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Preview release: Nimitz for Arma3 (0.103)

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@sfod-d_snakebite supplied us with some images for the bulletin board - every carrier now gets a board of its own right:

 

 

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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

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Posted (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 by TeTeT
Add armaholic mirror
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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

 

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A short video on updates to the experimental build lately: 

 

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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:

 

20200517231929_1.jpg?width=998&height=56

 

20200517233159_1.jpg?width=1784&height=1

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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.

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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

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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

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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

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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;

 

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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.

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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 

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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

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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

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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

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did I get the issue correct, they touchdown on the deck properly but falls into the sea at the end of the deck?

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Posted (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 by DSabre

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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

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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

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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.

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