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Anzac Frigate - with SAM launcher and other goodies

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"Yet another frigate release".  :)   The main purpose of this release is to provide a sea-based SAM solution for the pook_SAM pack.  But instead of just making a static platform for the launchers, I decided to fill in all bits on it for a full-featured release. 

 

It WILL require my pook_SAM pack to run correctly!  The idea is that CDF and TAK forces have "localized" these frigates, so the VLS missile launchers use SA-11 missiles, which according to information I can find are designated as SA-N-7 for the naval variant.  I may modify this some in the future.

 

From what I've read the CIWS was planned, but NOT adopted for use.  I can't find information to support the addition of the CIWS turret... still looking however.  I might just add it because "CIWS turret"  :)

 

I am leveraging the work I did on the Zubr hovercraft features to "fill out" the frigate's overall usability. Features include:

 

 - Working boat, not just static vehicle.

 - Articulated SAM launcher doors.

 - Use of my pook_SAM SA-11 w/ 16x magazine.

 - Deployable emergency life rafts.

 - 2x Deployable RHIB boats with articulated launch/recovery actions and animated cranes.

 - Boat horn!

 - Night illumination flare.

 - MP-synchronized numbering.

 - Faction flags for CDF, CDF Independent, GUE (NAPA), INS (ChdKz), and TAK.

 - Working smoke stacks.

 - Working Mark 45 5" front gun.

 - Driver view dashboards w/ animated gauges.

 - Commander view w/ laser designator turret.

 - Cargo capacity for 100+

 - Animated rudders, propellors, and helicopter netting.

 - Walkable decks and working ladders.

 

I am testing further to find any missing bits.  Before I release I'm going to finish:

 - "anchor" option for landing a helicopter

 - Final tweaking of the ladders and walkable deck,

 - Add a "man overboard" script to be added if you fall off the side

 

 

Geometry size causing the "Bad lock radius" errors in RPT, but otherwise it is pretty much feature complete.  That's what "-nologs" is for :)  Unless the wife has some special chore for me tonight, I should be able to finish this up tonight.  Then on to the A3 version :D

 

PICS showing off all the little things are HERE:

 

 

https://onedrive.live.com/?id=5B54FC51A7917265%2121060&cid=5B54FC51A7917265&group=0

 

 

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To add to you`re list :Would like to request a HH-65/A or rather Panther version. Just a idea.Not neccesery ,more needed is a CIWS system.

 

Nice! COuld you add a hatch that opens,ejects the spent shells ?  Placeable in Zeus,please.

 

You`re one of the best at this.....!

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From what I've read the CIWS was planned, but NOT adopted for use.  I can't find information to support the addition of the CIWS turret... still looking however.  I might just add it because "CIWS turret"   :)

On the contrary, the Royal New Zealand Navy (RNZN) equipped them and Beca made a VBS2-based CIWS trainer for the Phalanx Block 1B.

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Boat horn??  SOLD!!

LOL that made me chuckle :)

 

I think You/I have talked myself into a CIWS turret after all :)

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Updated items:

 

done: - "anchor" option for landing a helicopter

done: CIWS turret.  Because CIWS TURRET!  :D

 

Remaining:

 - Final tweaking of the ladders and walkable deck, taking a bit longer than expected.

 - Add a "man overboard" script to be added if you fall off the side

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v0.9 released!  I've added the anchor option for helicopters on the rear deck, CIWS turret, walkable deck areas, and working hangar door. 

 

Remaining items for v1.0:

 

 - increase walkable decks

 - add ladders

 - add overboard script

 - add more interior

 

18MB download in same place as pics:

 

https://onedrive.live.com/?id=5B54FC51A7917265%2121060&cid=5B54FC51A7917265&group=0

Enjoy the SAM launcher :)
 

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ALRIGHTY.... 

 

It would seem I cannot get the arty to work correctly for SSBM launches, so the Harpoon launchers won't work.  Apparently there are some tricks to make a Ship class vehicle able to use arty in A3, so that will have to wait for the A3 version.

 

Anyway... I got the helicopter tie-down / release scripts working, based on Gnat's FSF scripts.  Thanks to the A2 attachTo limitations, this is the only way to make it work.  A3 has some better scripting functions to make it work "easier" so I'll change that for the A3 version.

 

New - v1.0 -

 

 - Walkable deck area.  Disembark from crew puts you on the rear deck.  I chose NOT to make every ladder, etc. workable since there really is no reason to walk up to the front. 

 

 - Rear deck fall-off.  Fixed with an attached deck object.  The deck object stays in place so you don't walk off the rear due to large object limitations.

 

 - Walkable interior... rear deck area, you can walk on the main deck area only.  A3 version may include additional walkable areas.

 

 - Improved RHIB boat scripts.  Now properly spawns the armed boats, not the "standard" RHIB boats.

 

 - Fixed RHIB docking scripts.  You now correctly get moved into cargo when docking the RHIB boats.

 

That's about it!  Really the A3 version will be what to look for as it will have the working SSBM gunner. 

 

V1.0 is here...

 

https://onedrive.live.com/?id=5B54FC51A7917265%2121060&cid=5B54FC51A7917265&group=0

 

Note that this will be "the" release version for A2, as I plan to focus on A3 porting from this point forward... enjoy and see you in A3!

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Thanks a lot! Please fix for A2 (first three are critical):

 

- ship becomes invisible at a short distance (smth like 400m.);

- SA-N-7 almost never engages air targets and almost never hits them;

- acceleration from 0 to 70 is too fast - like a truck;

- steering wheel doesn't work.

 

I hoped that you would continue a bit more with A2, adding ship-based Harpoon/Tomahawk and, maybe, Arleigh Burke, but it is your choise.

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