mankyle 418 Posted September 27 Quote Would this be a ViV hangar? Or a more "physical" hangar? ViV is used for loading cargo and vehicles in the Ro/Ro deck... Attachto and some animations are used for the rest... what I do is to disable the ViV space in the onInit eventhandler and tie the capability of loading vehicles to an animation state. For the helicopter it will be attatchto... I'm thinking also about a cargo system ti use along with the crane Share this post Link to post Share on other sites
Ex3B 266 Posted September 27 For the LHD I did, I actually made a separate unit that is basically just a ViV space, with a script that will attach and orient it to the nearest LHD when placed, so that the ViV hangar is optional. It would also allow for separate ViV hangars... but either way, attachto gets used at some point. I wasn't overly concerned about animation states and such, just functionality and "good enough" aesthetics for something that is out of sight for most of the mission. A moving drivable ship like that, perhaps another story Share this post Link to post Share on other sites
FallujahMedic -FM- 867 Posted September 28 If you've not already looked into it, may I suggest having a look at the CUP helicopters (CH-53 and SH-60 Seahawk). Both have folding rotors and folding tails. Share this post Link to post Share on other sites
mankyle 418 Posted September 29 I 12 hours ago, FallujahMedic -FM- said: If you've not already looked into it, may I suggest having a look at the CUP helicopters (CH-53 and SH-60 Seahawk). Both have folding rotors and folding tails. Thanks!!! I'll take a look. I can code the action so the Seahawk folds the rotors when landed on the ship. Share this post Link to post Share on other sites
mankyle 418 Posted October 1 Today I have continued texturing the interior and correcting some GEO problems... Still A LOT of work to do. I have also added the lower deck. This will oblige me to add stairs to the missio bay, otherwise the inferior deck would be accessible through two other stairs, but they are too far... Theoretically an elevator or the stairs will allow access to this deck. This deck gives also access to the slipway. I'm thinking about adding some slipway equipment for loading boats there... Another thing... I have added some AI paths to the ship and they work. Now an AI on the flight deck can move along the deck and board a helicopter if you give the command.... That is VERY tiresome ( I have added more than 100 path points and I still have to add many more) This weekend I will texture the boat davits and will finally add full RHIB capabilities. After that I will enable the mission bay davits and doors... I will post new pictures this weekend Share this post Link to post Share on other sites
wansec_6 200 Posted October 2 G'day @mankyle, Good to hear you're making progress on the vessel. Looking forward to seeing her afloat, but don't wear yourself out. Keep up the good work mate! Share this post Link to post Share on other sites
mankyle 418 Posted October 2 Thanks @wansec_6 Here you can see my whole WIP landing fleet... - First an MPSS7000. This is the most advanced ship. I'm modelling a 40 mm turret that will equip all the big vessels... In reality it can carry 10 or 12 7.5 meters RHIBS. Im pondering to modify res and Geometry so she can carry gunboats inside of the main multipurpose bay. Paths have been partially enabled and AI entities can move along the stern part and even go to a helicopter or boat and board it. Here you can see the upper cargo deck. I still have to model and texture the interior part of the boat enclosures and the Ro/Ro ramp.... And this is the lower cargo deck and the boat slipway - Next we have a littoral maneuvre vehicle. It can carry 6 light vehicles or 4 trucks or 2 IFVs... It can carry a CRRC and has a crane. I'm thinking about animating the crane and create some scripts so containers and other cargo can be moved ot of the boat Then we have the LSTs. - First we have the LST 120H. It has a hangar for a helicopter (I would like to set it so the helicopter can be transported in the hangar) and davits for one RHIB and two gunboats/RKSLs LCVPs - The we have the LST 100. It is the most advanced of the three LSTs... Still a lot of work to do, though... It can carry one RHIB and two gunboats/RKSLs LCVPs - FInally the bigger brother, the LST120. It can carry one RHIB and four gunboats/RKSLs LCVPs. As in the case of the LST120H, she can carry moar wheeled/tracked vehicles inside 1 Share this post Link to post Share on other sites
mankyle 418 Posted October 2 How it could be that I love this game and, at the same time, I detest, I hate and I despise this bloody game engine?? Every single time I land a helicopter it goes through the ship hull and explodes... 😭😭😭😭 Share this post Link to post Share on other sites
mankyle 418 Posted October 3 15 hours ago, mankyle said: How it could be that I love this game and, at the same time, I detest, I hate and I despise this bloody game engine?? Every single time I land a helicopter it goes through the ship hull and explodes... 😭😭😭😭 Some good news!!! I had noticed that If I put the ships on flat terrain (such as a landing strip) but not on water, the helicopters could land without problems. They didn't explode.... So I have modified waterdamper values on the ships and.... NOT EXPLODING CHOPPERS ANYMORE!!!! I was about to abandon this project for this cause!!! Now I have recovered the will to keep working on this 2 Share this post Link to post Share on other sites
mankyle 418 Posted October 4 Marker lights and reflectors added a couple more lights will be added in the ship And here you have her steaming at 2/3 with a landed helicopter.... PHYSx still giving some problems but much better... EDIT: Next Steps... - Modelling an A-Frame and ramp doors for the stern slipway (basically a ramp for loading/unloading boats). I'm pondering wether to add a rolling system for the slipway, but that would increase substantially the number of polygons (Even using one wheel rolling systems and would have to add 10 or 12 wheels) - Adding 2 more reflectors and refine their positions - I would also like to model and enable a deck status light system (using light emissive materials). This is a lamp that has four positions: OFF, Red X, Yellow Triangle and Green Circle. This is used to signal flying ops in a helicopter enabled ship. - Adding two ladders to the stern part of the flight deck to access the stern part with the crane and the A-Frame 2 Share this post Link to post Share on other sites
mankyle 418 Posted October 5 I finished the basic structure of the A-Frame but I'm having some trouble with the animations. I have some hidraulic pistons that move at the same time in two axes and I have to synchronize at the same time translation and rotation animations.. It is the second time I have to do something like this. The first time I had a tutorial by @RockofSL (BTW, You RULE, Man!!!) I hope I will be able to finish the basic A-Frame animations on Monday or Tuesday EDIT: I finished animating the A-Frame.. 😄 It is fully animated with the hydraulics and everything. This will be used to lift landing boats onto the stern slipway (It doesn't have a well deck) Next I will continue with the crane and lamps 2 1 Share this post Link to post Share on other sites
FallujahMedic -FM- 867 Posted October 10 As ships have always been a pain in the backside, have you considered documenting your struggles with them? A lot of the issues you described aren't well documented. Share this post Link to post Share on other sites
mankyle 418 Posted October 10 28 minutes ago, FallujahMedic -FM- said: As ships have always been a pain in the backside, have you considered documenting your struggles with them? A lot of the issues you described aren't well documented. No... The idea hadn't crossed my mind... I supose I could create an addon for a tutorial and write a pdf... Share this post Link to post Share on other sites
mankyle 418 Posted October 11 I still have to model a winch under the A-Frame and gunboats will be able to be loaded New reflectors added. There will be another pair on the a-frame for boat boarding operations. New position lights will also be added to port and starbord boat bays 1 Share this post Link to post Share on other sites
mankyle 418 Posted October 12 Today I have added a desk and an screen for briefings in the briefing room. I also have started modelling some chairs for the briefing room. Next schedule: - improve the bridge model, texture and details - Enable stern slipway/a-frame system (with animated reflectors for night operations) - Refine animations in port/starbord davit systems - Add new light sources for the boat bays and some exterior spaces. - model the lower deck (it is going to be quite simple (just some storage space for vehicle weapons and such) Middle term - Add a gun turret - Model an VTOL UAV and and armed USV And make them compatible with the ship Share this post Link to post Share on other sites
wansec_6 200 Posted October 13 G'day @mankyle, Glad to see that you are progressing with the development. She is looking good. Share this post Link to post Share on other sites
mankyle 418 Posted October 13 17 hours ago, wansec_6 said: G'day @mankyle, Glad to see that you are progressing with the development. She is looking good. She won't be BIS or RKSL quality material... Today I have reworked the bridge and redone it completely, adding a combined bookshelf/desk for charts and a laptop. It looks much better now. Next it will be the control panel and command chairs. Share this post Link to post Share on other sites
FallujahMedic -FM- 867 Posted October 14 OOO, looking very good! The lighting is nice as well. Share this post Link to post Share on other sites
mankyle 418 Posted October 14 OOO, looking very good! The lighting is nice as well. Yeah... But I hate how light created by reflectors goes through ShadowLOD... I remember it wasn't so during the Arma 3 beta era... lighting was better then... Some updates... Right now the ship isn't that useful for landing operations because it can deploy only RHIBs and CRRCs. This weekend I had RL Issues and I haven't been able to dedicate much time to the ship as I need a certain state of mind to tackle things like animations and scripting. I have consulted the official data of the portuguese navy (Marinha Portuguesa) and it says the NRP Joao will be able to operate with 10 meters landing craft. At the moment I have modeled the port/starbord deck enclosures for 7.5 meters boats. I would have to increase the length of the doors in order to make the ship compatible with gunboats and 10 meters landing craft. I've got my hands on the deckplans of a 10 meter LCVP and I will probably model if I get bored of trying to model the bigger ship Share this post Link to post Share on other sites
FallujahMedic -FM- 867 Posted October 15 Could you possibly use a "Deploy" / "Stow" action for the LCVP? This way you wouldn't need to make any other customisations. (just thinking out loud). Also, I completely understand regarding needing a specific state of mind. Share this post Link to post Share on other sites
mankyle 418 Posted October 17 On 10/15/2024 at 3:18 PM, FallujahMedic -FM- said: Could you possibly use a "Deploy" / "Stow" action for the LCVP? This way you wouldn't need to make any other customisations. (just thinking out loud). I want to use animations to deploy/recover the LCVPs/gunboats/RHIBs... I know it makes things much more complicated than just teleporting the boat/LCVP to the cargo space, but it certainly looks much better Share this post Link to post Share on other sites
mankyle 418 Posted October 17 I have started working on the bridge control panel. It is starting to come along. A couple of things. Is there any tutorial about HUDs? Is there a way of using Dialog to texture so I can put the rscMap dialog in a texture? Another cool feature would be to add the radar dialog in another screen Share this post Link to post Share on other sites
mankyle 418 Posted October 19 I have finished the Davit animations and it looks quite well with RHIBs. There is only a little bit of clipping with the propeller but BIS didn't add an ontransported animation (which exists in the CRRC) so I cannot solve that. I'm going to add more functionality to the davits so they can load not only RHIBs but also SDVs and CRRCs. There is an slight problem which is that when loaded on the MPSS and disembarking from the RHIB, you fall to water. I'll have to take a look at eventhandlers so the characters disembark on the correct side so they don't fall on the water. Next step will be adding functionality to the stern A-Frame. That one will be able to load gunboats, RHIBs and SDVs. I'm thinking about adding an slipway roller system so unloading the ship will be easier and faster. Only recovery would use the A-Frame animation. 1 Share this post Link to post Share on other sites
mankyle 418 Posted October 20 It is difficult to maintain interest in one project... Yesterday I got the plans of an small civilian landing utility craft that could be very, very appropiate for a place like an island nation of Altis, Sharani or Tanoa... So I'm going to add another small civilian vessel that could be used to transport cargo, trucks, cars or similar between an island and another. I'm CRAP at texturing so it is possible that I ask for help texturing the thing. But do not fear, I'm not going to abandon the rest of my projects.... I'm going to post an imagre from Object Editor. I have started modelling the hull. It can transport two HEMMTT trucks or a couple more smaller vehicles or cargo objects. It will be a civilian vessel so NO weapons. I'll see if I can make cranes work in some way it looks acceptable 2 Share this post Link to post Share on other sites
mankyle 418 Posted October 21 Small update Still working on the Landing Utility vehicle It is a very small ship (almost a boat) and could be used as decoration in a harbor or as a civilian ship. It will be able to transport a couple cars or maybe containers or cargo. I hope I will be able to get it ingame in one or two weeks. I want to model a crane and use scripts for loading/unloading cargo, but I will probably need some help with that Share this post Link to post Share on other sites