cervantes 330 Posted May 6, 2020 yes and your geo lod is not really large but long i think its that a problems with your side pitch 😉 also of course you can now apply my tutorial on your geo lods properties and make more test on your lods meshs 🙂 Share this post Link to post Share on other sites
DSabre 2332 Posted May 16, 2020 v 0.017 - added flak module - updated drone aircraft (now with physx so collisions won't orbit the ships) - tweaks to armaments (AA damage reduced) - various other small tweaks PS. If a moderator sees this - could you move this to complete please- ty 5 1 Share this post Link to post Share on other sites
Dedmen 2703 Posted May 19, 2020 On 5/16/2020 at 3:21 PM, DSabre said: PS. If a moderator sees this - could you move this to complete please- ty If you use the "Report post" function it happens faster 😉 1 Share this post Link to post Share on other sites
UncreativeName11 1 Posted June 13, 2020 Will the AI use the carriers as a landing strip? Share this post Link to post Share on other sites
DSabre 2332 Posted June 14, 2020 No. They are moving vehicles. As explained on the workshop page carrier usage is dependent on mission design /scripting. Share this post Link to post Share on other sites
johnnyboy 3793 Posted June 14, 2020 Fabulous work DSabre. Thank you! 1 Share this post Link to post Share on other sites
Sir BadNade 25 Posted August 9, 2020 Is it possible to see a stopping point for turrert traverse? If you are fighting the Scharnhorst or the Hood, they don't need to be broadside to use all of their guns. That can make fighting them rather one sided no matter the situation since they can just shoot through their own superstructures and all. I understand that you're busy with the FL and Mil Avi mods but perhaps this could be looked at once you work on NL again? Share this post Link to post Share on other sites
DSabre 2332 Posted August 9, 2020 Fully intended that way. Otherwise the AI would get stuck pointing to the wrong side for most of the time (iirc some secret weapons ships behave like that). All battleships are on even ground there as all of their turrets can turn full 360. To my experience the only way AI can cope with turrets is if they have a 180° field (port and starboard artillery). As soon you are beyond 180° and below 360° things fall apart. 1 2 Share this post Link to post Share on other sites
Sir BadNade 25 Posted August 9, 2020 Ah, I had a feeling that could be one of the reasons why they are like that. Just have to love how AI functions in Arma. Share this post Link to post Share on other sites
ZN Anhor 40 Posted October 25, 2020 @DSabre Would it be possible to make a US carrier from the Vietnam War era? Just a humble question ..... Share this post Link to post Share on other sites
vengeance1 50 Posted December 8, 2020 Hello! Is there a way to control the "Gun Range" of the ships? Possibly a script I can add to the init? Thanks 1 Share this post Link to post Share on other sites
DSabre 2332 Posted December 17, 2020 Doubt it. You would probably have to make a config mod. Share this post Link to post Share on other sites
vengeance1 50 Posted December 17, 2020 Ok thanks I can do that! Share this post Link to post Share on other sites
DSabre 2332 Posted February 19, 2021 This mod is moving into the next phase. Currently armament system is redone. The plan is to make it easier to balance large battleships against different types of cruisers but will also affect smaller boats. There will be 3 main artillery categories: anti air-, medium- and main artillery - with 3 power levels each = light, medium and heavy ammo to simulate different calibers. That is a decent balance between giving every ship individual stats (too much work and overambitious) and putting all in the same boat as currently (too lazy). The exhaust smoke will be exchanged with a more fps friendly particle effect (still similar). Some ships will go into the content vault, some new will enter the arena (Essex and Shokaku will most likely go into dry dock for now, for technical and artistic reasons). 4 Share this post Link to post Share on other sites
vengeance1 50 Posted February 19, 2021 Naval adds a whole new life to ARMA, thanks for your work! Vengeance Share this post Link to post Share on other sites
DSabre 2332 Posted February 21, 2021 (edited) Better Smoke: Progress on replacing the exhaust smoke. Less particle density helps FPS when multiple ships are spawned. First tests of the Essex replacement, Enterprise. Armament overhaul going according to plan: Guns are now separated into primary, secondary and anti air artillery. Each category now comes with 3 powerlevels to roughly model the diverse guns (basically different ammo). Firing rates will be standardised. A spreadsheet was created to track damage values and dps and make sense of it all. There is still no real armor system in the mod. It is mostly hitpoint based. Hitpoints will reflect tonnage to some degree in future. Armor values are still under experimentation. Things do get a little weird with large objects and very high values. Config wise the amount of possible AA magazines is reduced. The old system of trying to simulate real counts increased workload for no substantial return. Edited February 22, 2021 by DSabre change of plans 6 Share this post Link to post Share on other sites
belgerot 33 Posted February 22, 2021 Nice progress, especially with the overhaul of armament. Share this post Link to post Share on other sites
DSabre 2332 Posted February 23, 2021 (comment removed) Share this post Link to post Share on other sites
DSabre 2332 Posted February 24, 2021 More progress: Depth charges, optimal battle distance, fun fact (you can sort of land on moving ships) - The infamous SW depth charge is making a comeback. - Some FPS improvements (Smoke and Scripts). - Torpedo lifetime is going to be reduced to improve FPS. Lots of torpedos will still drop FPS significantly. - Hitpoints and Hitvalues have been reduced (high amount of hitpoints have weird effects). - Distance for general engagements is now optimised for 3-4 km. Update may happen this or next weekend. 7 Share this post Link to post Share on other sites
ariel777111 12 Posted February 25, 2021 EXELENT, EXELENT, EXELENT Share this post Link to post Share on other sites
DSabre 2332 Posted February 28, 2021 https://sketchfab.com/3d-models/cleveland-c6bf18cd13d84b78b366954b779b5924 https://sketchfab.com/3d-models/enterprise-303b76d3efdf472d8a105702c44ff571 v 0.019e - Added Cleveland - Added Enterprise (WiP) - Added Depth Charges (Sims only) - Added server signature - Content Vault: Shokaku, Essex - Armament and Armor system redone (see forums) - FPS improvements (Smoke Effect, Torpedo Lifetime, Wrecks get deleted after 1 minute), - Torpedo Submarine launch restrictions removed - Torpedo aerial launch restrictions changed to 220 km/h and 40m Torpedos will still seriously drop FPS. Remove Torpedo gunners or don't do close range if that is an issue for you. Content vault means content is currently removed, may come back at a later time though 6 1 Share this post Link to post Share on other sites
Sir BadNade 25 Posted February 28, 2021 This update has to be one of my favorites so far. Enterprise and Cleveland are two of my favorite ships. There are some oddities here and there, such as turret rotation not being centered on the barbettes of the cleveland and the ends of the barrels for the C turret are missing. It's awesome seeing all of the guns shooting at either aircraft or the enemy ships though. 1 Share this post Link to post Share on other sites
DSabre 2332 Posted March 1, 2021 consider it fixed. Next update is in a week or two. 3 Share this post Link to post Share on other sites
DSabre 2332 Posted March 3, 2021 (edited) Wishing you all the best of luck with your carrier projects. Back on topic: To contradict the previous statement work has started on a ship that was sorely missing - and this time it is my own model. early concept - Liberty Ship class cargo ship (I used my old Victory Class as template, deleted the bridge and cut away the higher bow section, then made the cranes a little more detailed) It is really not that easy to mimic Thomas Beerens style. Of course the deciding factor if it will ever make it into the mod. Perhaps once a lot more smallish details are added, like firehoses, bollards, hawsers, fences and ladders and other nautical stuff it will stand out less. *** edit *** Adding some details A few more details do make quite the difference *** edit *** Texture and UV Mapping Update In Game Some of the small parts are from Thomas Beerens' Foxhound and other models. That helps in making the boat look similar to all the other ships in the mod. (guns, rafts, safety equipment and boats, some hull textures) Really did not expect it to work so well so fast. Edited March 6, 2021 by DSabre 9 Share this post Link to post Share on other sites