mankyle 410 Posted August 6, 2021 Sorry guys and gals because you know I still haven't released anything but a couple of WIP source files and nothing finished As I don't want to monopolize the functional carriers thread I have decided to create a new one to show my WIP creating a Hyuga class DDH. I'm still modelling things and refining the exterior. These are old WIP screenshots. I have added a couple more details since then. She's going to have interior details and maybe 7 decks. The elevators work but no helicopter (except AH-6/MH-6s) can be loaded in the hangar (the main rotors get damaged. I would have to resort to scripting to get a Ghosthawk inside for example. The davits are already modelled and partially animated I will try to post screenshots showing how I have set the model and such so anyone can learn from what I'm doing I will also share any scripts I create for getting systems to work on the DDH. This is proceesing VERY slowly so don't expect an alpha soon.... 12 Share this post Link to post Share on other sites
mankyle 410 Posted August 20, 2021 Well time for some updates I have added some weapons to the ship. She has now two qorking Phalan... sorry... Centurion turrets and a working Mk41 VLS (not yet modelled but it works, except the damned AI doesn't want to use it) I have completely redone the GEO lod and it is fairly stable. The ship comes with an interior and I have modelled the basic shape and corridors. Still a lot of things to add As you can see she has the bow elevator in the down position This is the hangar seen from the bow. It is difficult to see but there are catwalks and stairs (not yet textured) in it. All are walkable If you look carefully you will see many AI entities over the whole ship. The ship is fully walkable and fairly stable. The bow chimney or stack or however it is called in english must be flattened. Still a lot of things to do. The are two aircraft elevators that are animated and working and one cargo elevator that I still have to animate. PROBLEMS It has Vehicle In Vehicle transport capabilites but when unloading the engine moves the transported vehicle to a position out of the flight deck. I have had to resort to scripts to be able to unload helicopters from the hangar. I'm still thinking how I'm going to code it but for the moment I have four actions located in the 4 landing positions. If you land and stop the engine and the elevators are in the UP position you can activate the action and the helicopter is moved to one of the elevators, the elevator goes down and the helo is moved into the hangar. Not very elegant but for the moment it works more or less. I have modelled two of the three davits she has and I have animated them. I already have the scripts for loading/unloading boats but haven't had the time to make everything work with actions. I will keep you posted with more screenies in two or three weeks 5 Share this post Link to post Share on other sites
mankyle 410 Posted August 28, 2021 Hi there... I'm going to be out of home till September 6th but thanks to a wonderful video from a japanese military exercise I have obtained the basic layout of Hyuga's hospital, the CIC and the Fleet Information Center plus the Air Trafic Control. I was thinking into adding injured (laying up) cargo proxies or even adding useractions for healing I could use some advice or ideas regarding this... 2 Share this post Link to post Share on other sites
mankyle 410 Posted September 11, 2021 Still working on this today I have added some vents and the Phased Arrays of the FCS-3 Radar system and I have modeled a couple of stairs and ladders so inaccesible places can be now reached. Tomorrow I hope I will be able to get the davit system working (at least for the gunboats. There is another one in the middle of the port side for RHIBs that I haven't modelled yet. I have obtained a couple reference pictures from a similar system and I want to add a lot of details). Tomorrow I will post a couple more pictures. EDIT: I hate this game engine!!! I have added a couple stairs with GEO and Road LODs... And the whole geometry has gone FUBAR... 🤬🤬🤬🤬 5 Share this post Link to post Share on other sites
Ex3B 266 Posted September 13, 2021 On 8/21/2021 at 1:06 AM, mankyle said: It has Vehicle In Vehicle transport capabilites but when unloading the engine moves the transported vehicle to a position out of the flight deck. I have had to resort to scripts to be able to unload helicopters from the hangar. I had a similar problem trying to get a ViV hangar working for my update of the ATLAS LHD. I placed loading points in multiple places along the deck (contemplated just having them by where the elevators are in the down position)... I used a very crude addAction script that slept for 10 seconds, removed all added actions of the contents of the ViV hangar, and then added unload to port elevator and unload to starboard elevator actions. However, within the last month (?) they added event handlers to support vehicle loading and unloading, so I can change the script to be a single event handler that places unloaded vehicles to the aft/starboard elevator. I could make the script a bit more advanced and add an unload to port elevator action as well (that would be removed whenever the vehicle unloads). I imagine something similar can be done here Share this post Link to post Share on other sites
mankyle 410 Posted September 13, 2021 1 hour ago, Ex3B said: I had a similar problem trying to get a ViV hangar working for my update of the ATLAS LHD. I placed loading points in multiple places along the deck (contemplated just having them by where the elevators are in the down position)... I used a very crude addAction script that slept for 10 seconds, removed all added actions of the contents of the ViV hangar, and then added unload to port elevator and unload to starboard elevator actions. However, within the last month (?) they added event handlers to support vehicle loading and unloading, so I can change the script to be a single event handler that places unloaded vehicles to the aft/starboard elevator. I could make the script a bit more advanced and add an unload to port elevator action as well (that would be removed whenever the vehicle unloads). I imagine something similar can be done here Well, the problem is that when a vehicle has ViV capabilities you still have the "Unload All Vehicles"Option for the driver. I wanted only to be able to load vehicles when the lifts are in the UP position and to unload the when they are in the DOWN position. This is how my unload Actions look like: if (!isServer) exitWith {}; private["_ship","_helo"]; _ship = _this select 0; _helo = _this select 1; _inModelPosition = _ship selectionPosition ["bow_lift_VIV_exit", "Memory"]; _exitPos = _ship modelToWorld _inModelPosition; _ship enableVehicleCargo true; objNull setVehicleCargo _helo; _helo setPos _exitPos; _ship enableVehicleCargo false; _helo attachTo [_ship, [0, 0, 0], "bow_lift_VIV_exit"]; _ship animateSource ["Bowlift", 0]; sleep 20; _ship animateSource ["Landingpos1translation", 1]; sleep 20; detach _helo; _ship animate ["Landingpos1translation", 1,true];[/CODE] when unloading, there are a few steps I enable setvehicle cargo true to allow unloading of the helicopter. Then I unload the helicopter using objNull setVehicleCargo _helo; and then I enable setvehicle cargo false to close the VIV space again. Then, the helicopter is setpos'ed to the "bow_lift_VIV_exit" memory point, attachedto it and then the forward lift is animated to the UP position. When the lift is in the UP position the helicopter is moved (via an animation) to the Landing position 1 and then I use _ship animate ["Landingpos1translation", 1,true]; to instantaneously move the memory point to its correct position. Now... How to enable unloading actions for helicopters in the VIV space? Quote class Unloadhelicopter1 { displayName="Deploy to Landing Position 1"; textDefault="<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\loadVehicle_ca.paa' size='1.8' shadow=2 />"; position="vehicle_cargo_action"; onlyforplayer=0; radius=40; condition= "(vehicle player in (getVehicleCargo this)) AND (this animationPhase ""Bowlift"" == 1)"; statement="[this, vehicle player] execVM ""\mnk_ddh\scripts\helicopter_unload1.sqf"""; }; This is my Useraction for deploying the helicopters from the VIV space... Landing positions 1 and 2 use "Bowlift" animationphase. Landing positions 3 and 4 use "Aflift" animation phase, which corresponds to the stern lift. The user action is only activated when the vehicle is in the carrier's VIV space and the Bowlift animation phase is 1. I have checked thrice my GEO LODs and now geometry and road lods work... This game engine is quite frustrating.... I would like to add a couple more interior spaces in the ship but that would be very time consuming... Next step is enabling the davits and boat bays....We will see in one week or so... Share this post Link to post Share on other sites
Ex3B 266 Posted September 14, 2021 I'm curious, if I provided you with the files for the LHD, which already has memory points defined to spawn it by the new BIS system for the stock aircraft carrier/destroyer, could you make it driveable through the same methods? 12 hours ago, mankyle said: Well, the problem is that when a vehicle has ViV capabilities you still have the "Unload All Vehicles"Option for the driver. I wanted only to be able to load vehicles when the lifts are in the UP position and to unload the when they are in the DOWN position. Well, I would say the simple solution is tell the driver not to unload all vehicles, otherwise the carrier's air wing will have a very bad day... What I do with the static LHD is make the VIV component be a seperate entity, without a driver (like the boat rack), that attaches to the LHD. There is no driver to perform the "unload all" action, and the only way to get a vehicle out is to get in the vehicle, and then unload that specific vehicle. As to loading only in the up position, couldn't you make it such that the get-in points are only accessably to the aircraft when they are on the lift in the up position (well, except for some hovering helos and VTOLs with precision flying). Regarding the down position, you could simply spawn them such that they spawn above the lift when its down, but below the lift when its up: don't lower the lift, then you likely lose the aircraft (this may work better on the LHD, where the elevators are on the side of the deck). I realize that you'd like to avoid having an aircrafft lost because somebody clicked an option in the menu when they shouldn't have... but... there are limitations. Personally, I plan to re-write my script to get the position of the elevator, and just spawn the vessel on the elevator (instead of where the elevator should be relative to the LHD)... but right now I'm working on an F-35B update, that mostly doesn't use just an F-35 arma2 port. If I were to have a driveable LHD, I would certainly want to update the ViV hangar. Share this post Link to post Share on other sites
mankyle 410 Posted September 14, 2021 I'm curious, if I provided you with the files for the LHD, which already has memory points defined to spawn it by the new BIS system for the stock aircraft carrier/destroyer, could you make it driveable through the same methods? Theoretically... yes. You only have to define one of the hull segments (maybe the one with the bridge) as a shipx entity. Then you use BIS method for attaching the other sections What I do with the static LHD is make the VIV component be a seperate entity, without a driver (like the boat rack), that attaches to the LHD. There is no driver to perform the "unload all" action, and the only way to get a vehicle out is to get in the vehicle, and then unload that specific vehicle Good idea... That would allow us to avoid the "Unload all" problem I have with the driver. Regarding the down position, you could simply spawn them such that they spawn above the lift when its down, but below the lift when its up: don't lower the lift, then you likely lose the aircraft (this may work better on the LHD, where the elevators are on the side of the deck). I realize that you'd like to avoid having an aircrafft lost because somebody clicked an option in the menu when they shouldn't have... but... there are limitations. I'm modelling the Air Traffic Control Room... I have virtually no idea about dialogs but I had the idea of having a dialog where you could get an array of helicopters stored in the VIV space and then select a helicopter and unload it to the landing positions.. 1 Share this post Link to post Share on other sites
marki980908 23 Posted November 23, 2021 I would absolutely love to get my hands on this, I wish you will release it soon, even if its early alpha version Share this post Link to post Share on other sites
mankyle 410 Posted November 24, 2021 13 hours ago, marki980908 said: I would absolutely love to get my hands on this, I wish you will release it soon, even if its early alpha version Sorry. My wife is studying for an examination (she's a doctor) and I have two small children so I don't have a lot of time to devote to this but I'm still working. I haven't abandoned this project. I'm also working on an small cargo ship with interior (around 80 meters). I would like to do an small scenario devoted to maritime recon, SAR and MIO (Maritime Interdiction Operations) but I lack mission making skills to do that. 4 Share this post Link to post Share on other sites
mankyle 410 Posted December 6, 2021 More bad news... I have just moved from my old rig to a new 2 Tb SSD HD and... 1st: I have lost the latest version of the source files 2nd: I have problems with the Arma 3 Tools... This is bad news but I have just received a photobook about the Hyūga class (bought straight from Japan) and I will try to refine and modify the interior using the book as reference. 4 Share this post Link to post Share on other sites
chops 111 Posted December 9, 2021 A few setbacks there Mankyle, but nothing you can't overcome! Share this post Link to post Share on other sites
mankyle 410 Posted December 9, 2021 Thanks @chops Yes. I already have restarted working on her. 1 Share this post Link to post Share on other sites
mankyle 410 Posted January 1, 2022 I have just finished recreating the hangar and I have slightly improved the looks and tweaked a couple thinks I didn't like before. As I have got my hand on the photobook I have added a couple doors there weren't in the previous version. I have also started modelling the lifting mechanism of both elevators. The lower part of the elevators has been streamlined and I have slightly reduced the poly count. still have to add a couple doors to the exterior and finish the mast and a couple antennae and I will start the interior. I have drawn in paper the schematics of how she is going to be internally because the internal arrangement is not very clear from the documentation I have laid my hand onto. I know where the CIC, fleet command center, hospital and meeting room are but it is difficult to model them with just the info I have. Still MAAAAANY work to do. The poly count is quite low for the moment though.... we will see when I add more detail to her. 2 Share this post Link to post Share on other sites
marki980908 23 Posted January 1, 2022 Arent there free open source assets for chairs beds, medical rooms etc you could use Share this post Link to post Share on other sites
mankyle 410 Posted January 1, 2022 28 minutes ago, marki980908 said: Arent there free open source assets for chairs beds, medical rooms etc you could use Yes. There are even things done in this community. There is a Medical objects pack that is used in the CVN Nimitz mod. But I have forgotten who did it. The hospita in the ship is actually quite small. 8 beds, one ICU post, an OP room and an X RAY room. All the important rooms are located in deck 3, just below the flight deck. The basic layout is already done. I only have to populate the rooms with details... 4 Share this post Link to post Share on other sites
Nichols 243 Posted January 4, 2022 On 11/24/2021 at 3:05 AM, mankyle said: I would like to do an small scenario devoted to maritime recon, SAR and MIO (Maritime Interdiction Operations) but I lack mission making skills to do that. If you are still interested in doing the mission you are talking about please shoot me a message. I can give you a hand with it but will need some time to reacquaint myself with the proper tools to make it function. I have done several missions on land but never done anything regarding boarding a ship whether it was stationary or moving. Would be fun to give it a shot and learn something new at the same time. Share this post Link to post Share on other sites
TeTeT 1523 Posted January 7, 2022 On 1/1/2022 at 12:49 PM, mankyle said: Yes. There are even things done in this community. There is a Medical objects pack that is used in the CVN Nimitz mod. But I have forgotten who did it. It was part of a contract I purchased for the Nimitz from a third party developer via cgtrader. Drop me a PM and I send you the sources, though you probably want to rework them a bit. Cheers, TeTeT Share this post Link to post Share on other sites
mankyle 410 Posted July 19, 2022 Hi there I regret to say that a couple months ago I lost the Hyuga Source files... But... I have started a new project... An even bigger Izumo class DDH The main hull is completed and I'm now adding details and such... I'm going to try to add as much detailt to the interior as I can. I have some info abour the internal layout but there will be a lot of "invent".... I will try to post some pictures soon. 3 Share this post Link to post Share on other sites
mankyle 410 Posted August 5, 2022 I have finished the basic shape of the hull and hangar. I have found two basic deckplans of the JS Kaga and I have started modelling the interior. I will post some pictures this weekend. Of course there is going to be a lot of "invent" but the basic interior shape is more or less accurate 3 Share this post Link to post Share on other sites
marki980908 23 Posted October 29, 2022 if you will at any point will think of abandoning the project I would suggest posting it, before than so people could either improve on it or find ways to still enjoy it. There are already too many abandoned projects with no links on this forum Share this post Link to post Share on other sites
mankyle 410 Posted October 30, 2022 Actually I lost the source files of the Hyuga Class a couple months ago... ATM I have a WIP Izumo class DDH (JS Kaga, DDH 184) but as this particular ship is being modified for improving operative capabilities with F-35B Lightning fighters I'm going to wait so I can improve the looks. And don't worry. If I stop developing this I will post the source files so it doesn't get lost. EDIT: I'm linking a video of the current state of JS Kaga's modifications (as of November 2nd 2022) Share this post Link to post Share on other sites
mankyle 410 Posted January 20, 2023 I got a reference picture of JS Kaga's refurbished bow. I have restarted working in this. I hope I will be able to post screenshots soon... not ingame pictures but buldozer ones. I will try to keep you posted. this time I wont loose my work. I'm doing online backups from my project everyday 1 1 Share this post Link to post Share on other sites
marki980908 23 Posted January 27, 2023 Understood, good luck, cant wait to have a new ship in arma Share this post Link to post Share on other sites