DSabre 2332 Posted February 22, 2020 ******************************************************** Naval Legends (WIP) ******************************************************** Description, Download and Credits are here: https://steamcommunity.com/sharedfiles/filedetails/?id=2012371414 19 2 Share this post Link to post Share on other sites
DSabre 2332 Posted February 22, 2020 Thomas Beerens kindly allowed us to use his great ship models for this arma mod (for non-commercial use). It would be very nice if you left some comments showing your appreciation on his sketchfab or artstation pages. https://www.artstation.com/thomasbeerenshttps://sketchfab.com/ThomasBeerens Current Contents/Future Plans: Spoiler Currently included: Torpedo Boats: PT-Boat Destroyers: Mutsuki, Fubuki, T22, Sims, Foxhound, Vincenzo Gioberti Cruisers: Cleveland, Dido, Zara Battleships/Battlecruisers: Hood, Scharnhorst Carriers: Akagi, Enterprise, Ark Royal, Submarines: U557 Other: Cargo Shio in Development: Fuso (40%), Alabama (0%), Submarine Chaser (90%), E-Boat (50%) SAB Content Vault (Currently removed from mod): Shokaku, Essex Guide for Flak Module: Spoiler (this is the guide for flying legends - it is sort of similar though) The module can be synchronized with any kind of unit and will remain active as long as the unit is ok (ideally sync with some ship). You can set target side, range and delay between shots (in VR world it worked fine with 0.01 sec delay which is 6000 rpm). 10 Share this post Link to post Share on other sites
Sir BadNade 25 Posted February 23, 2020 This is awesome to see. I am looking forward to seeing the progress in the future. Share this post Link to post Share on other sites
DSabre 2332 Posted February 23, 2020 (edited) There you go: First weekend, initial tests and establishing workflow: Spoiler Akagi Essex (had to redo this one. Lost some uv maps while converting :I) Fubuki with Sims in background Mutsuki HMS Hood (all models by Thomas Beerens) They actually float already. I didn't expect to get that far when I started last week. Making all guns and things work and making carriers operational is a different story and will take a few weeks to months probably. Second weekend: Things are going well: Spoiler Ark Royal Shokaku Scharnhorst several small boats (with physX enabled as you can see) All of them can swim but do not have more than basic turrets enabled. So far only the Fubuki has all of its turrets enabled and that was some fun work : D Edited March 8, 2021 by Yoshi_E merged with 2nd post for thread cleanup 10 Share this post Link to post Share on other sites
Sir BadNade 25 Posted March 1, 2020 You just keep on adding ships... You guys are a blessing to the Arma community. 2 Share this post Link to post Share on other sites
Dogone 32 Posted March 1, 2020 Absolute gold Sabre !!!...and what great looking models by Thomas they look really nice. Well done. Really appreciate the work and time you guys put in. Thank you. 👍 Share this post Link to post Share on other sites
DSabre 2332 Posted March 2, 2020 (edited) T22 Short range engagement Spoiler Non Public Test v. 0.010 (02.03.2020) - Mutsuki - T22 - Sims - Small Boat Type A Edited March 5, 2020 by DSabre 5 Share this post Link to post Share on other sites
Digger James 133 Posted March 3, 2020 Can you add-... PSYCH!!! Lol, can't believe no has tried it yet here, anyway, how's the AA defences on these guys from bombers and Torp' Bombers. and what's the range? Gotta know if someone can outrange them in height in like a B-25 or something. Also, PM en route! Share this post Link to post Share on other sites
DSabre 2332 Posted March 3, 2020 AA defence will be restricted to ~1000m since the AI is very accurate. (I am trying to make it less effective but with the amount of turrets they will score sooner than later) - long range engagements are now possible with radar -Additional crew slots for better immersion (simply drop crew into the ships till all slots are taken. Can be up to 40-50 depending on ship). - U-557 9 Share this post Link to post Share on other sites
DSabre 2332 Posted March 18, 2020 Tricked AI into using aerial torpedos finally - They think they are dropping a bomb. The script then kicks in and reduces the speed of the torpedo to 0. That makes it run from a fair distance instead of gliding into the target. I removed the speed and alt restriction for the AI when launching to make that possible. The rest is up to mission design. 8 Share this post Link to post Share on other sites
LykosMactire 298 Posted March 19, 2020 Ive had them drop torpedoes rarely. But i will tell you here the most horrifying sight is when you are anything ground based on a shoreline and these ships open up on you 2 Share this post Link to post Share on other sites
vengeance1 50 Posted March 23, 2020 I whipped up a mission with these and some of your Secret Weapons US ships and planes and played for hours, what great fun! Exciting to see real sea battles come into play! Thanks great work! Vengeance Share this post Link to post Share on other sites
DSabre 2332 Posted April 18, 2020 v 0.0155 - added compatibility for Flying Legends Ju 88 and Fw190 (torpedos) - added Akagi (no batteries included) - added Shokaku (no batteries included) - added Essex (some batteries included) - added more ai drone planes - added some more small vessels (civ faction) Concerning U557: Since there seems to be no easy way to make a proper interior without the underwater effect - crew turn in/out will be switched to the already implemented hide/show crew user action. That seems more effective and gets us around the headache of not being able to change crew slots when turned out. 4 Share this post Link to post Share on other sites
DSabre 2332 Posted May 1, 2020 Dev blog update - updating shadows, - adding windows/interior to Fubuki, - experimental physX for non capital ships, - experimental aa ammo for destroyer/carrier medium artillery 7 2 Share this post Link to post Share on other sites
cervantes 330 Posted May 1, 2020 amazing works with that 3d convertions for arma3 😉 i really like also use a awesome artists models for my works 🙂 they merit really to known 🙂 1 Share this post Link to post Share on other sites
DSabre 2332 Posted May 3, 2020 Thank you. Yes I am grateful Thomas is so generous to allow use in non-commercial settings. Did some experiments with capital ship physX. I would have thought that making it float properly would be the issue. Turns out that this part works in principle. Under some circumstances the ship takes off and speeds up to mach 2 though (several simulataneous bomb hits). Also I have lost several hours due to a bug with the parameter thrustDelay. It is nice to make the ship have a realistic acceleration but it illogically controls the turning speed of the rudder as well. If you want a slowly accelerating ship (thrustDelay > 20 ) you lose rudder control. A human player could sort of cope with that, the AI can't and goes in circles. 2 Share this post Link to post Share on other sites
old_painless 182 Posted May 3, 2020 @DSabre, wonderful stuff. Truly amazing models made by Thomas. As for the PhysX bug, you could mention it to BI, they are seemingly working on their own physics engine and I am sure they would like to understand the case you have come across. -OP Share this post Link to post Share on other sites
DSabre 2332 Posted May 4, 2020 Thank you. I figured it out by increasing mass to the real values and reducing power a little. It does look a lot nicer than the old non physx simulation. Amazing to see these large ships work quite well (more or less). We will have to live with the odd ship taking off once in a while. The mods intended use is without other mods anyway. -Akagi Material Update -increasing the wake effect lifetime -random fire effect script finally working 5 Share this post Link to post Share on other sites
cervantes 330 Posted May 4, 2020 hi you can also modify rudderForceCoef=0.5;//0.2 rudderForceCoefAtMaxSpeed=0.09;//0.050000001 this affect also realy a turn move on physx buoyancy lods 😉 Share this post Link to post Share on other sites
DSabre 2332 Posted May 4, 2020 Thank you. The issue was that with a high value of thrustDelay it not only affected thrust delay but also rudder delay. So no matter what value I set rudderForceCoeff it had no effect since the rudder did not move (=very very very very slowly : ) Since I did not suspect a parameter with that name to affect the rudder it took a while to find out. It's all fine now. I have reset thrustDelay. I simulate thrustDelay by low Horsepower which works better. I have set RudderForce around 225 for my carriers as their mass is around 25000000, turnCoeff is at 50. Share this post Link to post Share on other sites
Sir BadNade 25 Posted May 4, 2020 Does this fire script have set points where the fire and smoke will spawn or is it dependant on where the shells land? Share this post Link to post Share on other sites
DSabre 2332 Posted May 5, 2020 Yes exactly. There are 5 points in each model and the script randomly selects one. It is triggered with a certain chance when the ship is being hit and already damaged. Multiple fires are possible. 4 Share this post Link to post Share on other sites
Sir BadNade 25 Posted May 5, 2020 This is just amazing, naval warfare has become one of my favorite things in ArmA due to this mod and seeing that made it even more exciting. Share this post Link to post Share on other sites
cervantes 330 Posted May 5, 2020 Ruders params affect also a pitch on vertical axis also for physx submarine. If a pitch is smal on the little geo lods this pitch is more perceptible on large res lods meshs. you can see this pitch on your uboat model. Its for that its extremely hard also for work a large physx submarine 🙂 Share this post Link to post Share on other sites
DSabre 2332 Posted May 6, 2020 That explains a lot. When I made that submarine config for my secret weapons mod I remember that the smallest change in geo lod size, weight or position (both geo and buoyancy) had a huge impact. The submarine would go nose or tail first at 90° or do other crazy things like in this screenshot. I was close to making a script that forces the submarine to stay level (that is what I use for the torpedos or the airships in flying circus - every few seconds it checks for a pitch above a certain threshold and then adds a torque to counter). Share this post Link to post Share on other sites