DSabre 1811 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
cervantes 326 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 1811 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 1916 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 0 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 1811 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 2766 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 1811 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 39 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 48 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 1811 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 48 Posted December 17, 2020 Ok thanks I can do that! Share this post Link to post Share on other sites
DSabre 1811 Posted February 19 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 48 Posted February 19 Naval adds a whole new life to ARMA, thanks for your work! Vengeance Share this post Link to post Share on other sites
DSabre 1811 Posted February 21 (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 by DSabre change of plans 6 Share this post Link to post Share on other sites
belgerot 7 Posted February 22 Nice progress, especially with the overhaul of armament. Share this post Link to post Share on other sites
Airwolf 15 Posted February 23 Sab, any chance you would be willing to make a static version of the Enterprise? It would be VERY useful to have one that we could actually land on vs the drivable carrier which isn't all that practical for arma use other than as a bombing target. Share this post Link to post Share on other sites
DSabre 1811 Posted February 23 No. That is all explained in the description. Share this post Link to post Share on other sites
DSabre 1811 Posted February 24 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 EXELENT, EXELENT, EXELENT Share this post Link to post Share on other sites
Melody_Mike 57 Posted February 25 @AirwolfI empathize with your request for a landable carrier. Experimented a bit with createSimpleObject and BIS_fnc_replaceWithSimpleObject. The models simply don't have collision on their top decks. I sortof kindof improvised collision with a LOT of invisible walls. But at a ridiculous performance cost. And you'd still have the static airplane objects blocking you. Just a theoretical question: is the fact that the model is a single p3d (as opposed to several for the vanilla static ships) related to the PhysX simulation? Share this post Link to post Share on other sites
DSabre 1811 Posted February 25 Honestly I don't emphatize with requests at all. The description clearly explains the scope of the mod (single player ship, not plane!) - my signature explains the rest. So I really don't want this topic in this thread. (You could make a config mod which spawns one of the carriers as a house, then add invisible geo lods as walkways all over it. The static airplanes can be hidden in eden garage. Actually I put them there to stop people requesting this or prevent people trying to land and then complain - and also for using with carrier wing spawn scripts.) Share this post Link to post Share on other sites