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Derek Thompson

BIS Aircraft Carrier

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The carrier's nice. I like that they even painted on the "Battle E" markings on the island's bridge wings.  :f:

 

Only things that stood out to me was the lack of the hangar bay (or working elevators), but that's not a big problem for me. Also, one of the signs inside said "stairs" when stairs on a ship are always referred to as ladders.

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Minor bug report: the Praetorian CIWS models are the wrong way round from their real-life counterparts with the sensors on the right side instead of left.

 

http://www.imfdb.org/images/thumb/f/f1/A3ciws.jpg/600px-A3ciws.jpg

 

vs

 

https://upload.wikimedia.org/wikipedia/commons/thumb/4/40/HMS_Daring_(D32)_Phalanx_CIWS.jpg/220px-HMS_Daring_(D32)_Phalanx_CIWS.jpg

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5 minutes ago, trent said:

Minor bug report: the Praetorian CIWS models are the wrong way round from their real-life counterparts with the sensors on the right side instead of left.

 

http://www.imfdb.org/images/thumb/f/f1/A3ciws.jpg/600px-A3ciws.jpg

 

vs

 

https://upload.wikimedia.org/wikipedia/commons/thumb/4/40/HMS_Daring_(D32)_Phalanx_CIWS.jpg/220px-HMS_Daring_(D32)_Phalanx_CIWS.jpg

More likely to be a creative development decision than a bug. Most Arma-verse assets are not one-to-one with their real life counterparts.

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Nice addition... but I feel little disappointed about UH-80. If they can fold their rotors, I can little more happy.

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On 4/25/2017 at 8:32 PM, Laqueesha said:

The carrier's nice. I like that they even painted on the "Battle E" markings on the island's bridge wings.  :f:

 

Only things that stood out to me was the lack of the hangar bay (or working elevators), but that's not a big problem for me. Also, one of the signs inside said "stairs" when stairs on a ship are always referred to as ladders

.

 

+1. There are no stairs or stairwells on ships. Ladders and ladderwells.

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56 minutes ago, BadHabitz said:

 

+1. There are no stairs or stairwells on ships. Ladders and ladderwells.

 

2035 maybe they have come to their senses and called stairs as stairs and ladders as ladders

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anyone know how to make the USS Freedom attachable to an object? wanna make a ghetto SHIELD Heli-carrier lol

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unfortunately when you attachto objects with PHYSx the interaction between the attachedto objects and other PHYSx objects cease to function properly.

 

The trick would be to merge the PHYSx LODs of all component of the carrier and attach the GEO , RLODs etc... using attachto.

 

Until BIS doesn't solve the limits it is the only way to do it.

 

There would be two problems

 

-Planex objects don't move along with moving objects so they would move and fall off the carrier

-Man class objects don't interact with PHYSx lods so it would happen the same.

 

For the moment it is not worth the effort.

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19 minutes ago, mankyle said:

unfortunately when you attachto objects with PHYSx the interaction between the attachedto objects and other PHYSx objects cease to function properly.

 

The trick would be to merge the PHYSx LODs of all component of the carrier and attach the GEO , RLODs etc... using attachto.

 

Until BIS doesn't solve the limits it is the only way to do it.

 

There would be two problems

 

-Planex objects don't move along with moving objects so they would move and fall off the carrier

-Man class objects don't interact with PHYSx lods so it would happen the same.

 

For the moment it is not worth the effort.

 

i reckon that would happen, was able to attach it to a helicopter via Achilles thanks to Liru's how to vid,

 

though i prefer just using the EDEN editor, got used to it more than zeus lol,

any way to spawn the seperate individual parts of the carrier?

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12 hours ago, bloodwyn1756 said:

Somebody else working on a driveable version? :don13:

Question...what in the even is going on in your signature?

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6 hours ago, HazardousJay said:

anyone know how to make the USS Freedom attachable to an object? wanna make a ghetto SHIELD Heli-carrier lol

here is my solution:

_data = [
	["Land_Carrier_01_hull_03_GEO_1_F",[-15,105,0]],
	["Land_Carrier_01_hull_03_GEO_2_F",[15,105,0]],
	["Land_Carrier_01_hull_04_GEO_1_F",[-25,60,0]],
	["Land_Carrier_01_hull_04_GEO_2_F",[25,60,0]],
	["Land_Carrier_01_hull_05_GEO_1_F",[-25,17,0]],
	["Land_Carrier_01_hull_05_GEO_2_F",[25,17,0]],
	["Land_Carrier_01_hull_06_GEO_1_F",[-25,-28,0]],
	["Land_Carrier_01_hull_06_GEO_2_F",[25,-28,0]],
	["Land_Carrier_01_hull_07_GEO_1_F",[-25,-75,0]],
	["Land_Carrier_01_hull_07_GEO_2_F",[25,-75,0]],
	["Land_Carrier_01_hull_08_GEO_1_F",[-25,-120,0]],
	["Land_Carrier_01_hull_08_GEO_2_F",[25,-120,0]],
	["Land_Carrier_01_hull_09_GEO_1_F",[-25,-165,0]],
	["Land_Carrier_01_hull_09_GEO_2_F",[25,-165,0]],
	["Land_Carrier_01_hull_01_F",[-0,162,0]],
	["Land_Carrier_01_hull_02_F",[-0,140,0]],
	["Land_Carrier_01_hull_03_F",[-0,105,0]],
	["Land_Carrier_01_hull_04_F",[-0,60,0]],
	["Land_Carrier_01_hull_05_F",[-0,17,0]],
	["Land_Carrier_01_hull_06_F",[-0,-28,0]],
	["Land_Carrier_01_hull_07_F",[-0,-75,0]],
	["Land_Carrier_01_hull_08_F",[-0,-120,0]],
	["Land_Carrier_01_hull_09_F",[-0,-165,0]],
	["Land_Carrier_01_island_01_F",[30,-110,23.5]],
	["Land_Carrier_01_island_02_F",[30,-110,23.5]],
	["Land_Carrier_01_island_03_F",[45,-110,0]],
	["DynamicAirport_01_F",[-0.413116,1.14539,23.695]]
] ;

{
	_x params ["_class","_pos"] ;
	_part = createSimpleObject [_class,[0,0,0]] ;
	_part attachTo [<OBJECT NAME HERE>,_pos vectorAdd [0,0,-2]] ;
	_part setDir 180 ;
} forEach _data ;

 

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21 minutes ago, polpox said:

here is my solution:


_data = [
	["Land_Carrier_01_hull_03_GEO_1_F",[-15,105,0]],
	["Land_Carrier_01_hull_03_GEO_2_F",[15,105,0]],
	["Land_Carrier_01_hull_04_GEO_1_F",[-25,60,0]],
	["Land_Carrier_01_hull_04_GEO_2_F",[25,60,0]],
	["Land_Carrier_01_hull_05_GEO_1_F",[-25,17,0]],
	["Land_Carrier_01_hull_05_GEO_2_F",[25,17,0]],
	["Land_Carrier_01_hull_06_GEO_1_F",[-25,-28,0]],
	["Land_Carrier_01_hull_06_GEO_2_F",[25,-28,0]],
	["Land_Carrier_01_hull_07_GEO_1_F",[-25,-75,0]],
	["Land_Carrier_01_hull_07_GEO_2_F",[25,-75,0]],
	["Land_Carrier_01_hull_08_GEO_1_F",[-25,-120,0]],
	["Land_Carrier_01_hull_08_GEO_2_F",[25,-120,0]],
	["Land_Carrier_01_hull_09_GEO_1_F",[-25,-165,0]],
	["Land_Carrier_01_hull_09_GEO_2_F",[25,-165,0]],
	["Land_Carrier_01_hull_01_F",[-0,162,0]],
	["Land_Carrier_01_hull_02_F",[-0,140,0]],
	["Land_Carrier_01_hull_03_F",[-0,105,0]],
	["Land_Carrier_01_hull_04_F",[-0,60,0]],
	["Land_Carrier_01_hull_05_F",[-0,17,0]],
	["Land_Carrier_01_hull_06_F",[-0,-28,0]],
	["Land_Carrier_01_hull_07_F",[-0,-75,0]],
	["Land_Carrier_01_hull_08_F",[-0,-120,0]],
	["Land_Carrier_01_hull_09_F",[-0,-165,0]],
	["Land_Carrier_01_island_01_F",[30,-110,23.5]],
	["Land_Carrier_01_island_02_F",[30,-110,23.5]],
	["Land_Carrier_01_island_03_F",[45,-110,0]],
	["DynamicAirport_01_F",[-0.413116,1.14539,23.695]]
] ;

{
	_x params ["_class","_pos"] ;
	_part = createSimpleObject [_class,[0,0,0]] ;
	_part attachTo [<OBJECT NAME HERE>,_pos vectorAdd [0,0,-2]] ;
	_part setDir 180 ;
} forEach _data ;

 

oh my.. gonna save this in my notepad...

 

is this done via script (i.e; description.ext, etc)

or i can just slap this on the USS Freedom object?

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2 minutes ago, HazardousJay said:

i can just slap this on the USS Freedom object?

i place this in init.sqf.

note: USS Freedom is still WIP so classNames or positions may change.

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9 minutes ago, polpox said:

i place this in init.sqf.

note: USS Freedom is still WIP so classNames or positions may change.

omg.. thanks! maximum immersion can finally be achieved!

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Perhaps I'm an idiot (Turns out I am!), but is the arresting cables broken for anyone else? It seems that no matter how I land, I can't snag any wires. I do believe this to be a bug, as deploying the tail hook returns an error in game from the script animating it. The error occurs when the sound is attempted to be played. someone forgot an ";" somewhere... After this error occurs, the tail hook does not deploy. If I call the action again fast enough, while the error message is still on screen, the hook does deploy. Attached is a screenshot. Occurs both in SP and MP.

 

On another note, I have managed to find spots where clipping occurs. found this in MP, both my friend and I fell through the deck just forward of the wire closest to the bow.

 

Spoiler

H7fZnoC.jpg

 

Any help is kindly appreciated :smile_o:

 

**EDIT**

Just saw on the Jet's DLC feedback that it is mentioned in the patch note that the carrier lacks hook support... Ignore that now. I suppose that's what I get for not paying attention to the patch notes. Sorry about that.

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Will the interior be getting fleshed out? Would really improve immersion and be great to have the lower areas fleshed out just like in the USS Nimitz mod. Access to the bridge would also be great. A board and clear mission as CSAT would be very cool.

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On 5/2/2017 at 10:48 AM, Emperor_of_Krieg said:

Will the interior be getting fleshed out? Would really improve immersion and be great to have the lower areas fleshed out just like in the USS Nimitz mod. Access to the bridge would also be great. A board and clear mission as CSAT would be very cool.


Agree, even if it isn't on release having a interior for at least one floor of the command tower would be great. 

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well a hangar bay and some more stuff " down below " would be nice - like a launch bay for amphibous vehivcles and speed boats etc - same goes for the sub which is just a prop unfortunately

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21 hours ago, ceolnariazz said:

well a hangar bay and some more stuff " down below " would be nice - like a launch bay for amphibous vehivcles and speed boats etc - same goes for the sub which is just a prop unfortunately

It's a true aircraft carrier and not an amphibious assault ship, so no launch bay.

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3 hours ago, joostsidy said:

It's a true aircraft carrier and not an amphibious assault ship, so no launch bay.

Its based off our current carriers which are basically mobile bases. And they have massive bays below to hold more planes and helicopters too.

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1 hour ago, Emperor_of_Krieg said:

Its based off our current carriers which are basically mobile bases. And they have massive bays below to hold more planes and helicopters too.

It's based off the Gerald R. Ford class CVNs, which yes, do have a massive hanger for aircraft storage and repairs. They do not however, as joostidy was likely trying to say, have a well deck, AKA launching bay for boats and amphibious vehicles. Yes, if BO1 is willing to work on it, the ability to launch and retrieve RHIB's would be nice, although it would likely have to be incredibly script heavy as it would involve lifting said small watercraft out of the water via winch/hoist/whatever it's called.

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On 4/13/2017 at 6:03 PM, dragon01 said:

People are way too hung up on movable/destroyable ships, which would actually add little to core ArmA gameplay. It would be nice, but the primary value of the ships is being able to use them as bases, for which those features are superfluous. If we had an OPFOR carrier, then maybe, otherwise it seems kind of pointless.

Yep, and even if we did have movable carriers, then we'd have to have things like winds and wake and point the carrier in the right direction for takeoff and landing operations.

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FLTREP - 5/9/2017

Tested the carrier with the F/A-181 Black Wasp II today and all catapults are working great.  The wire trap field and hook are doing fine as well.  I only noted one error when hooking up to the catapult, the plane is about 2 meters too far forward of the CAT Hook where the launch bar engages the CAT Shuttle Trolley.  The engagement point should be farther back.  Watch the external view at the end of this video.

 

 

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The Freedom doesn't have any audio interaction with rain, standing on the flight deck away from any vehicles leaves you in complete silence.  The Black Wasp II also doesn't seem to have any audio for being out in the rain.

 

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