[aps]gnat 28 Posted January 4, 2014 Fast Sea Frame - Assault Craft Beta 3.0 (for ArmA3) by Gnat 4th Jan 2014 .... something a little different for ArmA3. ** Features ** - Walkable decks and gangways (@ 0 speed) - Lights and deck landing markers - Choppers automatically stick to moving deck - 2 crewable Attack boats that can attach and detach - Railings can be stepped over - Armed turret with Titan AA - Boarding ladders - Cargo crew capacity - READ README (and in Download) for more details. - Again, NOT what I would call ArmA3 quality, but its the best at this time, and it really more of a "mobile" experiment :) From the BI Forums, code snippets and Ship inspiration, thanks to; Mankyle, Aplion, Make Love Not War, Chortles, SpectreRSG. Sealife, Hatchet_AS, Kremator, Chops, gagagu & RedPhoenix DOWNLOAD LINKS Fast Sea Frame - Beta 3.0 - 4th Jan 14 Filefront Placing Helicopter onto deck of FSF in Editor - Place Chopper over deck of FSF - In the ELEVATION field of chopper place; 10 NOTES - MAN (and other) class do not stick to moving decks (of any vehicles) at this time. BI need to fix. So, in exchange for me providing this addon, please take 5 minutes to VOTE UP these bug tickets. http://feedback.arma3.com/view.php?id=5577 http://feedback.arma3.com/view.php?id=15540 http://feedback.arma3.com/view.php?id=15384 http://feedback.arma3.com/view.php?id=15495 http://feedback.arma3.com/view.php?id=16463 Please report bugs here, and be nice about it. Share this post Link to post Share on other sites
kremator 1065 Posted January 4, 2014 Very nice Gnat ... looking forward to piloting this baby ! All tickets voted on ! Share this post Link to post Share on other sites
das attorney 858 Posted January 4, 2014 Thanks very much Gnat - voted tickets as well :) Share this post Link to post Share on other sites
Plinskin 23 Posted January 4, 2014 Nice!, thank you very much for your work and time.:bounce3: Share this post Link to post Share on other sites
eymerich 11 Posted January 4, 2014 Thanks Gnat! Downloading Share this post Link to post Share on other sites
HorbeySpector 164 Posted January 4, 2014 awesome. :) Share this post Link to post Share on other sites
Laqueesha 474 Posted January 4, 2014 All tickets voted up! Hopefully they will be noticed. :) Share this post Link to post Share on other sites
progamer 14 Posted January 4, 2014 Awesome Gnat! Nice too see your awesome mods come to Arma 3! Share this post Link to post Share on other sites
oktyabr 12 Posted January 4, 2014 Nice work Gnat! You are one of the modders that help restore my faith that this game could still one day be what it should be, and maybe even more. All tickets voted on :) Share this post Link to post Share on other sites
jelskipro 32 Posted January 4, 2014 holy moly this mod is awesome Share this post Link to post Share on other sites
Αplion 1122 Posted January 4, 2014 (edited) Top release mate ... my congrats ;) Edited September 14, 2014 by Aplion Share this post Link to post Share on other sites
vengeance1 50 Posted January 4, 2014 A very welcome addition Gnat! Thank You Share this post Link to post Share on other sites
Guest Posted January 5, 2014 Release frontpaged on the Armaholic homepage. Fast Sea Frame - Assault Craft v3.0 beta ================================================ We have also "connected" these pages to your account on Armaholic. This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
John Spartan 89 Posted January 5, 2014 Great job Gnat. Voted all the tickets, you have picked up the right issues to be addressed. Share this post Link to post Share on other sites
[aps]gnat 28 Posted January 5, 2014 Thanks guys! Thanks Foxhound. I have one report of ArmA3 choppers becoming damaged on a moving ship. This is disturbing as the main reason I decided to release this addon was because I found NO damage happened to choppers. Please report if you see similar problem. Share this post Link to post Share on other sites
super-truite 54 Posted January 5, 2014 great! I hope those physX related issues will get fixed soon! I am stuck because of similar problems in a project...I voted up the tickets. Share this post Link to post Share on other sites
Heinrich Kramer 172 Posted January 5, 2014 Tickets are Voted up Great mod! Share this post Link to post Share on other sites
Tavish 41 Posted January 5, 2014 Thank you Gnat for this, it's awesome! Voted up tickets. Share this post Link to post Share on other sites
giorgygr 61 Posted January 5, 2014 Congrats Gnat for the release. I m sharing the same frustration for the issues on Feedback tracker. At least i saw some of those labeled as:"Assigned". I want to believe this is good news.. :/ Share this post Link to post Share on other sites
chortles 263 Posted January 5, 2014 Not sure what exactly I did to merit a credit other than play cheerleader ship refinement, but thanks Gnat! :D I must admit to wondering about three issues that didn't seem to be present in the Arma 2 version nor seem to be immediately explained (like the Man class issues) by the Arma 3 engine differences though: Why the "Crew FSF" action menu options for seemingly no additional functionality over the default "Get in FSF as <role>" options? Why is it that getting out from one of the speedboats (or at least from the right-side one) instead has the player fall into the water? It appears that the ladder from the stern stairway landing/catwalk into the water and vice versa was implemented more or less as a workaround, but it's way slower than what "should" be instead happening. Is the "Lights on" action menu option supposed to light up the bridge interior like that, with no other "interior-only lighting" option? For what it's worth, the flight deck rails are indeed "impassible" against players accidentally running themselves off of the deck at night... against quadbikes, not so much. :p Also, the FSF-specific Titan missile turret has seemingly no Geometry LOD 'against' players running into/through it, and its "360 degrees of traversing" allows the missile officer to fire AA shots through the forecastle/forward superstructure as if it weren't there. Then again, this is a 'A3/mod native' implementation instead of simply sticking a Titan (AA) static launcher to the starboard bow by attachTo that the player would then have to get into and play gunner from, so I like this better already. :D I particularly like the Missile Officer's ability to fire "off-boresight" so to speak; I know that I'm using the term improperly since that usually applies to air-launched missiles, but I mean the fact that even when you're looking through the Missile Officer's default view instead of through the "gunner optics" view, you can still move around the point of aim and shoot wherever the cursor would be pointing. P.S. Have you collected more data re: that report of a damaged helo? I can note/add that a helicopter still seems to "share" the horizontal speed (forward or rearward) of whatever ship it's landed on, hence why "Get out" is unavailable for characters in a landed helicopter, and that setting elevation to 10 may work just fine for helicopters but not ground vehicles -- doing that with a quadbike left its tires embedded into the flight deck! Share this post Link to post Share on other sites
[aps]gnat 28 Posted January 5, 2014 Not sure what exactly I did to merit a credit other than play cheerleader ship refinement, but thanks Gnat! :D lol Just like this post :) Thanks. Why the "Crew FSF" action menu options for seemingly no additional functionality over the default Just experimenting with other ways to get into cargo spaces. Why is it that getting out from one of the speedboats (or at least from the right-side one) instead has the player fall into the water? Yeh, forgot to fix. Now fixed. If you exit an attack boat near or docked to the FSF, you're now placed safely on the gangway. Is the "Lights on" action menu option supposed to light up the bridge interior like that, with no other "interior-only lighting" option? Yes. Accidental, but I left it that way until I prove if "interior-only" lights are even possible. Are they? FSF-specific Titan missile turret has seemingly no Geometry LOD 'against' players running into/through it Oops! Fixed :D ... its "360 degrees of traversing" allows the missile officer to fire AA shots through the forecastle/forward superstructure as if it weren't there. Yeh, has to stay as forcing a "no-fire" arc is very difficult at best. ... I mean the fact that even when you're looking through the Missile Officer's default view instead of through the "gunner optics" view, you can still move around the point of aim and shoot wherever the cursor would be pointing. Yes, handy. But will be better once he gets his own PIP display. ... hence why "Get out" is unavailable for characters in a landed helicopter Yeh, planning to make an Action available to chopper crews (and AI) such that they can transfer from the chopper direct to crew quarters, if the FSF is on the move. Thanks. Few extra things fixed or being fixed for the next release. Share this post Link to post Share on other sites
Hartmann_E 10 Posted January 5, 2014 Thank you for the release ! Share this post Link to post Share on other sites
tomclothier 1 Posted January 5, 2014 Thanks! It's on PWS now called @GNT_FSF Share this post Link to post Share on other sites