NZXSHADOWS 0 Posted November 8, 2003 If your interested i might have a way to be able to have the complete ship walkable and langable.With out spliting the model.If your interested Share this post Link to post Share on other sites
Pennywise 0 Posted November 8, 2003 Wow! Another cool carrier. Cant wait to use it! Share this post Link to post Share on other sites
cbfasi 4 Posted November 8, 2003 Keep going DaSquade its looking very good, and they way its goign will be the first American Carrier for OFP, and honeslty a much better carrier than my Hermes 68 (at present). If you need help on the placement issue please either emailme or pm me. I can advise on exactly how I did it with Hermes (not as easy as it seems I found). Share this post Link to post Share on other sites
Uncle_Sam 0 Posted November 8, 2003 Aai Aai Captain Dasquade your info about the Weapons of the Uss Nimitz Are Ready Combat Systems SPS-48E 3-D air search radar <--- Small Radar SPS-49(V)5 2-D air search radar <--- Really big Radar 3 Mk91 Fire Control <--- Inside Ship AN/SLQ-32(V)4 active jamming/deception <--- Inside Ship AN/WLR-1H ESM <--- On radar Armament 4 Sea Sparrow launchers 3 Phalanx CIWS 20mm mounts Got some info on them all but then the message will be overloaded with info Sea Sparrow Launchers Info Primary Function Air-to-air and surface-to-air radar-guided missile Contractors Raytheon Co. and General Dynamics Power Plant Hercules MK-58 solid-propellant rocket motor Thrust Classified Speed More than 2,660 mph (4,256 kph) Range More than 30 nautical miles (approximately 55 km) [Maximum Range = 6 nm according to other sources] Minimum Range - 1600 yards Director Lock-on Range - 50 nautical miles Length 12 feet (3.64 meters) Diameter 8 inches (20.3 cm) Wingspan 3 feet 4 inches (one meter) Warhead Annular blast fragmentation warhead, 90 pounds (40.5 kg) Proximity fuzed, continuous expanding rod, with a 27 ft. kill radius fire control systems MK 91 Launch Platform (Launcher) MK 29 Mod 1. Launch Weight Approximately 500 pounds (225 kg) Guidance System Raytheon semi-active on continuous wave or pulsed Doppler radar energy Date Deployed 1976 Unit Cost $165,400 Inventory Classified MK 15 Phalanx Close-In Weapons System (CIWS) Info Primary Function Anti-ship missile defense Contractor Hughes Missile Systems Company (formerly General Dynamics' Pomona Division, sold to Hughes in 1992) Weight 12,500 pounds (5,625 kg) Later models 13,600 pounds (6,120 kg) Range Classified Gun Type M-61A1 Gatling Type of Fire 3,000 rounds per minute - Later models 4,500 rounds/min (starting 1988 production, Pneumatic Gun Drive) Magazine Capacity 989 rounds Later models 1,550 rounds Caliber 20mm Ammunition Armor Piercing Discarding Sabot (APDS), Depleted Uranium or Tungsten sub-caliber penetrator. Sensors Self-contained search and track radar Search Radar Ku-band; digital MTI Track Radar Ku-band; pulse Doppler monopulse E/O Sensor FLIR Imaging System with Automatic ACQ Tracker Fire Control Director with closed-loop spotting Gun Drive Pneumatic Mount Drive Electric Picture of AN/WLR-1 Picture of Sea Sparrow MK 15 Phalanx Close-In Weapons System (CIWS) Need more Pm me Share this post Link to post Share on other sites
munger 25 Posted November 8, 2003 That's useful info Uncle_Sam but I think DaSquade needs positional info, as in where the weapons are actually mounted on the ship. That's the impression I got when he said "About the weapon layout of the Nimitz i can say that i don't know sh.." anyway. I may be wrong though. Share this post Link to post Share on other sites
DaSquade 0 Posted November 8, 2003 Ok, i remade the first part. Splitted it up into 2 part (total 6 parts). The RoadLOD bug between part 2 and 3 is now fixed. Strangs enough i don't have any problems on part 3 (73m-71,5m) is working fine, so i'm gonna trust it. About the weapons: not my first priority. Modeling and texturing is not a problem anymore, but i don't know a thing about the selections and config. Maybee i make the model and somebody could config it? Who knows... anyway, got some other things to do for the moment  Share this post Link to post Share on other sites
waffendennis 0 Posted November 9, 2003 let met do the config job Share this post Link to post Share on other sites
supergruntsb78 67 Posted November 9, 2003 ehm maybe a strange qeustion ... but why am i only seeing a very small part of the nimitz ? Share this post Link to post Share on other sites
Uncle_Sam 0 Posted November 9, 2003 I guess you were back in line when god passed out the Brains  supergruntsb78 Also can take care off that where the weapons can be placed i know lot about it Got more pictures but this one you can see it really good Photo of Nimitz while cleaning the deck very cool picture Share this post Link to post Share on other sites
Apollo 0 Posted November 9, 2003 nice work. Â Quote[/b] ]doesnt Super goed gedaan man...... mean Very good done man ? I think it's : superbly well done. Â Vree goe ,echt ,me metje was er ok vree content van ,nu kuze eindelijk ne ke neuren f16 landen. Share this post Link to post Share on other sites
supergruntsb78 67 Posted November 9, 2003 nope i wasn't back in line i was first so i got the proto type brain (it doesn't always work due to bugs ) Â but cant wait till its finished (i mean the carrier ,before some body gets a bright idea :P) Share this post Link to post Share on other sites
Uncle_Sam 0 Posted November 9, 2003 I thought something was wrong with your Brain, Dasquade got an idea for you or your Nimitz why not create small not to bright run way lights and deck lights not very bright lights small just enough for optimal night flying missions or Attack missions Share this post Link to post Share on other sites
cbfasi 4 Posted November 9, 2003 Uncle Sam... I somehow think you like night flying with carriers Share this post Link to post Share on other sites
Uncle_Sam 0 Posted November 9, 2003 I love the nigh.t im gonna get loose in the night Party Animal Number 1 Â No just kidding , i like the realism from OPF so i love night attack Missions specially with a Boarding Crew or a Night Protection Flight and so on and so Share this post Link to post Share on other sites
Baron von Beer 0 Posted November 9, 2003 (That picture) .... but no one ever told the crew they could not convert it to a grassy field. Share this post Link to post Share on other sites
Wonder 0 Posted November 10, 2003 I remember there was some radar building addon made out of several pieces, including a static M2 machine gun. It was under "groups" so that when you added it, all the pieces were on the right place. Could this be done with the Nimitz, so that all the carrier pieces would be on the right places with the Phalanxes and Sea Sparrows and all? Share this post Link to post Share on other sites
crassus 0 Posted November 11, 2003 Please don't release a demo mission that requires other add-ons. How many version of the M109 do I need to play with a carrier? Share this post Link to post Share on other sites
DaSquade 0 Posted November 11, 2003 Srry about the (hmm) testmission. Somehow i uploaded the wrong mission (was test carrier.Intro). Learned my leasson . I only uploaded the addon (that still had Roadlod problems) to give people, who were intressed, an idea about the textures and model (part). Mission was needed (the right one ) because the group placement wasn't modified jet. Anyway, parts can be find in Group-West-USS Nimitz Carrier or Empty-EECNAVAL-USS Nimitz68s1,.. @Wonder: Anyway, IF i make some weapons (model is no problem) i think it is possible to add them to the group (placement). Since carrier model uses 6 parts, the addon will only have max. 6 weapons. Share this post Link to post Share on other sites
cbfasi 4 Posted November 11, 2003 I remember there was some radar building addon made out of several pieces, including a static M2 machine gun. It was under "groups" so that when you added it, all the pieces were on the right place.Could this be done with the Nimitz, so that all the carrier pieces would be on the right places with the Phalanxes and Sea Sparrows and all? That was Col Klinks Radar station, it worked great until Bis altered the way groups are handled in one of the updates, they disabled the bit that reads the height placement, this now means that the 'extras' can be placed on horizontal placement but not vertical placement using the group feature. (Actaully I havent checked this for a while!) This means that the only way to get the placement acurate in height is if the designer does a demo mission that can allow others to copy & paste the ship and its parts into other missions. This method also means no limit on the number of extras! Share this post Link to post Share on other sites
Wonder 0 Posted November 11, 2003 It also means you can't alter the heading of the entire vessel Share this post Link to post Share on other sites
joltan 0 Posted November 11, 2003 It also means you can't alter the heading of the entire vessel Of course you can: select all parts, then press <shift> and hold down the left mouse button. Now move the mouse... ;) Share this post Link to post Share on other sites
Wonder 0 Posted November 11, 2003 *crawls back into his crib* Share this post Link to post Share on other sites
DaSquade 0 Posted November 14, 2003 Not much progress, but i learned that setting up a rotation animation isn't that hard. Made two "simple" rotations for the front deflectors (worked in game). I'm thinking to remake the "glasdome". Now that i know how to import/export transparent maps (thanks AirwolfPL), i can make the dome usefull (will have cargo-proxie or something like that). It will also contain the deflectors switches. Also CBFASI explainted (thanks) how to make the lift rotations. Not tested jet, but shouldn't be a big problem. Still have to make some ResLods (i'm thinking of min.3 max.5), make (and test) the Geo, paths,..ext. I think i will wait with the weapons (already started with the model of 20mm gun) So i know what to do for a while   Edit: I was think of something. Since the carrier itself will take 6 units out of the group placement in the config, so only 6 "weapon" units can be added. Is it possible to add some BIS machine guns (in the MLod)? Don't know a lot of it, but i think that's possible. Someone know a good exemple (addon) that uses that? Anyway, can figuer that out myself later i guess, but would be usefull to know now. Share this post Link to post Share on other sites
Koolkid101 0 Posted November 15, 2003 Does anyone have a link to the demo mission, it seems like the OPF Info gives the wrong mission Share this post Link to post Share on other sites