wont start, or if they do the pbo file wont extract saying it is incomplete. Share this post Link to post Share on other sites
SuicideCommando 333 Posted September 22, 2016 Seems just Armaholic and Play With Six for the moment. Share this post Link to post Share on other sites
Foxone 1044 Posted September 22, 2016 Guys, i have a Google Drive mirror, for anyone who needs it: https://drive.google.com/open?id=0B4qZPKz6KUFDQ3k2dGd5R1owNzA 2 Share this post Link to post Share on other sites
ineptaphid 6413 Posted September 22, 2016 Guys, i have a Google Drive mirror, for anyone who needs it: https://drive.google.com/open?id=0B4qZPKz6KUFDQ3k2dGd5R1owNzA Thanks again :) 1 Share this post Link to post Share on other sites
andy1 71 Posted September 23, 2016 Hi TeTeT I just watched you're video of the Nimitz, looking good I used it for an Op a while back and it was glitchy as hell seems like you're doing some good work. You mentioned you were having shadow LOD issues care to explain what was happening. I've been creating them for an M16 and had some problems myself that I managed to solve. If it's easier for you you can jump on the 3CB TS and talk it through with me. Share this post Link to post Share on other sites
TeTeT 1523 Posted September 23, 2016 Hi andy1, thanks for your interest! The problem is with the Tilly crash crane. I copied lod 0, sharpened and triangulated it, did check faces and removed those that were marked red. Still the Tilly often showed a straight line shadow from the top of the crane to the player. I could not figure out how to fix this. Any suggestions what to try? TeTeT Share this post Link to post Share on other sites
andy1 71 Posted September 23, 2016 I take it this is all in Object Builder? I was creating a very rough shadow LOD in Blender and was experiencing stretching when exporting to across. Just wondering if you need to create a simpler model than using the LOD 0. I don't know how many faces you have. Share this post Link to post Share on other sites
Rich_R 1087 Posted September 23, 2016 Great work! This mod is a lifesaver for those wanting to attack from offshore! Thank you for your hard work! Share this post Link to post Share on other sites
hcpookie 3770 Posted September 23, 2016 Hi andy1, thanks for your interest! The problem is with the Tilly crash crane. I copied lod 0, sharpened and triangulated it, did check faces and removed those that were marked red. Still the Tilly often showed a straight line shadow from the top of the crane to the player. I could not figure out how to fix this. Any suggestions what to try? TeTeT Yeah I can tell you all about shadow lod's as well. :) Bottom line, you need a few attributes to ensure shadow works correctly. Structure > Triangulate. Simple enough... You also have to have 'closed' geometry. Never use the Oxygen tool for "close geometry" as it is really piss-poor, and attempts to "calculate" or whatever the open areas and adds faces to those open areas until it either closes it or reaches some built-in stop point. You end up with numerous duplicate faces on the same place. Really a mess. I usually just manually close the geo and make judicious use of the points "merge near" feature. Undo is your friend :) Worst times I have is when a model is imported from elsewhere and there are double-sided faces. Inevitably one of those will get reversed, and now that section is "open" by the geometry check. You might be able to find those and reverse those faces back, but usually you have to delete the faces and recreate them to make sure the engine correctly sees it as "closed". Tedious. Share this post Link to post Share on other sites
supergruntsb78 67 Posted September 23, 2016 love the update :) you do know (probably you do :P ) that some of the texures on the bridge monitors are up side down or on there side ? :P yet again realy love the update :D :D Share this post Link to post Share on other sites