ApplePiee 0 Posted August 31, 2015 how can i get this awsome mod!!! Share this post Link to post Share on other sites
commandouksf 14 Posted August 31, 2015 how can i get this awsome mod!!! Hi, Go to post #134 in this thread, the download link from Dropbox is shown there. Share this post Link to post Share on other sites
coverfire001 10 Posted September 14, 2015 This mod looks epic. When do you expect it to be ready for public release? Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted September 14, 2015 This mod looks epic. When do you expect it to be ready for public release? When ASDG-Hatchet gets back. As of right now, no one has seen him in awhile. So don't expect a final anytime this year. Share this post Link to post Share on other sites
Hatchet_AS 201 Posted October 4, 2015 Well, I might just manage to get an update or model or two out before the end of the year. B) For those concerned, I have returned from my departure in dealing with some technical issues with the ticker. I'm back in good health now, and feeling better than ever (well that's not true, but still, pretty damn good). I appreciate the messages and wishes during my local trials. I'm pleased to be back tinkering once again in the Armaverse. Regarding the Mk.V, I am currently evaluating what to cut/fix/update. It would seem most of the major issues from 6 months ago persist today. As unfortunate as it is, there still isn't a good reason not to finish her up. So, here is a quick list of what I need and intended to do here in the near future (couple weeks):- Finish the custom FFV animations (tedious, tedious, tedious..)- Fix the Technicians spot light (axis buffoonery going on there.)- Finish tweaking optics on the new weapons ((twin .50's, and Stinger included) I also stabilized all the weapons, and the Mini-Typhoon will be available on 2 versions)- Fix/Update the scriptfu (yes, you will be able to easily load/offload CRRC's, and even the SDV. along with an anchor system, and a couple other things.) Things I've already fixed:- PhysX model/config (tighter turning, little more aggressive in general. still a 38m long vessel)- Fixed some ShadowLOD issues- Tweaked the textures (especially the glass..)- Setup the other two versions In other news, the Nimitz class carrier is ready for paint and scriptfu (looking for a scriptfu master to assist (it'll be fun, i promise..)). There is still an issue with landing the advanced flight model helo's on the PhysX Carrier, but hopefully we can get that addressed via mass protest or something.In other additional news, the Jack Up Rig like the Semi-Sub and VLCC, is almost ready for paint. ;) (will post images when posting them here is not a royal pain in the arse...) Until then, my Steamfoo: http://steamcommunity.com/profiles/76561198011363209/screenshots/?appid=107410#scrollTop=0 9 Share this post Link to post Share on other sites
warlord554 2065 Posted October 4, 2015 All great news. Honestly from an operational standpoint all she needs is the crrc deploy/recover abilities Share this post Link to post Share on other sites
BadHabitz 235 Posted October 4, 2015 Glad this is being worked on and progressing. Even more glad to know that your health is improved. 1 Share this post Link to post Share on other sites
Nichols 243 Posted October 12, 2015 Sorry to hear about your ticker there Hatchet. Glad to see that you at least made it back and are able to work on these projects some more. Thanks for the updates. Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted October 12, 2015 There is still an issue with landing the advanced flight model helo's on the PhysX Carrier, but hopefully we can get that addressed via mass protest or something. I could probably work something out. ;) Share this post Link to post Share on other sites
Hatchet_AS 201 Posted October 13, 2015 Hey DarkSide, any support is welcome as I'm sure you are well aware. I'm still really dumbfounded by the issue with the 'ShipX' class and the roadways. That is also a fairly major deal with the Mk.V that persists. I'll send some files to Dwarden on that though. I imagine that was an oversight type issue, as it is the only class affected. I have no clue on the ADV flight models though. It may be that I need to change the layering on the deck and perhaps put the physx lod above the roadway/geo lods.. that's a fair bit of stabbing in the dark though. Thank you guys who sent PM's, I'm getting to them one by one as the day goes by. ;) 1 Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted October 13, 2015 Hey DarkSide, any support is welcome as I'm sure you are well aware. I'm still really dumbfounded by the issue with the 'ShipX' class and the roadways. That is also a fairly major deal with the Mk.V that persists. I'll send some files to Dwarden on that though. I imagine that was an oversight type issue, as it is the only class affected. I have no clue on the ADV flight models though. It may be that I need to change the layering on the deck and perhaps put the physx lod above the roadway/geo lods.. that's a fair bit of stabbing in the dark though. Thank you guys who sent PM's, I'm getting to them one by one as the day goes by. ;) Yeah, i just now submitted a tracker on the AFM to PhysX Lod issue. I meant to do if far earlier, but i've been putting it off, but got around to it. From what i've tested, it is indeed only the AFM that is affected in this manor. The flight model seems to just, sink through the Lod like it doesn't exist, of course, until the helicopter is completely destroyed, at which point it retains it's collision. Here's a video i just made, I used an old LCS-1 Demo mod because there's not many mods with Heli Deck's, and it would take me hours to land on the MK V SOC using the AFM. XD (as you know, it's not exactly built for landing heli's... Though if you've seen my previous Youtube videos, you'd know i pulled it off without the AFM just fine. =D) As for other issues that remain, such as ShipX Lod's being close together, BI has not even touched on the topic what so ever. 1 Share this post Link to post Share on other sites
Hatchet_AS 201 Posted October 13, 2015 Awesome, much appreciated. That is indeed what I'm seeing also. And I watched some videos! Very cool brother, honestly had no idea you were playing around with things so much. Now I'll have to have a go at that! B) 1 Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted October 13, 2015 Awesome, much appreciated. That is indeed what I'm seeing also. And I watched some videos! Very cool brother, honestly had no idea you were playing around with things so much. Now I'll have to have a go at that! B) Thanks. But once again, i have to thank you for the amount of detail you put into this ship. You set the standard high, Higher than Bohemia Interactive's detail in that regard, as you could see with all the things i managed to do, including shipping crates, and small vehicles without the use of scripts. Of course the man class problem remains, but other than that, this mod is the most interesting i've had a chance to play with. I can't wait to sail this thing around Tanoa next year. ;) 2 Share this post Link to post Share on other sites
infrareddimming 195 Posted October 14, 2015 Well, I might just manage to get an update or model or two out before the end of the year. B) For those concerned, I have returned from my departure in dealing with some technical issues with the ticker. I'm back in good health now, and feeling better than ever (well that's not true, but still, pretty damn good). I appreciate the messages and wishes during my local trials. I'm pleased to be back tinkering once again in the Armaverse. Regarding the Mk.V, I am currently evaluating what to cut/fix/update. It would seem most of the major issues from 6 months ago persist today. As unfortunate as it is, there still isn't a good reason not to finish her up. So, here is a quick list of what I need and intended to do here in the near future (couple weeks): - Finish the custom FFV animations (tedious, tedious, tedious..) - Fix the Technicians spot light (axis buffoonery going on there.) - Finish tweaking optics on the new weapons ((twin .50's, and Stinger included) I also stabilized all the weapons, and the Mini-Typhoon will be available on 2 versions) - Fix/Update the scriptfu (yes, you will be able to easily load/offload CRRC's, and even the SDV. along with an anchor system, and a couple other things.) Things I've already fixed: - PhysX model/config (tighter turning, little more aggressive in general. still a 38m long vessel) - Fixed some ShadowLOD issues - Tweaked the textures (especially the glass..) - Setup the other two versions In other news, the Nimitz class carrier is ready for paint and scriptfu (looking for a scriptfu master to assist (it'll be fun, i promise..)). There is still an issue with landing the advanced flight model helo's on the PhysX Carrier, but hopefully we can get that addressed via mass protest or something. In other additional news, the Jack Up Rig like the Semi-Sub and VLCC, is almost ready for paint. ;) (will post images when posting them here is not a royal pain in the arse...) Until then, my Steamfoo: http://steamcommunity.com/profiles/76561198011363209/screenshots/?appid=107410#scrollTop=0 Good news on the health front. Glad to hear you're doing well. We don't have many water based vehicle assets, but this addon is of exceptional high quality. I'm very excited about the Nimitz class carrier. The model is looking very good and I can only imagine how awe inspiring it will be when you get it fully textured and in game. Will it feature a lot of accessible interiors? Atleast with the new EDEN editor it'll be easy to place objects on it, heh. Share this post Link to post Share on other sites
Hatchet_AS 201 Posted October 14, 2015 Thank you for the kind words. The superstructure on the carrier is fully modeled. Granted these grabs were before all the piping/lighting/tables/chairs/boards and foo.https://gyazo.com/aca49913e7245cbbce7018de29260470https://gyazo.com/ea83fffc4623a5b9e072c1aeb3a6b62ehttps://gyazo.com/33c88dfb0f64a8fce9fcb1cf99d52643 https://gyazo.com/050369017f9b8a8ca7f761a3d4e76dea Should be plenty of room for things and doing. ;) Some extra foo regarding the Jack Up Rig for those curious. (I should really start a thread for the Offshore Project ... soonâ„¢) https://gyazo.com/c0831b20f0bdd1ba52c1497230e85addhttps://gyazo.com/04ade5f6b127b0c2aa4088e30ca82bc1 https://gyazo.com/6937f058f390de4b535955872ed2ec6c https://gyazo.com/544e8ad2c02ba7c9b9728f2731fa0b0e https://gyazo.com/a1b0d6e4d853f01f76928773f2df181f https://gyazo.com/8b025f418bb806cfbfc9bc64988865af https://gyazo.com/344b273a18f7087263b278302451454b https://gyazo.com/7484e1d4a299e5d2efe0e85e7f239152 Cheers, Hatchet 3 Share this post Link to post Share on other sites
warlord554 2065 Posted October 14, 2015 Very nice 1 Share this post Link to post Share on other sites
cosmic10r 2331 Posted October 14, 2015 Thank you for the kind words. The superstructure on the carrier is fully modeled. Granted these grabs were before all the piping/lighting/tables/chairs/boards and foo.https://gyazo.com/aca49913e7245cbbce7018de29260470https://gyazo.com/ea83fffc4623a5b9e072c1aeb3a6b62ehttps://gyazo.com/33c88dfb0f64a8fce9fcb1cf99d52643 https://gyazo.com/050369017f9b8a8ca7f761a3d4e76dea Should be plenty of room for things and doing. ;) Some extra foo regarding the Jack Up Rig for those curious. (I should really start a thread for the Offshore Project ... soonâ„¢) https://gyazo.com/c0831b20f0bdd1ba52c1497230e85addhttps://gyazo.com/04ade5f6b127b0c2aa4088e30ca82bc1 https://gyazo.com/6937f058f390de4b535955872ed2ec6c https://gyazo.com/544e8ad2c02ba7c9b9728f2731fa0b0e https://gyazo.com/a1b0d6e4d853f01f76928773f2df181f https://gyazo.com/8b025f418bb806cfbfc9bc64988865af https://gyazo.com/344b273a18f7087263b278302451454b https://gyazo.com/7484e1d4a299e5d2efe0e85e7f239152 Cheers, Hatchet Oh man ... would love an oilrig. .. we have found a couple but the ai could not navigate them at all... so it's a pvp structure... would LOVE an ai navigable oilrig... no idea if it's possible tho Share this post Link to post Share on other sites
Hatchet_AS 201 Posted October 14, 2015 The AI work, granted across models is still not 100%, I've sent several out to the ends of the cranes. I try to build things to their level of stupidity. At least regarding pathing. Functional for sure. ;) 2 Share this post Link to post Share on other sites
cosmic10r 2331 Posted October 14, 2015 The AI work, granted across models is still not 100%, I've sent several out to the ends of the cranes. I try to build things to their level of stupidity. At least regarding pathing. Functional for sure. ;)Sweet!! I tried obsidian template off of steam but the ai walk off any platform into the water... Sttosin and I have been pining for a functional oilrig for 6 mths now for a side mission in w2e taking over... it actually caused quite a stall on that mission as we were soo excited by the idea and could not find a working rig...If you need any scripting help with it ... hit us up... we will outsource that to Mikey74 immediately lol... This will be a game changer for some mission makers ;) Share this post Link to post Share on other sites
sjones17 35 Posted October 15, 2015 Is that a Ronald Reagan subclass? Share this post Link to post Share on other sites
Hatchet_AS 201 Posted October 15, 2015 Actually this is a Roosevelt subclass I believe. Share this post Link to post Share on other sites
sjones17 35 Posted October 15, 2015 The island looks like a Ronald Reagan subclass, the Rossevelt subclass looks more like the standard Nimitz. Share this post Link to post Share on other sites
Hatchet_AS 201 Posted October 29, 2015 Ok guys, too many things about to happen so this will be the end of this thread for the Mk.V, expect a Release thread over the weekend. Additionally I'll create a new thread for the carrier, and Offshore Project separately. So things don't get too confusing moving forward. Many thanks to those who have provided feedback and helped with testing things! Much love guys. See you in the Addons Complete forum soon! (no need for a â„¢ this time around) :P 4 Share this post Link to post Share on other sites
cosmic10r 2331 Posted October 29, 2015 Yay offshore project :) Share this post Link to post Share on other sites
john111 76 Posted October 30, 2015 https://forums.bistudio.com/topic/185619-prussian-empire-mod/page-2 Check-out this for a Carrier Battle Group.... More subs...please Share this post Link to post Share on other sites