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Naval Legends (WIP)

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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/thomasbeerens
https://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)

 

 Qw6qTy4.jpeg 

 

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).

 

 

 

 

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There you go:

First weekend, initial tests and establishing workflow:

 

Spoiler

4943CC52D5DFD44CF966B01CE3B06B37171FA900

Akagi

 

A94FF09D877DE09B19C838B00050E37B67585934

Essex (had to redo this one. Lost some uv maps while converting :I)

 

3E64FDC1284AAEA2C5890361A41BA8AADD6F86E4

Fubuki with Sims in background

 

8B4B49F57C9F764A63AE02631FC6E07960B161BC

Mutsuki

 

EC7258F480269C6EA71928DD6B420036B32A7B56

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

ED622823C8DBB679B5FE2466B3F8174A4C166F3E

Ark Royal

F9849682056AA14EC019C2191824A8445B668BF8

Shokaku

92B4AF6E4DC4A8A34644CD66A823814AD617BC29

Scharnhorst

A332E0F2186A1A6D5B5E6465F8299AF570A6BBC7

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 by Yoshi_E
merged with 2nd post for thread cleanup
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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. 👍

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C95ECFF8BCF50D60BDBEAAB73D4D0A091082B521    8E7955D1AA24CF594FA492D33EB072489D09DCCD

T22                                                                                             Short range engagement

 

Spoiler

Non Public Test

 

v. 0.010 (02.03.2020)


- Mutsuki
- T22
- Sims
- Small Boat Type A

 

 

Edited by DSabre
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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!

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16867B2B1480B602836C8E69B0463321F66883A3 

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)

 

DEF6CC76FA365C0B1FA2DDF664074BB57EA98669    1ECC714B1DE2E35F32D53840B208460C4F69C059   C916EE0A529B99ECA810E4B47299BC443AA12FE1

- 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

 

 

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FE3F1F38FFD0D6AB747E182B1A2E828B6924B8FF

 

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.

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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

 

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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

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F288733876DCA4368B916978D5EE36D7B23AE8C3

 

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.

 

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Dev blog update

 

4sg3rTB.jpg   mgOpbGZ.jpg  3mKGBsQ.jpg

 

- updating shadows,

- adding windows/interior to Fubuki,

- experimental physX for non capital ships,

- experimental aa ammo for destroyer/carrier medium artillery

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  • Thanks 2

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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 🙂 

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Thank you. Yes I am grateful Thomas is so generous to allow use in non-commercial settings.

 

91QnY1U.jpg 

 

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.

 

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@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

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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.

 

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-Akagi Material Update

-increasing the wake effect lifetime

-random fire effect script finally working

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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 😉

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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.

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Does this fire script have set points where the fire and smoke will spawn or is it dependant on where the shells land?

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6A72801CACD37E1EF653E3DC32ED8A80BCB1AA4A

 

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.

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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. 

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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 🙂

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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).

 

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