hcpookie 3770 Posted September 18, 2018 After a 3 year hiatus all the boats are back! Nautical mines, nautical barricades, Nautical Minefields supporting editor / script placement, SOC-R special operations boats, and the tugboat and freighter. Freighter also has a vehicle-in-vehicle configuration option. The 8-man life raft is back too! Air-launched sea mines including US-designed Quick Strike sea mines, and Russian/Soviet design MDM-3 and MDM-5 models. Air-launched mines support Jets dynamic loadouts for vanilla and several mod factions to include CUP, pook BOMBER pack, pook EF-2000, and VME PLA mods. More mod support may be added in the future. Upload to Steam complete. Upload to my OneDrive is complete (150mb 7zip) Fully signed; bikey is included as well: https://onedrive.live.com/?id=5B54FC51A7917265!156706&cid=5B54FC51A7917265 CHANGELOG Spoiler 11/14/2020: ---------------------- NEW: Ulyanovsk carrier - static ship - working catapults - tailhook landings - boat launch feature - walkable deck and hangar - recovery ladders - customizable numbers - UAV-based point defenses IMPROVED: LCAC distance LOD's FIX: Missing LCAC faction flags FIX: Missing editor preview pics FIX: CIV Patrol Boat popup error Version 1.3 12/30/2018: --------------------- IMPROVED: Cargo placement on Tugboat and Trawler FIX: Missing Trawler cargo view FIX: Removed smoke shells from Civ Tugs and Trawlers 12/24/2018: - NEW: LCAC (version 1) - NEW: Trawler for CIV factions v1.1: FIX: Armor multipliers adjusted to correct values FIX: Compatibility fix for other mods I'M KING OF THE WORLD!!! Yes the SOC-R boats too! (yes these are A2 pics) Nautical Mines also made it back! Support for dynamic loadouts for numerous mods including CUP, POOK Bombers, POOK EF2000, Vanilla BIS, and VME PLA. Minelayer can lay individual mines that spawn directly behind the boat (15 second charging delay), or lay a minefield with a 30-second arming delay. Minefield is a 150m area with randomly placed mines! 🙂 Editor/script-based minefield placement can consist of any of the mine types and automatically selects shallow mines depending on water depth. Available in either 150m- or 300m sizes. Beach barricades include mined concrete Dragon Teeth barricades and mined Hedgehog. 18 4 Share this post Link to post Share on other sites
wansec_6 200 Posted September 18, 2018 G'day Hcpookie, Great news. Been wondering if you were going to update your SOC-R. Keep up the good work. Share this post Link to post Share on other sites
Nichols 243 Posted September 18, 2018 Thanks for the update bud! Share this post Link to post Share on other sites
john111 76 Posted September 20, 2018 Could you buff the speed up on these,please? Would like them to compete with Combat boat 90 @ about 60 knots. IRL these are very fast boats. Would like to be able to have increased Inventories in these,but also be able to add a Sam launcher or ejection to these that makes inserting Ai divers easy. Share this post Link to post Share on other sites
BadHabitz 235 Posted September 21, 2018 Looking sweet. PM me if you need any config help. Share this post Link to post Share on other sites
hcpookie 3770 Posted September 27, 2018 I reached a milestone today - all of the weapon models to include nautical mines, buoys, minefield spawners, etc. are all working as expected. All textures, rvmat's, etc. imported and physx LOD's on all ships. Floaty things all float, 3D models all spawn and place correctly. The new "createMine" command has some drawbacks but I got it all working so that's what counts. So we will have some minefield spawners for all of the mines in the pack. They can be editor-placed and can be scripted as well. That includes my nautical mines, QuickStrike mines, and Russian MDM mines. I'll make them compatible w/ standard vanilla pylons so they should be able to work with any plane. For now there are plenty 'o' air-launched mines to go around. I am NOT including the newest QuickStrike-ER mine as there really is no need for it for now. Maybe later: http://www.thedrive.com/the-war-zone/23705/b-52-tested-2000lb-quickstrike-er-winged-standoff-naval-mines-during-valiant-shield I'm down to crew placement on the boats, and possibly adding some of the missing A2 animations. Ship configs still need a bit of tweaking to get their performance correct. I also need to fix some of the boat scripts like the dinghy launch scripts and tweaks to the underwater weapons like the depth charges. Yep, depth charges and "hedgehog" depth charge grenades for those ships! :) Just tedious testing and sorting out those scripts. Some of them were laggy in A2 but I've learned more about scripting so I intend to optimize those and remove all lag. ETA - "when its ready" 6 Share this post Link to post Share on other sites
Rich_R 1087 Posted September 27, 2018 Sounds great! Thanks for the hard work! Share this post Link to post Share on other sites
SuicideCommando 333 Posted September 28, 2018 Yeah, the SOC-R is gonna be fun. Thanks for puttin in the work. Share this post Link to post Share on other sites
hcpookie 3770 Posted September 29, 2018 The good news is that I got all the config stuff updated for the physx crap. Only lack converting the A2 turret configs to work in A3. The bad news is the Scuba Interdiction Grenades (aka "hedgehogs") are going to make divers' jobs very difficult. The depth charge launch script works but the dp ammo isn't spawning correctly. This appears to be the last script thing that needs attention. And those config items. 4 Share this post Link to post Share on other sites
hcpookie 3770 Posted September 30, 2018 Scripts seem to be working now. Once every so often it will exceed the interval and spawn doubles, but so far that has only happened once in testing. Divers be warned! :) 5 Share this post Link to post Share on other sites
hcpookie 3770 Posted October 2, 2018 Scripts done. Crew (and cargo!) placements done. Water effects are working. Only need to add "gunparticles" effects for the weapons and it will be released :) 5 Share this post Link to post Share on other sites
hcpookie 3770 Posted October 2, 2018 Transport freighter 5 Share this post Link to post Share on other sites
hcpookie 3770 Posted October 3, 2018 v1 released! See first post... 2 Share this post Link to post Share on other sites
hcpookie 3770 Posted October 3, 2018 Something I'm experimenting with... not very functional yet... 4 Share this post Link to post Share on other sites
hcpookie 3770 Posted October 4, 2018 Just added FAP and CUP versions! Via my onedrive and on steam. 1 Share this post Link to post Share on other sites
thebuckfastwine 1230 Posted October 5, 2018 On 03/10/2018 at 11:00 PM, hcpookie said: Something I'm experimenting with... not very functional yet... Very cool, cant wait to see how this one goes. Share this post Link to post Share on other sites
BohemiaBeck 305 Posted October 5, 2018 On 9/18/2018 at 3:05 AM, hcpookie said: (mods please move to the COMPLETE forum, thanks!) Moved. Congratulations! Share this post Link to post Share on other sites
sammael 366 Posted October 5, 2018 Congratulations hcpookie Share this post Link to post Share on other sites
hcpookie 3770 Posted October 6, 2018 On 10/4/2018 at 10:41 PM, thebuckfastwine said: Very cool, cant wait to see how this one goes. Believe me it isn't as impressive at it looks. I am using the control room console from the freighter for the pilot view, and added a proxy for the external views pointing to the BIS model. So the model doesn't do anything, such as a moving propeller. The smoke is added via script and the only other things left are the external lights and getin/getout mem points (all memory lod). So the propeller doesn't turn and nothing animates on the boat model but hey it is something else to put on the water lol 2 Share this post Link to post Share on other sites
Nichols 243 Posted October 18, 2018 @hcpookie I have some video had some video of the RHS launchers weapons taking a ton of hits to blow up at SOC-R non-heavy version. I will send you the link once I get it compiled and posted. I believe that it took 6-7 SMAW or MAAWS rounds from RHS to kill the SOC-R. Share this post Link to post Share on other sites
hcpookie 3770 Posted December 1, 2018 So the new "boat rack" works for PBR-sized ships. Now, how does one go about finding a composition with all the weapons placed on the destroyer? Isn't there a composition build script? 1 Share this post Link to post Share on other sites
hcpookie 3770 Posted December 15, 2018 Update v1.1: FIX: Armor multipliers adjusted to correct values 2 Share this post Link to post Share on other sites
hcpookie 3770 Posted December 16, 2018 Added a small compatibility fix for other mods - uploading now. 2 2 Share this post Link to post Share on other sites
hcpookie 3770 Posted December 24, 2018 Thanks to Burnes, I'm adding "version 1" of the LCAC just in time for Christmas :) Also, adding the Trawler. Since the BIS model doesn't have any animations, I used it as a proxy for my 3D model. So my 3D model is literally only the bridge pieces, and the propeller. :) The smoke and night lighting are all placed via trial and error. Here's the 3D model! Kind of takes the magic away when you see it :) 7 1 Share this post Link to post Share on other sites