Auss 208 Posted November 14, 2016 hey guys would it be possible to get permission to add this big beast on Australia map? Share this post Link to post Share on other sites
firefox1 12 Posted November 14, 2016 The cable was trapped in Wonder Woman's plane. :blink: 1 Share this post Link to post Share on other sites
TeTeT 1523 Posted November 14, 2016 Unholy, interesting find, I've seen it once too, but could not reproduce it. Please test calling [Nimitz] call ttt_fnc_resetWires; to see if it helps. Auss, I don't see any problems with that. However, please wait some 48 hours for a final confirmation from me, currently travelling. Share this post Link to post Share on other sites
Unholy 10 Posted November 14, 2016 Thanks TeTeT! I will try it. Share this post Link to post Share on other sites
Auss 208 Posted November 15, 2016 On 11/14/2016 at 11:02 PM, TeTeT said: Unholy, interesting find, I've seen it once too, but could not reproduce it. Please test calling [Nimitz] call ttt_fnc_resetWires; to see if it helps. Auss, I don't see any problems with that. However, please wait some 48 hours for a final confirmation from me, currently travelling. sure thing Share this post Link to post Share on other sites
Aradol 13 Posted November 23, 2016 Hey, I made a thing. Would anyone be interested in this as a composition? http://images.akamai.steamusercontent.com/ugc/266105878715915208/38049312143E023228A780C5ECAB0BB3430188AE/ Share this post Link to post Share on other sites
TeTeT 1523 Posted November 23, 2016 Aradol, looks great, if you don't mind sharing I can add it to the next download. If it's a composition would it include the Nimitz itself, or would it automatically center around the carrier? Share this post Link to post Share on other sites
Aradol 13 Posted November 23, 2016 On 11/23/2016 at 12:48 AM, TeTeT said: Aradol, looks great, if you don't mind sharing I can add it to the next download. If it's a composition would it include the Nimitz itself, or would it automatically center around the carrier? There is no scripting to center it over a model, it is just some placed markers and the carrier itself. Here is a link to the composition. https://www.dropbox.com/s/uatftx0pc16ojnb/Nimitz%2520Markers.zip?dl=0 Also the text can get hard to read depending on zoom level, so please feel free to tweak the markers. Share this post Link to post Share on other sites
MrMrBaum 8 Posted January 7, 2017 Hey guys, very, very nice ship i wondered if it would be possible to add a cic to it (would be great to be used with the live feed script) Share this post Link to post Share on other sites
TeTeT 1523 Posted January 8, 2017 MrMrBaum, we have plans to add more functional rooms to the carrier, but to be honest without a dedicated modeller this is gonna be very rough. Currently I haven't allocated all the donations received so far, maybe a CIC room is within the budget. Share this post Link to post Share on other sites
TeTeT 1523 Posted January 21, 2017 Jacky has published a new tutorial/documentation video on the Nimitz. We're currently planning to add a speaker to it, stay tuned. Here's the current version: Thanks Jacky! 3 Share this post Link to post Share on other sites
autigergrad 2034 Posted January 21, 2017 Quick question... I know that the Nimitz will automatically detect some of the older "flight crew" mods. What about CUP? or RHS? I know that CUP now has a full complement of Ship crew. Will the Nimitz automatically use those assets when using CUP or a similar mod and..if not...how can we get those Crew models to replace the vanilla models when we choose to "populate deck"? Share this post Link to post Share on other sites
TeTeT 1523 Posted January 22, 2017 autigergrad, the code for the carrier crew selection checks for Flight Deck Crew, Futarm Maritime, CUP and vanilla. In that particular order: #include "Config.h" private ["_ret"]; _ret = SOLDIERS_STD; if (isclass(configFile >> "CfgVehicles" >> "CUP_B_USMC_Pilot")) then { _ret = SOLDIERS_CUP; }; if (isClass(configFile >> "CfgVehicles" >> "FUTARM_PILOT_MT")) then { _ret = SOLDIERS_FUTARM; }; if (isClass(configFile >> "CfgVehicles" >> "FDC_GRAPE")) then { _ret = SOLDIERS_FDC; }; _ret You can use it in your own scripts via private _soldiers = [] call TTT_fnc_soldierTypes; Returned is an array of unit types with the following index to type match: #define WHITE 0 #define YELLOW 1 #define GREEN 2 #define GRAPE 3 #define RED 4 #define BLUE 5 #define BROWN 6 #define SOLDIER 7 #define PILOT 8 The populate carrier does not place any crew currently. If you dislike any placement of a vehicle via populate carrier, just delete or move the vehicle in question. TeTeT Share this post Link to post Share on other sites
Polyus 139 Posted February 16, 2017 Hello, TeTeT, I have a frankly insane question about the Nimitz. If this just irritates you or pisses you off, I apologize in advance. So, here we go. Would it be even remotely possible for the Nimitz to be retextured into other carriers of the class? Thanks. Share this post Link to post Share on other sites
TeTeT 1523 Posted February 17, 2017 On 2/16/2017 at 6:56 PM, Polyus said: Hello, TeTeT, I have a frankly insane question about the Nimitz. If this just irritates you or pisses you off, I apologize in advance. So, here we go. Would it be even remotely possible for the Nimitz to be retextured into other carriers of the class? Thanks. I think it would be an interesting feature, at least the number might be made exchangeable. I once started on this, but couldn't figure out how to make the number on the island a selection so it could be used as hiddenselection. Maybe I should try again. Another option would be to hide the aft mast, as I believe the newer Nimitz class carriers have none anymore. 1 Share this post Link to post Share on other sites
hcpookie 3770 Posted February 17, 2017 I have a few thoughts on that. Might have to ping you on IM :) Share this post Link to post Share on other sites
narrundo 11 Posted February 17, 2017 Hi TeTeT, nice work on the Nimitz I quite enjoy making some mission with friends in it. But recently I faced some minor problems, the Nimitz engine and elevator sound didn't work for me, at least a week ago it still worked tho. When I was aboard I only hear water splashing and some rocks falling like you are walking ashore. The modules is working btw only the sound isn't producing. Any suggestion ? Share this post Link to post Share on other sites
TeTeT 1523 Posted February 18, 2017 narrundo, thanks for the bug report. I just tested and haven't gotten any elevator or other sounds either. I'm not sure what broke it. The engine sound is actually a vehicle engine and the elevator is played back with playSound3D: playSound3D ["\JDG_carrier\sounds\elevator.ogg", _elevator, false, getPosASL _elevator, 20, 1, 300]; Somehow both do not seem to work any longer. I'm looking for ideas. Note that an earlier version of the Nimitz used say3d with remoteExec, but that made the sound heard unrealistically far away. Share this post Link to post Share on other sites
narrundo 11 Posted February 19, 2017 Hey TeTeT I tried to reproduce this problem with Nimitz and CBA mod only on Altis and this is what my logs looks like : 9:53:19 Client: Nonnetwork object 63a65080. 9:53:19 Client: Nonnetwork object 62624180. 9:53:19 c:\w\stable\futura\lib\network\networkserver.cpp NetworkServer::OnClientStateChanged:NOT IMPLEMENTED - briefing! 9:53:19 "Flightdeck activated (diag_log)" 9:53:19 "Hangar activated" 9:53:19 "Briefing activated" 9:53:19 [31017,142.692,0,"XEH: PostInit started. MISSIONINIT: missionName=tempMissionMP, missionVersion=52, worldName=Altis, isMultiplayer=true, isServer=true, isDedicated=false, CBA_isHeadlessClient=false, hasInterface=true, didJIP=false"] 9:53:19 [31017,142.744,0,"CBA_VERSIONING: cba=3.1.2.161105, "] 9:53:19 [31017,142.749,0,"XEH: PostInit finished."] 9:53:23 Loading movesType CfgMovesBird 9:53:23 Creating action map cache 9:53:23 MovesType CfgMovesBird load time 20 ms 9:53:23 Mission id: c9d90d6cd92734fb2e46732d4ac055b452c01ed0 9:53:47 Sound: Error: File: \JDG_carrier\sounds\elevator.ogg not found !!! 9:54:39 Loading movesType CfgMovesFishes_F 9:54:39 Creating action map cache 9:54:39 MovesType CfgMovesFishes_F load time 44 ms somehow the elevator.ogg can't be read by the game I guess. Maybe this will help you to resolve the issue. 1 Share this post Link to post Share on other sites
Hvymtal 1251 Posted February 19, 2017 On 2/17/2017 at 3:15 AM, TeTeT said: I think it would be an interesting feature, at least the number might be made exchangeable. I once started on this, but couldn't figure out how to make the number on the island a selection so it could be used as hiddenselection. Maybe I should try again. Another option would be to hide the aft mast, as I believe the newer Nimitz class carriers have none anymore. As far as I could tell, the Bush and the Reagan are the only ones that lack it, so you could get 8/10 without changing the model. I could just be looking at old photos though. 1 Share this post Link to post Share on other sites
TeTeT 1523 Posted February 19, 2017 On 2/19/2017 at 2:58 AM, narrundo said: Hey TeTeT I tried to reproduce this problem with Nimitz and CBA mod only on Altis and this is what my logs looks like : somehow the elevator.ogg can't be read by the game I guess. Maybe this will help you to resolve the issue. Thanks, pointed to the right direction. Somehow the engine does not like the leading \ any longer, it seems. Stay tuned for an update. 2 Share this post Link to post Share on other sites
TeTeT 1523 Posted February 19, 2017 (edited) This is release 0.98 for the Nimitz in Arma 3. Some sounds stopped working on the carrier: elevator, jet blast deflector, wire trap and wire break and engine sound. But for the engine sound the sounds were able to be fixed. Further the air defenses in Eden are using attachTo again and hence don't fall overboard when moving and turning the carrier in Eden. Note that some anomalies can still be observed in game, as the setPos of the air defenses is not that reliable. Thanks to Foxone/TheSn4k3 a new test engine stand was added to the Nimitz objects. The changelog since 0.97 is very short, the full changelog is available at http://tetet.de/arma/arma3/nimitz/Changelog.txt. Reveal hidden contents 2017-02-19 scripts - remove leading \ from playSound3D sounds2016-10-25 scripts - use attachTo for air defenses in Eden Updated mirrors: PWS - http://withsix.com/p/Arma-3/mods/uNhyW95L4xGkDwAVF72WTA/uss-nimitz Armaholic - http://www.armaholic.com/page.php?id=23049 Edited February 20, 2017 by TeTeT added armaholic link 4 Share this post Link to post Share on other sites
kremator 1065 Posted February 19, 2017 Could we get other mirrors please. I don't use PWS. Share this post Link to post Share on other sites
TeTeT 1523 Posted February 19, 2017 On 2/19/2017 at 7:28 PM, kremator said: Could we get other mirrors please. I don't use PWS. Armaholic and steam have been informed. 1 Share this post Link to post Share on other sites