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farside

ARMA 2 Frigate Port

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excellent, we have movement, its backwards but its movement, getting problems with the turning but we're working on some solutions. Solidified the helipad, just gonna check see if its stable. I will design a quick bridge, shouldnt take long couple of computers and compasses and things.

Ahh weaponry, my favourite. I've made the weapons (missiles etc) for the ship we are gonna get to grips with the weaponry in a bit once we have a workable land-able platform.

---------- Post added at 11:25 ---------- Previous post was at 11:23 ----------

no problem smoke, the way to stop it sinking was to go to GEO lod, select all, press Alt+P to bring up the properties then delete the line Autocentre, then it was just a case of adding mass until we got it to an acceptable level. its very.. very heavy. probably why its so difficult to turn.

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Try this config.cpp

Has a working mk45 cannon. with muzzle effects and artillery.

The only thing you have to do is to modify the part to icon, thumbnail and model

:)

// config.bin - 19:01:17 09/03/10, generated in 0.15 seconds
// Generated by unRap v1.06 by Kegetys
// Separate rootclasses: Disabled, Automatic comments: Enabled

#define private		0
#define protected		1
#define public		2

#define LockNo		0
#define LockCadet		1
#define LockYes		2

#define true	1
#define false	0

#define TEast		0
#define TWest		1
#define TGuerrila		2
#define TCivilian		3
#define TSideUnknown		4
#define TEnemy		5
#define TFriendly		6
#define TLogic		7

class CfgPatches {
class fregata {
	units[] = {"fregata"};
	weapons[] = {};
	requiredVersion = 0.1;
};
};

class NewTurret;		// External class reference
class Animationsources;		// External class reference
class Turrets;			// External class reference
class RCWSOptics;		// External class reference


class cfgWeapons {
class mortar_155mm_AMOS;	// External class reference
class Mode_SemiAuto;		// External class reference

class cannon_127mm_mk45 : mortar_155mm_AMOS {
	scope = public;
	displayName = "Mk 45 127mm";

	class GunParticles {
		class Effect1 {

			effectName = "ArtilleryFired1";
			positionName = "mk45_muzzle";
			directionName = "mk45_muzzle";
		};
	};
	class Single1 : Mode_SemiAuto {
		showtoplayer = true;
		displayName = "$STR_A3_mortar_120mm_AMOS_Single10";
		sound[] = {"A3\Sounds_F\weapons\Cannons\cannon_2", 2.51189, 1, 1500};
		reloadSound[] = {"A3\sounds_f\dummysound", 1.0, 1, 20};
		weaponSoundEffect = "DefaultRifle";
		reloadTime = 8;
		minRange = 0;
		midRange = 0;
		maxRange = 0;
		artilleryDispersion = 3.2;
		artilleryCharge = 0.19;
	};

	class Single2 : Single1 {
		displayName = "$STR_A3_mortar_120mm_AMOS_Single20";
		artilleryCharge = 0.3;
	};

	class Single3 : Single1 {
		displayName = "$STR_A3_mortar_120mm_AMOS_Single30";
		artilleryCharge = 0.43;
	};

	class Single4 : Single1 {
		displayName = "$STR_A3_mortar_120mm_AMOS_Single40";
		artilleryCharge = 0.7;
	};

	class Single5 : Single1 {
		displayName = "$STR_A3_mortar_120mm_AMOS_Single50";
		artilleryCharge = 0,9;
	};

};

};

class CfgVehicles {

class Ship; 

class fregata : Ship {
	mapSize = 125;
	displayName = "ANZAC Class Frigate";
	picture = "fregata\data\ico\preview_anzac_ca.paa";
	Icon = "fregata\data\ico\icon_anzac_ca.paa";
	model = "\fregata\Fregata.p3d";
	vehicleClass = "Ship";

	driverCanSee = 31;
	commanderCanSee = 31;
	gunnerCanSee = 31;
	radarType = 7;
	LockDetectionSystem = 8 + 4;
	IncommingMisslieDetectionSystem = 16;

	irScanRangeMin = 500;
	irScanRangeMax = 200000;
	irScanToEyeFactor = 18;

	scope = public;

	crew = "B_soldier_F";
	faction = BLU_F;
	side = TWest;
	typicalCargo[] = {"B_Soldier_F", "B_Soldier_F"};		

	armor = 2000;
	armorStructural = 40.0;

	accuracy = 0.5;	// accuracy needed to recognize type of this target
	unitInfoType = "UnitInfoShip";
	insideSoundCoef = 0;
	soundEngineOnInt[] = {"a3\Sounds_F\vehicles\boat\SpeedBoat\ext-boat-start-02.wav", 1.0, 1.0};
	soundEngineOnExt[] = {"a3\Sounds_F\vehicles\boat\SpeedBoat\ext-boat-start-02.wav", 1.0, 1.0, 200};
	soundEngineOffInt[] = {"a3\Sounds_F\vehicles\boat\SpeedBoat\ext-boat-stop-02.wav", 1.0, 1.0};
	soundEngineOffExt[] = {"a3\Sounds_F\vehicles\boat\SpeedBoat\ext-boat-stop-02.wav", 1.0, 1.0, 200};

	class Sounds {
		class IdleOut {
			sound[] = {"A3\Sounds_F\vehicles\boat\SpeedBoat\speedboat-idle-2.wav", db5, 1.0, 300};
			frequency = "0.95	+	((rpm/	1200) factor[(100/	1200),(300/	1200)])*0.15";
			volume = "engineOn*(((rpm/	1200) factor[(0/	1200),(30/	1200)])	*	((rpm/	1200) factor[(500/	1200),(300/	1200)]))";
		};

		class Engine {
			sound[] = {"A3\Sounds_F\vehicles\boat\SpeedBoat\speedboat-low-2.wav", db10, 1.0, 450};
			frequency = "0.95	+	((rpm/	1200) factor[(300/	1200),(600/	1200)])*0.2";
			volume = "engineOn*(((rpm/	1200) factor[(150/	1200),(250/	1200)])	*	((rpm/	1200) factor[(600/	1200),(400/	1200)]))";
		};

		class EngineMidOut {
			sound[] = {"A3\Sounds_F\vehicles\boat\SpeedBoat\speedboat-mid-2.wav", db10, 1.0, 500};
			frequency = "0.95	+		((rpm/	1200) factor[(600/	1200),(900/	1200)])*0.2";
			volume = "engineOn*(((rpm/	1200) factor[(350/	1200),(500/	1200)])	*	((rpm/	1200) factor[(1000/	1200),(700/	1200)]))";
		};

		class EngineMaxOut {
			sound[] = {"A3\Sounds_F\vehicles\boat\SpeedBoat\speedboat-high-2.wav", 5.62341, 1.0, 600};
			frequency = "0.95	+	((rpm/	1200) factor[(700/	1200),(1000/	1200)])*0.2";
			volume = "engineOn*((rpm/	1200) factor[(800/	1200),(1200/	1200)])";
		};

		class WaternoiseOutW0 {
			sound[] = {"A3\Sounds_F\vehicles\boat\SFX\voda-o-bok-lodi-0-speed1.wav", db-10, 1.0, 250};
			frequency = "1";
			volume = "(speed factor[4, 1])";
		};

		class WaternoiseOutW1 {
			sound[] = {"A3\Sounds_F\vehicles\boat\SFX\voda-o-bok-lodi-20-speed.wav", db-10, 1.0, 250};
			frequency = "1";
			volume = "((speed factor[2, 6]) min (speed factor[6, 4]))";
		};

		class WaternoiseOutW2 {
			sound[] = {"A3\Sounds_F\vehicles\boat\SFX\voda-o-bok-lodi-50-speed.wav", db-10, 1.0, 250};
			frequency = "1";
			volume = "(speed factor[3, 9])";
		};
	};

	class AnimationSources : Animationsources {

		class RHIB1 {
			source = "user";
			animPeriod = 0.01;
			initPhase = 0;
		};

		class RHIB2 {
			source = "user";
			animPeriod = 0.01;
			initPhase = 0;
		};

		class Harpoon1 {
			source = "user";
			animPeriod = 0.01;
			initPhase = 0;
		};

		class Harpoon2 {
			source = "user";
			animPeriod = 0.01;
			initPhase = 0;
		};

		class Railing {
			source = "user";
			animPeriod = 3;
			initPhase = 0;
		};

		class RHIBcrane {
			source = "user";
			animPeriod = 6;
			initPhase = 0;
		};
	};

	class HitPoints {
		class HitBody {
			armor = 0.7;
			material = 50;
			name = "karoserie";
			visual = "zbytek";
			passThrough = true;
		};

		class HitEngine {
			armor = 0.12;
			material = -1;
			name = "Engine";
			visual = "";
			passThrough = true;
		};

		class HitTurret {
			armor = 0.7;
			material = -1;
			name = "otochlaven";
			visual = "otochlaven";
			passThrough = true;
		};
	};
	driverLeftHandAnimName = "drivewheel";
	driverRightHandAnimName = "drivewheel";
	driverAction = "driver_boat01";
	getInAction = "GetInMedium";
	getOutAction = "GetOutMedium";
	cargoGetInAction[] = {"GetInMedium"};
	cargoGetOutAction[] = {"GetOutMedium"};
	castDriverShadow = true;
	castCargoShadow = true;
	driverhasflares = true;
	gunnerHasFlares = false;
	gunneriscommander= true;
	enableGPS = 1;
	transportSoldier = 8;
	cost = 10000;


	memoryPointsGetInDriver = "pos_driver";
	memoryPointsGetInDriverDir = "pos_driver_dir";
	memoryPointsGetInCargo = "pos_cargo";
	memoryPointsGetInCargoDir = "pos_cargo_dir";
	memoryPointsGetInGunner = "pos_mk45";
	memoryPointsGetInGunnerDir = "pos_mk45_dir";
	memoryPointsGetInCommander = "pos_mk45";
	memoryPointsGetInCommanderDir = "pos_mk45_dir";


	artilleryScanner = 1;
	laserScanner = 1;
	availableForSupportTypes[] = {"Artillery"};

	supplyRadius = 0.5;
	memoryPointSupply = "attach_refuel_1";		




	precision = 15;
	steerAheadSimul = 0.5;
	steerAheadPlan = 0.35;
	predictTurnPlan = 0.8;
	predictTurnSimul = 0.6;
	brakeDistance = 60.0;	// vehicle movement precision
	acceleration = 30;
	turnCoef = 0.75;
	maxSpeed = 75;	// max speed on level road, km/h
	simulation = "shipx";
	thrustDelay = 0;
	overSpeedBrakeCoef = 0.2;
	enginePower = 66200;
	engineShiftY = -10.100;
	waterLeakiness = 200;
	waterLinearDampingCoefY = 160;
	waterLinearDampingCoefX = 90.0;
	waterAngularDampingCoef = 250;
	waterResistanceCoef = 0.0015;
	rudderForceCoef = 2;
	rudderForceCoefAtMaxSpeed = 4;
	idleRpm = 200;
	redRpm = 1200;

	class complexGearbox {
		GearboxRatios[] = {"R1", -0.782, "N", 0, "D1", 2};
		TransmissionRatios[] = {"High", 1.0};
		gearBoxMode = "auto";
		moveOffGear = 1;
		driveString = "D";
		neutralString = "N";
		reverseString = "R";
	};
	enableManualFire = 0;
	smokeLauncherGrenadeCount = 6;
	smokeLauncherVelocity = 14;
	smokeLauncherOnTurret = 0;
	smokeLauncherAngle = 150;
	magazines[] = {"60Rnd_CMFlare_Chaff_Magazine","60Rnd_CMFlare_Chaff_Magazine","60Rnd_CMFlare_Chaff_Magazine","60Rnd_CMFlare_Chaff_Magazine","60Rnd_CMFlare_Chaff_Magazine","60Rnd_CMFlare_Chaff_Magazine","60Rnd_CMFlare_Chaff_Magazine"};
	weapons[] = {"CMFlareLauncher"};

	class Exhausts {
		class Exhaust1 {
			position = "Exhaust1";
			direction = "Exhaust1_dir";
			effect = "DamageSmokePlane";
		};
	};
	memoryPointsLeftWaterEffect = "waterEffectL";
	memoryPointsRightWaterEffect = "waterEffectR";
	leftFastWaterEffect = "LFastWaterEffects";
	rightFastWaterEffect = "RFastWaterEffects";
	waterEffectSpeed = 5;
	engineEffectSpeed = 5;
	waterFastEffectSpeed = 18;



	class Turrets {
		class FrontTurret : NewTurret {
			class HitPoints {
				class HitTurret {
					armor = 0.8;
					material = 60;
					name = "mk45_trav";
					visual = "mk45_trav";
					passThrough = true;
				};

				class HitGun {
					armor = 0.6;
					material = 60;
					name = "mk45_elev";
					visual = "mk45_elev";
					passThrough = true;
				};
			};
			stabilizedInAxes = 4;
			body = "MainTurret";
			gun = "MainGun";
			animationSourceBody = "mainTurret";
			animationSourceGun = "mainGun";
			gunnerAction = "driver_boat01";
			gunnerGetInAction = "GetInMedium";
			gunnerGetOutAction = "GetOutMedium";
			ejectDeadGunner = false;
			outGunnerMayFire = true;
			inGunnerMayFire = true;
			soundServo[] = {"A3\sounds_f\dummysound", db-45, 1.0};
			gunBeg = "mk45_muzzle";	// endpoint of the gun
			gunEnd = "mk45_chamber";	// chamber of the gun
			weapons[] = {"cannon_127mm_mk45"};
			magazines[] = {"32Rnd_155mm_Mo_shells", "6Rnd_155mm_Mo_smoke","32Rnd_155mm_Mo_shells", "6Rnd_155mm_Mo_smoke","32Rnd_155mm_Mo_shells", "6Rnd_155mm_Mo_smoke"};
			discreteDistance[] = {100, 200, 300, 400, 600, 800, 1000, 1200};
			discreteDistanceInitIndex = 2;
			gunnerName = "Mk45 Gunner";
			memoryPointGunnerOptics = "mk45_opticView";
			gunnerOpticsModel = "\A3\weapons_f\reticle\Optics_Gunner_02_F";
			gunnerOpticsEffect[] = {"TankCommanderOptics1", BWTV};
			turretInfoType = "RscOptics_crows";
			gunnerForceOptics = false;
			startEngine = false;

			threat[] = {1.0,0.05,0.7};

			commanding = -2;
			primaryGunner = 1;
			primaryObserver = 0;
			proxyIndex = 1;

			LODTurnedIn = 1100;
			LODTurnedOut = 1100;
			usePip = 1;


			minElev = -15;
			maxElev = 70;
			initElev = 5;
			minTurn = -155;
			maxTurn = 155;
			initTurn = 0;

			class ViewOptics : RCWSOptics {};

			class ViewGunner : ViewOptics {
				initAngleX = -15;
				minAngleX = -45;
				maxAngleX = 45;
				initFov = 0.9;
				minFov = 0.42;
				maxFov = 0.9;
				visionMode[] = {};
			};
		};
		class AftTurret : NewTurret {

			stabilizedInAxes = 4;
			body = "Turret_3";
			gun = "Gun_3";
			animationSourceBody = "Turret_3";
			animationSourceGun = "Gun_3";
			gunnerAction = "driver_boat01";
			gunnerGetInAction = "GetInMedium";
			gunnerGetOutAction = "GetOutMedium";
			ejectDeadGunner = false;
			outGunnerMayFire = true;
			inGunnerMayFire = true;
			soundServo[] = {"A3\sounds_f\dummysound", db-45, 1.0};
			gunBeg = "missile_beg";	// endpoint of the gun
			gunEnd = "missile_end";	// chamber of the gun
			weapons[] = {"missiles_SEARAM"};
			magazines[] = {"11Rnd_AAA_missiles","11Rnd_AAA_missiles","11Rnd_AAA_missiles"};
			gunnerName = "Searam Operator";
			memoryPointGunnerOptics = "commanderview";
			gunnerOpticsModel = "\A3\weapons_f\reticle\Optics_Gunner_02_F";
			gunnerOpticsEffect[] = {"TankCommanderOptics1", BWTV};
			turretInfoType = "RscOptics_crows";
			gunnerForceOptics = false;
			startEngine = false;

			commanding = 2;
			primaryGunner = 0;
			primaryObserver = 1;
			proxyIndex = 2;

			threat[] = {0.05,0.05,1};

			LODTurnedIn = 1100;
			LODTurnedOut = 1100;
			usePip = 1;
			minElev = -15;
			maxElev = 40;
			initElev = 5;
			minTurn = 20;
			maxTurn = 340;
			initTurn = 180;				


			class ViewOptics : RCWSOptics {};

			class ViewGunner : ViewOptics {
				initAngleX = -15;
				minAngleX = -45;
				maxAngleX = 45;
				initFov = 0.9;
				minFov = 0.42;
				maxFov = 0.9;
				visionMode[] = {};
			};
		};
	};

	extCameraPosition[] = {0, 30, -70.0};

	class Reflectors {
		class Right {
			color[] = {0.75, 0.75, 0.85};
			ambient[] = {0.0005, 0.0005, 0.0005};
			position = "P svetlo";
			direction = "konec P svetla";
			hitpoint = "P svetlo";
			selection = "P svetlo";
			size = 1;
			innerAngle = 35;
			outerAngle = 180;
			coneFadeCoef = 40;
			intensity = 5;
			useFlare = 0;
			dayLight = 0;
			flareSize = 0.75;

			class Attenuation {
				start = 30;
				constant = 4.0;
				linear = 0.0;
				quadratic = 1.0;
			};
		};

		class Right2 : Right {
			position = "PIP0_pos";
			useFlare = 1;
		};
	};

	class MarkerLights
	{
		class WhiteStill
		{
			name="bily pozicni";
			color[]={0.3,0.23,0.056,1.0};
			ambient[]={0.03,0.023,0.0056,1.0};
			brightness=0.01;
			blinking=false;
		};
	};

	aggregateReflectors[] = {{"Right", "Right2"}};
	hiddenSelections[] = {"Camo", "Camo2", "Camo3"};
};
};

Edited by mankyle

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Oh man I'd love to have a fully working warship in Arma 3.

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cheers farside I was porting these my self and the lhd was getting remodeled to be more usable, now its just good to learn how its done properly.

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The problem with the LHD is that the number of vertexes if you reengineer the whole model by merging the different pieces is so high that it gets over the Poly limit the game engine has, and thus, he engine doesn't render the P3D.

Either the detail in the model is reduced or the game doesn't load the LHD.

There is still the limits we have with the Man class and PHYSx. Has anyone tried adding GEO PHYSx to a man class using the samples?

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nah, I havent mate, I know i mentioned it the other day but i have no samples to hand. :S

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@mankle hi mate i was not going to merge the model just open it up inside, the lhd has the cargo door on the back and space in there already for cargo just been checking each part is 1000-2000 polys per piece guess they have half done the inside, for planes its just a case of making the faces stretch to achieve a more realistic size for planes ive already opened up the space on deck were the roller shutter doors are and made it usable to enter exit it will do for storage and a briefing room.

also maybe more proxys would be the way to go for the extra hangers and decks just a thought.

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One of the tasks Phantom and are looking at is opening the hanger of the frigate aswell, that will have to be proxies, same with the bridge interior.

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@mankle hi mate i was not going to merge the model just open it up inside, the lhd has the cargo door on the back and space in there already for cargo just been checking each part is 1000-2000 polys per piece guess they have half done the inside, for planes its just a case of making the faces stretch to achieve a more realistic size for planes ive already opened up the space on deck were the roller shutter doors are and made it usable to enter exit it will do for storage and a briefing room.

also maybe more proxys would be the way to go for the extra hangers and decks just a thought.

If you want to see examples of this, the FFAA5 mod from Arma 2 had doors on their ships.

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after getting the ship ingame and moving etc i've noticed that if the ship has to turn even slightly it causes the ship to turn too far then have to compensate, problem aswell that it seems to break a couple of the base class of weapons, get an error regard the MXC and katiba, also got one for the SMG. I am using no mods at the time.

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after getting the ship ingame and moving etc i've noticed that if the ship has to turn even slightly it causes the ship to turn too far then have to compensate, problem aswell that it seems to break a couple of the base class of weapons, get an error regard the MXC and katiba, also got one for the SMG. I am using no mods at the time.

Try setting these values in these lines un the config

rudderForceCoef = 2;
rudderForceCoefAtMaxSpeed =4; 

When turning the ship will not list so much.

I'm doing some experiments with values for getting the VLS to work but no luck for the moment.

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I've hit a further snag in that I've moved accommodation and now have a very unstable Internet connection. Will keep updating you guys by phone, anything you need done specifically mankyle?

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@Farside I feel for you bro no internet is a killer.

@Progammer cheers mate for the heads up ill have a look and see what I can come up with.

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Try setting these values in these lines un the config

rudderForceCoef = 2;
rudderForceCoefAtMaxSpeed =4; 

When turning the ship will not list so much.

I'm doing some experiments with values for getting the VLS to work but no luck for the moment.

almost thanks for your great work mankyle... :p

we using now 4/6 and it's looking good so far !! the gun is firing single shots, also this is working, but we can't rotate the maingun yet and have actual no gunnersight...

we investigate now the config issues and report back...

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Ah yes, I tried to rename the selections otocHlaven etc and it didn't change, odd.

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Ah yes, I tried to rename the selections otocHlaven etc and it didn't change, odd.

Yep. remember that the sections in both the p3d, the skeleton part of the model.cfg, the sections part in the model.cfg and the sections in the animations part of the model.cfg must have the SAME NAMES.

otherwise it won't work.

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Sorry there hasn't been any movement in a while no internet to speak of.

However I will be back online on the 7th of Feb and will be focussing all of my efforts there-after to the completion of this.

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Thanks for the update! I've been watching this thread with interest. We *need* more ships!

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An ANZAC class would be a powerful tool in NATO hands...

@Oktyabr I agree, I expected way more ships with the new diving system. BI will most likely add more ships at a later date but right now it is pretty bland

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Ships with full-decked out interior (nothing complex, just something for CQB action) + Ladders on sides and/or back + SUR (Ship Underway Recovery) ops = dream naval action in A3. :)

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Interiors = usless unless the ship is a static object, otherwise when the ship moves you'll fall through the ship because BI only quarter-arsed the PhysX for the moment.

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Interiors = usless unless the ship is a static object, otherwise when the ship moves you'll fall through the ship because BI only quarter-arsed the PhysX for the moment.

And thats what I certainly wish BI look into. Its about time that naval aspects get its bit of glory now since many people enjoy the use of such assets - carriers, LHD's, battleships, etc.

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Interiors = usless unless the ship is a static object, otherwise when the ship moves you'll fall through the ship because BI only quarter-arsed the PhysX for the moment.
These are my findings from testing Gnat's Fast Sea Frame: FSF has full walkability when at 0 km/h, although the walkable area is simply the flight deck (the forward superstructure housing the bridge is still treated like a vehicle interior with "get in"/"get out") and a stairway leading down to a catwalk surrounding the armed speedboats (attached by script), which is not an enclosed interior. (The catwalk includes a ladder going into/from the water, allowing someone in the water to climb back up to the ship by means of this ladder.) Nevertheless I don't recall any such clipping through said flight deck.

In my experience it's not so much fall-through as it is rather that most vehicle classes just don't have appropriate friction applied when on a deck so they -- with the exception of landed helicopters -- will simply not stay in place, and even landed helicopters are treated as moving at the same speed as the ship that they're on instead of being at 0 km/h relative to the deck, therefore preventing passengers from getting out (except by "Eject") even though the helicopter itself is staying in place (maintaining position on the deck, but also effectively adopting the speed of the ship that it's on).

@ Modder: Based on the above findings, it sounds like 'true' SUR is out. Considering the above caveats about Gnat's FSF compared to the Arma 2 LHD though, it makes me wonder if in fact the issue is that Arma vehicles aren't more like buildings in the way(s) that the Arma 2 LHD was (as a static object that was essentially a "building out at sea") with opening/closing doors allowing for an enclosed interior...

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I know many of us have wished for this ability to walk in interiors while the vehicles or vessels are moving since OFP days, but I'm starting to think that BIS developers aren't reading the same threads as we're all reading, lol. Here's to hoping though.

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