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DSabre

Naval Legends (WIP)

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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 🙂

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660F42C84A68D4CE1FBF40E45416C94AF31C964A

 

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

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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 😉

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No. They are moving vehicles. As explained on the workshop page carrier usage is dependent on mission design /scripting.

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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? 

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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.

 

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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. 

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@DSabre

 

Would it be possible to make a US carrier from the Vietnam War era?

Just a humble question .....

 

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Hello!

Is there a way to control the "Gun Range" of the ships? Possibly a script I can add to the init?

Thanks

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Doubt it. You would probably have to make a config mod.

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TPZ2dFc.jpg

 

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).

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Naval adds a whole new life to ARMA, thanks for your work!

Vengeance

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zElnaTU.jpg

Better Smoke: Progress on replacing the exhaust smoke.

Less particle density helps FPS when multiple ships are spawned.

 

BiahXsU.jpg

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 by DSabre
change of plans
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Nice progress, especially with the overhaul of armament.

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(comment removed)

 

 

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More progress:

12Ioosy.jpghCeCpoM.jpgiwYn40Y.jpg

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.

 

 

 

 

 

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rg7Dzct.jpg   

https://sketchfab.com/3d-models/cleveland-c6bf18cd13d84b78b366954b779b5924

 

RJincZp.jpg

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

 

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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. unknown.png

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consider it fixed. Next update is in a week or two.

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Posted (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.

 

q359ASI.png

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 ***

 

BkFKR14.png

Adding some details

 

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A few more details do make quite the difference

 

*** edit ***

 

fwgQvv6.png

Texture and UV Mapping Update

 

DE584DBFF086DE21E9D5940D3E0D8374F5075B75

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 by DSabre
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