mankyle 394 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 265 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 394 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 394 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_6 199 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 394 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 394 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 394 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 394 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 394 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 Share this post Link to post Share on other sites
FallujahMedic -FM- 867 Posted Thursday at 07:22 AM 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 394 Posted Thursday at 07:52 AM 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 394 Posted Friday at 04:36 PM 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 394 Posted yesterday at 10:40 AM 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_6 199 Posted 14 hours ago 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