farside 6 Posted December 10, 2013 Hi folks, I got bored today and decided to do a quick port of the ARMA 2 Frigate although I am having a few problems: 1: I have a named selection within the model for the roadway LOD however I seem to still fall through the deck, the heli lands no problem however. (i believe this may be a problem with the geometry) 2: When I do manage to get out the helicopter and not land in the water I seem to be doing the falling anim. 3: I can swim through the back part of the ship. Also I have defined it in the config as faction = "empty" however when i open the editor and go to Empty->Objects I get no entry 'bin\config.bin/cfgfactionclasses.empty' ---------- Post added at 06:50 ---------- Previous post was at 06:49 ---------- http://imgur.com/4wyRgD0,zjNk7lL,vPF7H6x Link to some eye candy to keep you interested and ill get some vids up in a minute or two. Share this post Link to post Share on other sites
disco.modder 116 Posted December 10, 2013 Apparently the Frigate in A2 is an Australian Anzac-class. Wonder what the story is behind that... Share this post Link to post Share on other sites
james2464 176 Posted December 10, 2013 Apparently the Frigate in A2 is an Australian Anzac-class. Wonder what the story is behind that... BI Simulations :) Share this post Link to post Share on other sites
farside 6 Posted December 10, 2013 Swimming in this video whole heli falling through the deck here aswell. Share this post Link to post Share on other sites
chortles 263 Posted December 10, 2013 For what it's worth, I had the same numbered issues (not the Empty one) when straight-up running water2.pbo (from my licensed Arma 2 installation by way of Steam) in Arma 3 as if it were a mod; it seems like the devs weren't that "complete" about the geo/roadway LODs back when they did up the "Fregata" for Arma 2. Share this post Link to post Share on other sites
Chairborne 2594 Posted December 10, 2013 I remember that happening in ACE mod too, whenever you tried to land on the Fregata you'd basically get the "freefall alert" message from the helicopter (as ifyou lost the engine mid-air) and if you tried to walk on it you'd get stuck in falling animation. I'm no expert on oxygen but for what it's worth i remember reading about a "walkable" LOD that defined the surfaces you could walk over. You should try asking in the Modelling section of the forums for more details. Share this post Link to post Share on other sites
Phantom 11 Posted December 10, 2013 (edited) Great !! :P I've done a port of the static A2 Fregata and the Destroyer too and will release this in few days with some other static objects from A2... look at the picture !! I don't fall through the Ship and Fregata is actually w/o a PhysX Lod... but i fall through my Destroyer, don't know why... Land Contact LOD, Geo LOD, all seems to be okay... http://mods.24th-sts.eu/external/ships.jpg I'll make a WIP Thread later this day... every help or teamwork is welcome !! Regards, P. Edited December 10, 2013 by Phantom Share this post Link to post Share on other sites
farside 6 Posted December 10, 2013 Trying to figure out how to make the weapons work, I have taken them off the model but my configing skills are almost 0, so that might take a while. that looks good! perhaps we could compare models phantom? Share this post Link to post Share on other sites
Phantom 11 Posted December 10, 2013 Hey farside you have a PM !! ;) Greetz, P. Share this post Link to post Share on other sites
chortles 263 Posted December 10, 2013 Trying to figure out how to make the weapons work, I have taken them off the model but my configing skills are almost 0, so that might take a while. that looks good! perhaps we could compare models phantom?What's the current problems that you may be running into at the moment WRT the weapons? You've got the Harpoons and gun modeled up front and VLS cells further aft, and in real life you could "authentically" stick a pair of 12.7 mm RWS on the aft corners of the hangar roof (look right of and above center here) which I'd be perfectly happy with the static HMG standing in for, and so the only weapon system that'd need a whole new model might be a pair of Mk 32 torpedo triple tubes like on the Arleigh Burke-class. If you feel like getting "modular", there's mention of the Anzac-class being fitted for but not with a CIWS, the two quad-tube Harpoon launchers, and a second VLS, though RAN apparently only added the Harpoon launchers that are on the model, while the New Zealand version lacks the Harpoons but instead has an aft-facing Phalanx CIWS onto the hangar roof. * The Flight IIA variant (DDG-81 onward) represented by Chops' mod uses a later variant of the gun. Share this post Link to post Share on other sites
farside 6 Posted December 10, 2013 purely the config mate I dont even know how to begin to write a brand new config, its a 5 inch gun on the HMAS Anzac which equates to 125mm but even the beginnings of a config purely baffle me. I'd quite like to get it to the point where the gun could be used as a Indirect Fire support I believe in the config all you require is a simple line in the config. I seem to remember a CIWS gun made for arma 2 might have a wee look at that. Modular would be fine but its just the whole config area i seem to have issues with, I've tried following the Bis examples but the bounce from file to file and its just confusing. Share this post Link to post Share on other sites
mankyle 372 Posted December 10, 2013 class CfgSkeletons { class Default { isDiscrete=1; skeletonInherit=""; skeletonBones[]={}; }; class Vehicle: Default { }; class Ship: Vehicle { skeletonInherit=""; skeletonBones[]= { "otocvez", "", "otochlaven", "otocvez", "volant", "", "radar", "" }; }; class Fregata_skel: Ship { isDiscrete=1; skeletonInherit="ship"; SkeletonBones[]= { "gun_trav", "", "gun_elev", "gun_trav", "radar_3", "", "radar_2", "", "prop_1", "", "prop_2", "", "rudder_1", "", "rudder_2", "", "railing_1", "", "railing_2", "", "railing_3", "", "railing_4", "", "vls_1", "", "vls_2", "", "vls_3", "", "vls_4", "", "vls_5", "", "vls_6", "", "vls_7", "", "vls_8", "", "proxy:\ca\water2\fregata\amg_84_harpoon_launcher.001", "", "proxy:\ca\water2\fregata\amg_84_harpoon_launcher.002", "", "proxy:\ca\water2\fregata\crane.001", "", "proxy:\ca\water2\fregata\rhib.001", "proxy:\ca\water2\fregata\crane.001", "proxy:\ca\water2\fregata\crane.002", "", "proxy:\ca\water2\fregata\rhib.002", "proxy:\ca\water2\fregata\crane.002", "torp1_turret", "", "torp2_turret", "" }; }; }; class CfgModels { class Default { sectionsInherit=""; sections[]={}; skeletonName=""; }; class allvehicle: Default { sectionsInherit=""; sections[]={}; skeletonName=""; }; class Ship: allvehicle { sectionsInherit=""; sections[]= { "otocvez", "otochlaven", "radar", "kompas", "fuel", "hodinova", "minutova", "mph", "rpm", "rpm2", "main1turret", "main1gun" }; skeletonName=""; }; class Fregata: Ship { skeletonName="Fregata_skel"; sectionsInherit="Ship"; sections[]= { "gun_trav", "gun_elev", "radar_3", "radar_3_gun", "radar", "radar_2", "prop_1", "prop_2", "rudder_1", "rudder_2", "railing_1", "railing_2", "railing_3", "railing_4", "vls_1", "vls_2", "vls_3", "vls_4", "vls_5", "vls_6", "vls_7", "vls_8", "proxy:\ca\water2\fregata\amg_84_harpoon_launcher.001", "proxy:\ca\water2\fregata\amg_84_harpoon_launcher.002", "proxy:\ca\water2\fregata\crane.001", "proxy:\ca\water2\fregata\crane.002", "proxy:\ca\water2\fregata\rhib.001", "proxy:\ca\water2\fregata\rhib.002" }; class Animations { class main_recoil { type="translation"; source="gunBarrel"; selection="gun_elev"; axis="main_recoil_axis"; initPhase=1; memory=1; animPeriod =0.2; sourceAddress = "loop"; offset0=0; offset1=1; }; class MainTurret { type="rotationY"; source="mainTurret"; memory=1; animPeriod=0; selection="gun_trav"; axis="gun_trav_axis"; minValue="rad -360"; maxValue="rad 360"; angle0="rad -360"; angle1="rad 360"; }; class MainGun: MainTurret { type="rotationX"; source="mainGun"; memory=1; animPeriod=0; selection="gun_elev"; axis="gun_elev_axis"; }; class Turret_2: MainTurret { type="rotationY"; source="Turret_2"; memory=1; animPeriod=0; selection="radar_3"; axis="radar_3_axis"; }; class Gun_2: MainGun { type="rotationX"; source="Gun_2"; memory=1; animPeriod=0; selection="radar_3_gun"; axis="radar_3_gun_axis"; }; class Radar { type="rotationY"; source="time"; selection="radar"; axis="radar_axis"; minValue=0; maxValue=12.5; sourceAddress="loop"; angle0=0; angle1="rad 360"; }; class Radar2 { type="rotationY"; source="time"; selection="radar_2"; axis="radar_2_axis"; minValue=0; maxValue=4; sourceAddress="loop"; angle0=0; angle1="rad -360"; }; class Prop1 { type="rotationZ"; source="rotor"; selection="prop_1"; axis="prop_1_axis"; sourceAddress="loop"; angle0=0; angle1=62.831852; }; class Prop2 { type="rotationZ"; source="rotor"; selection="prop_2"; axis="prop_2_axis"; sourceAddress="loop"; angle0=62.831852; angle1=0; }; class Rudder1 { type="rotationY"; source="drivingwheel"; selection="rudder_1"; axis="rudder_1_axis"; memory="1"; minValue="rad -50"; maxValue="rad +50"; angle0="rad -50"; angle1="rad +50"; }; class Rudder2: Rudder1 { selection="rudder_2"; axis="rudder_2_axis"; }; class Railing1 { type="rotation"; source="Railing"; sourceAddress = "clamp"; selection="railing_1"; axis="railing_1_axis"; animPeriod = 0; memory = 1; minValue = 0.0; maxValue = 1; angle0 = 0; angle1 = "rad -70"; }; class Railing2 : Railing1 { source="Railing"; selection="railing_2"; axis="railing_2_axis"; }; class Railing3 : Railing1 { source="Railing"; selection="railing_3"; axis="railing_3_axis"; }; class Railing4 : Railing1 { source="Railing"; selection="railing_4"; axis="railing_4_axis"; }; class Harpoon1 { type="hide"; source="Harpoon1"; selection="proxy:\ca\water2\fregata\amg_84_harpoon_launcher.001"; }; class Harpoon2 { type="hide"; source="Harpoon2"; selection="proxy:\ca\water2\fregata\amg_84_harpoon_launcher.002"; }; class RHIB1 { type="hide"; source="RHIB1"; selection="proxy:\ca\water2\fregata\rhib.001"; }; class RHIB2 { type="hide"; source="RHIB2"; selection="proxy:\ca\water2\fregata\rhib.002"; }; class CRANE1 { type="rotationY"; source="RHIBcrane"; sourceAddress = "clamp"; selection="rhib_crane"; axis="crane_axis"; animPeriod = 0; memory = 1; minValue = 0.0; maxValue = 1; angle0 = 0; angle1 = "rad -90"; }; class VLS1 { type="rotation"; source="VLS"; sourceAddress = "clamp"; selection="vls_1"; axis="vls_odd_axis"; animPeriod = 0; memory = 1; minValue = 0.0; maxValue = 1; angle0 = 0; angle1 = "rad -90"; }; class VLS2 { type="rotation"; source="VLS"; sourceAddress = "clamp"; selection="vls_2"; axis="vls_even_axis"; animPeriod = 0; memory = 1; minValue = 0.0; maxValue = 1; angle0 = 0; angle1 = "rad -90"; }; class VLS3 : VLS1 { selection="vls_3"; }; class VLS4 : VLS2 { selection="vls_4"; }; class VLS5 : VLS1 { selection="vls_5"; }; class VLS6 : VLS2 { selection="vls_6"; }; class VLS7 : VLS1 { selection="vls_7"; }; class VLS8 : VLS2 { selection="vls_8"; }; }; }; }; Try using this model.cfg as a basis for yours. I have another cofig.cpp that could be used for the frigate but I should ask for permission Share this post Link to post Share on other sites
farside 6 Posted December 11, 2013 ah so this is purely for the model.cfg? ok. What does this update compared to the one given with Bis? Just so I know. :) Share this post Link to post Share on other sites
Phantom 11 Posted December 11, 2013 @mankyle thanks mate !! that's what we need !! :) Regards. Phantom Share this post Link to post Share on other sites
farside 6 Posted December 15, 2013 (edited) Hello all! Ok so Phantom and I have got the model ingame however we have hit a small snag.. well its a big one actually, the ship sinks, constantly. When the config has simulation type = shipx the ship doesnt seem to want to stay afloat and we cant think why. I have tried adjusting the mass in the geometry, the mass of the buoyancy, deleting the Physx lod, making the physx lod, doubling the mass in the geometry and doubling the buoyancy, all to no avail. Does anyone have any advice? Please be specific, simply saying "tweaking the geo LOD" just wont do in this situation. If the ship is placed on land we can land upon it so i know that it is functional, but we will have to wait and see if the problem with the man class is sorted before we can go much further. Pics soon! Cheers guys! Config #define true 1 #define false 0 #define private 0 #define protected 1 #define public 2 enum { DESTRUCTENGINE = 2, DESTRUCTDEFAULT = 6, DESTRUCTWRECK = 7, DESTRUCTTREE = 3, DESTRUCTTENT = 4, STABILIZEDINAXISX = 1, STABILIZEDINAXESXYZ = 4, STABILIZEDINAXISY = 2, STABILIZEDINAXESBOTH = 3, DESTRUCTNO = 0, STABILIZEDINAXESNONE = 0, DESTRUCTMAN = 5, DESTRUCTBUILDING = 1, }; class CfgPatches { class DDS_Frigate { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class DefaultEventhandlers; class RCWSOptics; class PhysXMaterialBase; class PhysXMaterials { class DriveOn : PhysXMaterialBase { restitution = "0.0f"; staticFriction = "15.5f"; dynamicFriction = "15.5f"; }; }; class CfgVehicles { class Ship; class Frigate: Ship { mapSize = 120; displayName = "ANZAC Class Frigate"; vehicleClass = "Ship"; scope = 2; accuracy = 0.5; model = \Fregata\Fregata; picture="\Fregata\data\ico\preview_anzac_ca.paa"; icon="\Fregata\data\ico\icon_anzac_ca.paa"; commanderCanSee = 31; gunnerCanSee = 31; driverCanSee = 31; lockDetectionSystem = 8 + 4; incommingMisslieDetectionSystem = 16; irScanRangeMin = 500; irScanRangeMax = 200000; irScanToEyeFactor = 18; side = 1; faction = "BLU_F"; crew = "B_Soldier_F"; typicalCargo[] = {"B_Soldier_F"}; armor = 10000; armorStructural = 40.0; camouflage = 50; //fuelCapacity = 100000; 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 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 = 24; cost = 20000; supplyRadius = 3; precision = 15; steerAheadSimul = 0.5; steerAheadPlan = 0.35; predictTurnPlan = 0.8; predictTurnSimul = 0.6; brakeDistance = 100.0; acceleration = 20; turnCoef = 0.50; maxSpeed = 50; simulation = "shipx"; thrustDelay = 2; overSpeedBrakeCoef = 0.2; enginePower = 65000; engineShiftY = -10.100; waterLeakiness = 200; waterLinearDampingCoefY = 10; waterLinearDampingCoefX = 2.0; waterAngularDampingCoef = 30; waterResistanceCoef = 0.0015; rudderForceCoef = 14; rudderForceCoefAtMaxSpeed = 18; 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"; }; memoryPointsLeftWaterEffect = "waterEffectL"; memoryPointsRightWaterEffect = "waterEffectR"; leftFastWaterEffect = "LFastWaterEffects"; rightFastWaterEffect = "RFastWaterEffects"; waterEffectSpeed = 5; engineEffectSpeed = 5; waterFastEffectSpeed = 15; }; }; Model Cfg class CfgSkeletons { class Default { isDiscrete=1; skeletonInherit=""; skeletonBones[]={}; }; class Vehicle: Default { }; class Ship: Vehicle { skeletonInherit=""; skeletonBones[]= { "otocvez", "", "otochlaven", "otocvez", "volant", "", "radar", "" }; }; class Fregata_skel: Ship { isDiscrete=1; skeletonInherit="ship"; SkeletonBones[]= { "gun_trav", "", "gun_elev", "gun_trav", "radar_3", "", "radar_2", "", "prop_1", "", "prop_2", "", "rudder_1", "", "rudder_2", "", "railing_1", "", "railing_2", "", "railing_3", "", "railing_4", "", "vls_1", "", "vls_2", "", "vls_3", "", "vls_4", "", "vls_5", "", "vls_6", "", "vls_7", "", "vls_8", "", "proxy:\fregata\amg_84_harpoon_launcher.001", "", "proxy:\fregata\amg_84_harpoon_launcher.002", "", "proxy:\fregata\crane.001", "", "proxy:\fregata\rhib.001", "proxy:\fregata\crane.001", "proxy:\fregata\crane.002", "", "proxy:\fregata\rhib.002", "proxy:\fregata\crane.002", "torp1_turret", "", "torp2_turret", "" }; }; }; class CfgModels { class Default { sectionsInherit=""; sections[]={}; skeletonName=""; }; class allvehicle: Default { sectionsInherit=""; sections[]={}; skeletonName=""; }; class Ship: allvehicle { sectionsInherit=""; sections[]= { "otocvez", "otochlaven", "radar", "kompas", "fuel", "hodinova", "minutova", "mph", "rpm", "rpm2", "main1turret", "main1gun" }; skeletonName=""; }; class Fregata: Ship { skeletonName="Fregata_skel"; sectionsInherit="Ship"; sections[]= { "gun_trav", "gun_elev", "radar_3", "radar_3_gun", "radar", "radar_2", "prop_1", "prop_2", "rudder_1", "rudder_2", "railing_1", "railing_2", "railing_3", "railing_4", "vls_1", "vls_2", "vls_3", "vls_4", "vls_5", "vls_6", "vls_7", "vls_8", "proxy:\fregata\amg_84_harpoon_launcher.001", "proxy:\fregata\amg_84_harpoon_launcher.002", "proxy:\fregata\crane.001", "proxy:\fregata\crane.002", "proxy:\fregata\rhib.001", "proxy:\fregata\rhib.002" }; class Animations { class main_recoil { type="translation"; source="gunBarrel"; selection="gun_elev"; axis="main_recoil_axis"; initPhase=1; memory=1; animPeriod =0.2; sourceAddress = "loop"; offset0=0; offset1=1; }; class MainTurret { type="rotationY"; source="mainTurret"; memory=1; animPeriod=0; selection="gun_trav"; axis="gun_trav_axis"; minValue="rad -360"; maxValue="rad 360"; angle0="rad -360"; angle1="rad 360"; }; class MainGun: MainTurret { type="rotationX"; source="mainGun"; memory=1; animPeriod=0; selection="gun_elev"; axis="gun_elev_axis"; }; class Turret_2: MainTurret { type="rotationY"; source="Turret_2"; memory=1; animPeriod=0; selection="radar_3"; axis="radar_3_axis"; }; class Gun_2: MainGun { type="rotationX"; source="Gun_2"; memory=1; animPeriod=0; selection="radar_3_gun"; axis="radar_3_gun_axis"; }; class Radar { type="rotationY"; source="time"; selection="radar"; axis="radar_axis"; minValue=0; maxValue=12.5; sourceAddress="loop"; angle0=0; angle1="rad 360"; }; class Radar2 { type="rotationY"; source="time"; selection="radar_2"; axis="radar_2_axis"; minValue=0; maxValue=4; sourceAddress="loop"; angle0=0; angle1="rad -360"; }; class Prop1 { type="rotationZ"; source="rotor"; selection="prop_1"; axis="prop_1_axis"; sourceAddress="loop"; angle0=0; angle1=62.831852; }; class Prop2 { type="rotationZ"; source="rotor"; selection="prop_2"; axis="prop_2_axis"; sourceAddress="loop"; angle0=62.831852; angle1=0; }; class Rudder1 { type="rotationY"; source="drivingwheel"; selection="rudder_1"; axis="rudder_1_axis"; memory="1"; minValue="rad -50"; maxValue="rad +50"; angle0="rad -50"; angle1="rad +50"; }; class Rudder2: Rudder1 { selection="rudder_2"; axis="rudder_2_axis"; }; class Railing1 { type="rotation"; source="Railing"; sourceAddress = "clamp"; selection="railing_1"; axis="railing_1_axis"; animPeriod = 0; memory = 1; minValue = 0.0; maxValue = 1; angle0 = 0; angle1 = "rad -70"; }; class Railing2 : Railing1 { source="Railing"; selection="railing_2"; axis="railing_2_axis"; }; class Railing3 : Railing1 { source="Railing"; selection="railing_3"; axis="railing_3_axis"; }; class Railing4 : Railing1 { source="Railing"; selection="railing_4"; axis="railing_4_axis"; }; class Harpoon1 { type="hide"; source="Harpoon1"; selection="proxy:\fregata\amg_84_harpoon_launcher.001"; }; class Harpoon2 { type="hide"; source="Harpoon2"; selection="proxy:\fregata\amg_84_harpoon_launcher.002"; }; class RHIB1 { type="hide"; source="RHIB1"; selection="proxy:\fregata\rhib.001"; }; class RHIB2 { type="hide"; source="RHIB2"; selection="proxy:\regata\rhib.002"; }; class CRANE1 { type="rotationY"; source="RHIBcrane"; sourceAddress = "clamp"; selection="rhib_crane"; axis="crane_axis"; animPeriod = 0; memory = 1; minValue = 0.0; maxValue = 1; angle0 = 0; angle1 = "rad -90"; }; class VLS1 { type="rotation"; source="VLS"; sourceAddress = "clamp"; selection="vls_1"; axis="vls_odd_axis"; animPeriod = 0; memory = 1; minValue = 0.0; maxValue = 1; angle0 = 0; angle1 = "rad -90"; }; class VLS2 { type="rotation"; source="VLS"; sourceAddress = "clamp"; selection="vls_2"; axis="vls_even_axis"; animPeriod = 0; memory = 1; minValue = 0.0; maxValue = 1; angle0 = 0; angle1 = "rad -90"; }; class VLS3 : VLS1 { selection="vls_3"; }; class VLS4 : VLS2 { selection="vls_4"; }; class VLS5 : VLS1 { selection="vls_5"; }; class VLS6 : VLS2 { selection="vls_6"; }; class VLS7 : VLS1 { selection="vls_7"; }; class VLS8 : VLS2 { selection="vls_8"; }; }; }; }; Edited December 15, 2013 by farside Problems due to alcohol consumption. 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zach72 1 Posted December 15, 2013 Have yo spoken to Chops as he has a floating destroyer that moves. http://forums.bistudio.com/showthread.php?159841-Arleigh-Burke-class-destroyer Maybe you could help each other out, or talk to TeTeT with his Nimitz. Share this post Link to post Share on other sites
[aps]gnat 28 Posted December 15, 2013 Or help us pester BI for a boat or ship Sample Share this post Link to post Share on other sites
farside 6 Posted December 15, 2013 Zach, I sure have dude and he's given me a little pointer which I'll try tomorrow. Gnat, it'd be my pleasure. Share this post Link to post Share on other sites
farside 6 Posted December 15, 2013 (edited) Ok and with a well hidden piece of information DELETING AUTOCENTRE FROM THE GEO LOD MAKES IT FLOAT now it floats above the waves but give me a day and we'll sort it out. Pictures: RIM-84 Harpoon (homemade) with launcher (Arma 2 port) http://imgur.com/ZpWe6Dm,gdnOkzX#0 Sorted, with the help of SpectreRSG got it down to the waterline, pics incoming! Edited December 15, 2013 by farside Solved Share this post Link to post Share on other sites
mankyle 372 Posted December 15, 2013 class CfgSkeletons { class Default { isDiscrete=1; skeletonInherit=""; skeletonBones[]={}; }; class Vehicle: Default { }; class Ship: Vehicle { skeletonInherit=""; skeletonBones[]= { "otocvez", "", "otochlaven", "otocvez", "volant", "", "radar", "" }; }; class Fregata_skel: Ship { isDiscrete=1; skeletonInherit="ship"; SkeletonBones[]= { "mk45_trav", "", "mk45_elev", "mk45_trav", "radar_3", "", "radar_2", "", "prop_1", "", "prop_2", "", "rudder_1", "", "rudder_2", "", "railing_1", "", "railing_2", "", "railing_3", "", "railing_4", "", "vls_1", "", "vls_2", "", "vls_3", "", "vls_4", "", "vls_5", "", "vls_6", "", "vls_7", "", "vls_8", "", "proxy:\ca\water2\fregata\amg_84_harpoon_launcher.001", "", "proxy:\ca\water2\fregata\amg_84_harpoon_launcher.002", "", "proxy:\ca\water2\fregata\crane.001", "", "proxy:\ca\water2\fregata\rhib.001", "proxy:\ca\water2\fregata\crane.001", "proxy:\ca\water2\fregata\crane.002", "", "proxy:\ca\water2\fregata\rhib.002", "proxy:\ca\water2\fregata\crane.002", "torp1_turret", "", "torp2_turret", "" }; }; }; class CfgModels { class Default { sectionsInherit=""; sections[]={}; skeletonName=""; }; class allvehicle: Default { sectionsInherit=""; sections[]={}; skeletonName=""; }; class Ship: allvehicle { sectionsInherit=""; sections[]= { "otocvez", "otochlaven", "radar", "kompas", "fuel", "hodinova", "minutova", "mph", "rpm", "rpm2", "main1turret", "main1gun" }; skeletonName=""; }; class Fregata: Ship { skeletonName="Fregata_skel"; sectionsInherit="Ship"; sections[]= { "mk45_trav", "mk45_elev", "radar_3", "radar_3_gun", "radar", "radar_2", "prop_1", "prop_2", "rudder_1", "rudder_2", "railing_1", "railing_2", "railing_3", "railing_4", "vls_1", "vls_2", "vls_3", "vls_4", "vls_5", "vls_6", "vls_7", "vls_8", "proxy:\ca\water2\fregata\amg_84_harpoon_launcher.001", "proxy:\ca\water2\fregata\amg_84_harpoon_launcher.002", "proxy:\ca\water2\fregata\crane.001", "proxy:\ca\water2\fregata\crane.002", "proxy:\ca\water2\fregata\rhib.001", "proxy:\ca\water2\fregata\rhib.002" }; class Animations { class main_recoil { type="translation"; source="gunBarrel"; selection="gun_elev"; axis="main_recoil_axis"; initPhase=1; memory=1; animPeriod =0.2; sourceAddress = "loop"; offset0=0; offset1=1; }; class MainTurret { type="rotationY"; source="mainTurret"; memory=1; animPeriod=0; selection="mk45_trav"; axis="mk45_trav_axis"; minValue="rad -360"; maxValue="rad 360"; angle0="rad -360"; angle1="rad 360"; }; class MainGun: MainTurret { type="rotationX"; source="mainGun"; memory=1; animPeriod=0; selection="mk45_elev"; axis="mk45_elev_axis"; }; class Turret_2: MainTurret { type="rotationY"; source="Turret_2"; memory=1; animPeriod=0; selection="radar_3"; axis="radar_3_axis"; }; class Gun_2: MainGun { type="rotationX"; source="Gun_2"; memory=1; animPeriod=0; selection="radar_3_gun"; axis="radar_3_gun_axis"; }; class Radar { type="rotationY"; source="time"; selection="radar"; axis="radar_axis"; minValue=0; maxValue=12.5; sourceAddress="loop"; angle0=0; angle1="rad 360"; }; class Radar2 { type="rotationY"; source="time"; selection="radar_2"; axis="radar_2_axis"; minValue=0; maxValue=4; sourceAddress="loop"; angle0=0; angle1="rad -360"; }; class Prop1 { type="rotationZ"; source="rotor"; selection="prop_1"; axis="prop_1_axis"; sourceAddress="loop"; angle0=0; angle1=62.831852; }; class Prop2 { type="rotationZ"; source="rotor"; selection="prop_2"; axis="prop_2_axis"; sourceAddress="loop"; angle0=62.831852; angle1=0; }; class Rudder1 { type="rotationY"; source="drivingwheel"; selection="rudder_1"; axis="rudder_1_axis"; memory="1"; minValue="rad -50"; maxValue="rad +50"; angle0="rad -50"; angle1="rad +50"; }; class Rudder2: Rudder1 { selection="rudder_2"; axis="rudder_2_axis"; }; class Railing1 { type="rotation"; source="Railing"; sourceAddress = "clamp"; selection="railing_1"; axis="railing_1_axis"; animPeriod = 0; memory = 1; minValue = 0.0; maxValue = 1; angle0 = 0; angle1 = "rad -70"; }; class Railing2 : Railing1 { source="Railing"; selection="railing_2"; axis="railing_2_axis"; }; class Railing3 : Railing1 { source="Railing"; selection="railing_3"; axis="railing_3_axis"; }; class Railing4 : Railing1 { source="Railing"; selection="railing_4"; axis="railing_4_axis"; }; class Harpoon1 { type="hide"; source="Harpoon1"; selection="proxy:\ca\water2\fregata\amg_84_harpoon_launcher.001"; }; class Harpoon2 { type="hide"; source="Harpoon2"; selection="proxy:\ca\water2\fregata\amg_84_harpoon_launcher.002"; }; class RHIB1 { type="hide"; source="RHIB1"; selection="proxy:\ca\water2\fregata\rhib.001"; }; class RHIB2 { type="hide"; source="RHIB2"; selection="proxy:\ca\water2\fregata\rhib.002"; }; class CRANE1 { type="rotationY"; source="RHIBcrane"; sourceAddress = "clamp"; selection="rhib_crane"; axis="crane_axis"; animPeriod = 0; memory = 1; minValue = 0.0; maxValue = 1; angle0 = 0; angle1 = "rad -90"; }; class VLS1 { type="rotation"; source="VLS"; sourceAddress = "clamp"; selection="vls_1"; axis="vls_odd_axis"; animPeriod = 0; memory = 1; minValue = 0.0; maxValue = 1; angle0 = 0; angle1 = "rad 120"; }; class VLS2 { type="rotation"; source="VLS"; sourceAddress = "clamp"; selection="vls_2"; axis="vls_even_axis"; animPeriod = 0; memory = 1; minValue = 0.0; maxValue = 1; angle0 = 0; angle1 = "rad 120"; }; class VLS3 : VLS1 { selection="vls_3"; }; class VLS4 : VLS2 { selection="vls_4"; }; class VLS5 : VLS1 { selection="vls_5"; }; class VLS6 : VLS2 { selection="vls_6"; }; class VLS7 : VLS1 { selection="vls_7"; }; class VLS8 : VLS2 { selection="vls_8"; }; }; }; }; Try this new model.cfg. Now the main gun should move and the VLS ports will open correctly. I can confirm the frigate floats, BUT she doesn't move. I really don't know what I did differently with the LCS 2 so it would move. Share this post Link to post Share on other sites
farside 6 Posted December 15, 2013 I think we'll have to boost the engine considerably take it from there, she's a big one. Might work might not, I had to increase the weight to 6845288.500 bit of a leap from 445288.500. We'll try some stuff out and see how it goes. Share this post Link to post Share on other sites
Phantom 11 Posted December 15, 2013 @zach72 Nimitz isn't a moving ship, and it's structured into sections, so it's not possible to move all sections similar !! ;) @gnat yes, BI should !! :) @mankyle we import the new model.cfg, thanks for this... Regards. P. Share this post Link to post Share on other sites
farside 6 Posted December 15, 2013 oh, gents I've made a poll in the general forum, be very happy if you could register your vote :) And of course thanks for all your help folks, much appreciated. Share this post Link to post Share on other sites
mankyle 372 Posted December 15, 2013 (edited) Farside, Phantom. I have got the frigate working and moving with PHYSx. The problem is to make the helo pad rock solid MASS in the GEO LOD must be adjusted and trimmed. I already have a config in which the Main gun works and I'm doing some experiments with the 120 mm AMOS mortar so the main gun can be used for Artillery missions. To get the ship moving you must add two points in the memory LOD named EngineEffectL EngineEffectR They must be located behind the propellers and under the flotation line. And for making it turn, reduce in the config the following parameters rudderForceCoef rudderForceCoefAtMaxSpeed try with values of 2 and 4 Edited December 15, 2013 by mankyle Share this post Link to post Share on other sites
smokedog3para 365 Posted December 15, 2013 Sorted, with the help of SpectreRSG got it down to the waterline, pics incoming Mind sharing what you found out and how you got it working cheers smoke Share this post Link to post Share on other sites