TeTeT 1523 Posted May 5, 2020 @sfod-d_snakebite supplied us with some images for the bulletin board - every carrier now gets a board of its own right: 1 2 Share this post Link to post Share on other sites
TeTeT 1523 Posted May 6, 2020 A new update to the experimental build was pushed: https://steamcommunity.com/sharedfiles/filedetails/?id=1697731012 2020-05-04 config - add new bulletin boards by Snakebite - remove not needed properties from p3ds - remove textures from road lod - replace elevator scripts with Leshrack's version Enjoy, TeTeT 1 Share this post Link to post Share on other sites
TeTeT 1523 Posted May 6, 2020 (edited) Nimitz 0.103 is now live on steam workshop as release, not experimental build: https://steamcommunity.com/sharedfiles/filedetails/?id=643530417 http://www.armaholic.com/page.php?id=23049 Update video: Changelog available at https://tetet.de/arma/arma3/nimitz/Changelog.txt Enjoy, TeTeT Edited May 7, 2020 by TeTeT Add armaholic mirror 5 1 Share this post Link to post Share on other sites
TeTeT 1523 Posted May 12, 2020 Nimitz experimental build updated: https://steamcommunity.com/sharedfiles/filedetails/?id=1697731012 Changelog 2020-05-12 scripts - add support for Massi's US Navy units as deck crew 2020-05-08 scripts - fix _despawn arg for arrest, no longer errors on landing - increase Catapult Launch.ogg volume - reduce volume in playSound3D for Catapult Launch.ogg to max of 5 1 Share this post Link to post Share on other sites
TeTeT 1523 Posted May 16, 2020 A short video on updates to the experimental build lately: 4 Share this post Link to post Share on other sites
TeTeT 1523 Posted May 18, 2020 When starting the Nimitz in the diagnostic exe, a load of errors and warnings are shown. Yesterday was all about fixing those. And changing the hangar light somewhat. Not sure if to go with white or orange here: 8 Share this post Link to post Share on other sites
TeTeT 1523 Posted May 18, 2020 Unfortunately crash to desktops happened with the catapult shuttle, when it was spawned aboard. I had to pull it from the experimental build for now. Share this post Link to post Share on other sites
TeTeT 1523 Posted May 20, 2020 An update to the experimental build, https://steamcommunity.com/sharedfiles/filedetails/?id=1697731012 Unfortunately the shuttle launch did not work reliably and had to be pulled. A video for the update: Changelog: 2020-05-20 scripts - attach shuttle in Eden - make shuttle invulnerable - disabled shuttle launch support, did not work correctly 2020-05-19 model, config - make shuttle a plane - change geo lod of shuttle - change shuttle dampers 2020-05-18 scripts, config, model, textures - applied new hangar textures by bludclot - removed cat shuttle as it caused CTD - re-added Nimitz radar 2020-05-17 scripts, config, model, textures - add TheSn4k3 catapult shuttle to carrier spawn - integrate catapult shuttle in start sequence - remove NormalMap shader from bridge rvmats - split internal nimlights into 9 p3ds, each max 6 lights - add buoyancy lod and named attribute to nimtech aa 2020-05-12 scripts - add support for Massi's US Navy units as deck crew Enjoy, TeTeT 3 Share this post Link to post Share on other sites
TeTeT 1523 Posted May 22, 2020 Had to push out a patch right away, foremost for problems with the shuttle geo and launch script: 2020-05-22 scripts - fix launch script - reduce debug output for crane 2020-05-21 model - reduce geo lod of shuttle - improve hangars Steam workshop updated: https://steamcommunity.com/sharedfiles/filedetails/?id=1697731012 Share this post Link to post Share on other sites
TeTeT 1523 Posted May 28, 2020 Another update for the experimental build of the Nimitz: 2020-05-27 scripts - use CBA keyhandler for launch (ctrl-l lower launchbar and shift-ctrl-l for salute) - transition launch process to events, see Scripting the Nimitz google doc - reduce debug output for landing statistics 2020-05-23 scripts, config - remove debug message for c1shuttlestart - fix sidewalk texture in hangar - fix dimensions missing for AA assets The transition to the event based launch system is described in Scripting the Nimitz, https://docs.google.com/document/d/1duUuO-0xLfjT57EidFdM6__GaNjChdp-HBV7xv2laqs/edit?usp=sharing Quote from there: The new event based launch As of late May 2020 a new launch system for the catapults was scripted, using scripted event handlers. This allows mission makers with scripting knowledge to tie in their own code in the launch sequence. Currently the following events are available: "ttt_nimitz_lowerLaunchbar" - initiated by ctrl-l (lower launchbar) on the catapult "ttt_nimitz_launchPlane" - initiated ctrl-shift-l (salute) on the catapult "ttt_nimitz_planeReadyForLaunch" - called from fn_launchCrew2.sqf when the cat crew is ready "ttt_nimitz_planeLaunching" - called from fn_launchPlane.sqf when the shooter has played his animation and the plane is catapulted "ttt_nimitz_planeLaunched" - called from fn_launchPlane.sqf when the plane is airborne The events ttt_nimitz_lowerLaunchbar and ttt_nimitz_launchPlane are triggered by CBA key events (ctrl-l and ctrl-shift-l by default). A scripted event handler can be used on these events, for example to display Yanko’s weight board: [_nimitz, "ttt_nimitz_planeReadyForLaunch", {(_this # 1) spawn Yanko_fnc_calcWeight;}] call BIS_fnc_addScriptedEventHandler; There are three arguments passed to each event script: params ["_catName", "_plane", "_nimspots"]; If you need to access the carrier object itself, it’s available via private _carrier = _nimspots getVariable "TTT_NimitzParent"; The function fn_catEventsInit.sqf defines all the regular event scripts for launching a plane. If you want to extend the launching process, let me know and I can provide some pointers how to do it. Cheers, TeTeT 2 Share this post Link to post Share on other sites
Fallingstorm 1 Posted June 24, 2020 HI, we like your mod, go on its beautyful. have a question, when i start the Eden Editor with the Nimitz i become folowing error: Error in expression <_this setVariable ['AutosyncLoopSleep', parseNumber _value]; TTT_builtinSleep = > Error position: <parseNumber _value]; TTT_builtinSleep = > Error parsenumber: Typ Zahl, erwartet Bool,Zeichenfolge any Idear? With AutosyncLoop marked and without it. The mod is publish ID: 1697731012 timestamp = 5248929951570384049; Share this post Link to post Share on other sites
TeTeT 1523 Posted June 24, 2020 3 hours ago, Fallingstorm said: Error in expression <_this setVariable ['AutosyncLoopSleep', parseNumber _value]; TTT_builtinSleep = > Error position: <parseNumber _value]; TTT_builtinSleep = > Error parsenumber: Typ Zahl, erwartet Bool,Zeichenfolge Guess you need to change 5 to "5" in the AutosyncLoopSleep field. Not sure why this broke, though. Good luck. 1 Share this post Link to post Share on other sites
Fallingstorm 1 Posted July 1, 2020 On 6/24/2020 at 10:42 PM, TeTeT said: Guess you need to change 5 to "5" in the AutosyncLoopSleep field. Not sure why this broke, though. Good luck. Thanks, i will get a try Share this post Link to post Share on other sites
TeTeT 1523 Posted August 28, 2020 This is a call for help. The Nimitz uses a dynamic airport configuration, derived from the Freedom, so AI can land on it. Unfortunately the AI still loves to fall overboard after landing, in my tests it was as bad as one plane in four. The test config we use is: class DynamicAirport_01_F; class JDG_dynamicAirportNimitz: DynamicAirport_01_F { ilsDirection[] = { 0.1392, 0.08, -0.9903 }; ilsPosition[] = { 5, -160 }; // 150 }; I toyed around with the ilsPosition, but either the planes fly straight into the bow, or the problem that they frequently go overboard stays. Any ideas how to fix this situation? Cheers, TeTeT Share this post Link to post Share on other sites
vengeance1 50 Posted August 29, 2020 TeTeT, Have you looked at the ils code I did for you on the Airport for RungSat map, that was a very tight turn around? Seems you could add some turn around ils waypoints with a "GetOut"? Just an idea, I don't know what you have for ils code on the Nimitz as I have never taken it apart. Thanks, Vengeance Share this post Link to post Share on other sites
TeTeT 1523 Posted August 29, 2020 32 minutes ago, vengeance1 said: ... Have you looked at the ils code I did for you on the Airport for RungSat map, that was a very tight turn around? Seems you could add some turn around ils waypoints with a "GetOut"? ... Hi Vengeance, thanks for your suggestion, but I'm afraid the dynamic airport system I use works differently from the ils waypoints on a map. E.g. only the def above plus the inherited taxi pos from the Freedom are available to the AI pilots. Cheers, TeTeT 1 Share this post Link to post Share on other sites
Devastator_cm 434 Posted August 29, 2020 did I get the issue correct, they touchdown on the deck properly but falls into the sea at the end of the deck? Share this post Link to post Share on other sites
DSabre 2332 Posted August 29, 2020 (edited) Could it be on the aircraft config side? What aircraft are you testing with? The last time I tried a few weeks ago some of my military aviation mod planes land just fine with the ai pilot (not sure which, I think the F9F or the T-28 did fine iirc). *** actually the T-45 and T-28 do fine, the F9F is coming in a little too low and quite scary *** Edited August 30, 2020 by DSabre Share this post Link to post Share on other sites
TeTeT 1523 Posted August 30, 2020 On 8/29/2020 at 5:29 PM, Devastator_cm said: did I get the issue correct, they touchdown on the deck properly but falls into the sea at the end of the deck? Yes, hitting the deck is not a problem, but then they at times drive left and plunge into sea. It's not the end of the deck, it's over the side. On 8/29/2020 at 6:14 PM, DSabre said: Could it be on the aircraft config side? What aircraft are you testing with? The last time I tried a few weeks ago some of my military aviation mod planes land just fine with the ai pilot (not sure which, I think the F9F or the T-28 did fine iirc). *** actually the T-45 and T-28 do fine, the F9F is coming in a little too low and quite scary *** I primarily tested with F/A-18 2020 build. I haven't had probs with autopiloting, it's the AI on it's own using: [this, true] spawn TTT_fnc_arrest; this landAt (Nimitz getVariable "JDG_dynamicAirportNimitz") With the carrier being named 'Nimitz' and this in the init box of the plane or via script. Cheers, TeTeT Share this post Link to post Share on other sites
Devastator_cm 434 Posted August 30, 2020 hmm, worst case scenario via scripting you might force them to stay on deck after they hit the deck (EpeContactStart event handler might help) till they got trapped Share this post Link to post Share on other sites
NightIntruder 710 Posted September 2, 2020 I was trying to set up best ILS points for a week or two and never succeded. My understanding is, this functionality was basically invented just for Jets DLC trailer and no one was ever expected getting so far as you did. 75% of succesfull landings isn't actually such a bad rating, is it? 😉 The worst scenario would be the Nimitz being still a nice supporting platform for MP scenarios where no AI Navy pilots flying is supposed to happen. Share this post Link to post Share on other sites
KajSchak 0 Posted October 22, 2020 I just disocovered a strange issue with the Nimitz. When we use it in combination with the new ace medical, bullets that hit the leg, also hit the torso and kill infantry very fast instead of allowing it to take some damagehttps://pastebin.com/0dcucsFn with Nimitzhttps://pastebin.com/1z2hmWmM with gears function mod, it apparently has the same issuehttps://pastebin.com/eeGZnrF2 clean ace Share this post Link to post Share on other sites
TeTeT 1523 Posted October 23, 2020 Nimitz experimental has been updated to address the issue with ACE medical. https://steamcommunity.com/sharedfiles/filedetails/?id=1697731012 1 Share this post Link to post Share on other sites
TeTeT 1523 Posted October 31, 2020 Nimitz release has been updated: Here comes another update for the Nimitz. It's more of an hotfix, as it addresses an incompatibility with ACE medical system. From a visual point of view, the hangar was re-painted. From a code point of view, the launch script now uses CBA key events (ctrl-l and ctrl-shift-l). It is also based on events now. For the full changelog see: 2020-10-27 config - replace init eh with CBA XEH to be compatible with ACE medical 2020-06-08 scripts - nose up script less aggressive - smooth tranisition from shooter idle to launch - reduce steam particle duration 2020-05-31 scripts - fix keyhandler and scripted event handlers to run on all clients for dedicated server/hosted server - remove further key handling on cltr-l and ctrl-shift-l when the action is actually performed 2020-05-27 scripts - use CBA keyhandler for launch (ctrl-l lower launchbar and shift-ctrl-l for salute) - transition launch process to events, see Scripting the Nimitz google doc - reduce debug output for landing statistics 2020-05-23 scripts, config - remove debug message for c1shuttlestart - fix sidewalk texture in hangar - fix dimensions missing for AA assets 2020-05-22 scripts - fix launch script - reduce debug output for crane 2020-05-21 model - reduce geo lod of shuttle - improve hangars 2020-05-20 scripts - attach shuttle in Eden - make shuttle invulnerable - disabled shuttle launch support, did not work correctly 2020-05-19 model, config - make shuttle a plane - change geo lod of shuttle - change shuttle dampers 2020-05-18 scripts, config, model, textures - applied new hangar textures by bludclot - removed cat shuttle as it caused CTD - re-added Nimitz radar 2020-05-17 scripts, config, model, textures - add TheSn4k3 catapult shuttle to carrier spawn - integrate catapult shuttle in start sequence - remove NormalMap shader from bridge rvmats - split internal nimlights into 9 p3ds, each max 6 lights - add buoyancy lod and named attribute to nimtech aa 2020-05-12 scripts - add support for Massi's US Navy units as deck crew 2020-05-08 scripts - fix _despawn arg for arrest, no longer errors on landing - increase Catapult Launch.ogg volume - reduce volume in playSound3D for Catapult Launch.ogg to max of 5 3 Share this post Link to post Share on other sites
TeTeT 1523 Posted November 3, 2020 Armaholic mirror updated: https://www.armaholic.com/page.php?id=23049 Share this post Link to post Share on other sites