BraTTy 0 Posted August 17, 2004 Thats looks real good Col Klink.Nice work Share this post Link to post Share on other sites
USA 4 Ever 0 Posted August 17, 2004 yea man this is looking great. Really cant wait for it to be done.....I'm going to be logging loads of hours on that boat lol. Share this post Link to post Share on other sites
colonel_klink 0 Posted August 17, 2004 Because this uses the setpos command set some comps will experience framerate slowdown. To allow these peeps to use the boats (PT and PTF) I have added editor commands so that they will be able to choose all firepower (really good comps), down to standard 1 gun (low spec comps). This means that the boats can all be configured to suit. i.e. 1 standard gun and the bofors, or 1 standard gun plus 2 oerlikons. Share this post Link to post Share on other sites
ralphwiggum 6 Posted August 17, 2004 I take it... That it will come with "John Kerry" addon?Oh wait... "John Kerry" wasn't in Vietnam but only for, 4 months. Sincerely, MilitiaSniper "OFF the WALL Team" Â Â Â politics go to OT forum. @Klink: nice job Share this post Link to post Share on other sites
MilitiaSniper 0 Posted August 17, 2004 Quote[/b] ]politics go to OT forum. LOL! I wasn't trying to be political in a sense. (LOL!) I thought it was funny! But anyhow... S rry! Sincerely, MilitiaSniper "OFF the WALL Team" Â Â Â PS> I can't wait Col. Klink. You always do great work! Share this post Link to post Share on other sites
Imshi-Yallah 0 Posted August 19, 2004 Well apart from the cowardy custard political swipes this topic has another purpose. Erm Stupid question time, but would an 80m patrol vessel be longer than a single object in OFP can be? If so would having a multi part vessel with extra weapons stations be too horribly complicated to run on mortal PCs? Its just that these riverine vessells will be little more than super gucci technology demonstrators until someone invents a decent river for OFP. Yours Grovellingly Imshi Share this post Link to post Share on other sites
blackdog~ 0 Posted August 19, 2004 80 feet not 80 meters. Share this post Link to post Share on other sites
Imshi-Yallah 0 Posted August 19, 2004 Actually Im asking about 80 metres, roughly the length of a football pitch, not 80feet the length of the Nasty class which he has already made. Share this post Link to post Share on other sites
colonel_klink 0 Posted August 19, 2004 50m seems to be the limitation only for the road way lod. Others have compensated for the length of bigger craft (aircraft carriers etc) by creating multi parts. These are usually static models. I can see no reason why large vessels couldnt be made without the roadway lod. I have a 60m Nanuchka class Soviet corvette that has no roadway lod and it performs quite well in ofp. It will be given multi weapon support soon. So 80m should be feasible. As for running on mortal pcs, mine is a 1.6 mhtz and runs ok.. as i posted earlier the weapon load outs are configurable, if lag or other maladies occurs. Worst case scenario would be a basic boat with 1 standard weapon. At the moment I am looking at the Asheville class patrol boat which is about 50m long too. Share this post Link to post Share on other sites
Imshi-Yallah 0 Posted August 20, 2004 Klink you are the king, I'd ask you to do a PV for the Irish DF pack if the project wasnt dead in the water (argh pardon the pun). Would the presence of the gun positions interfer with other features like a stable deck to walk on when stopped or deployable RIBs? 60-75m patrol boats would provide very versatile gaming platforms with the option to use them as mobile gun platforms, static playing areas (which AI couldnt really use on account of being thick ) Or mission start/briefing areas for troops heading towards the shore. Finally how difficult would it be to convert existing addons with the multi turret technology? Would it require a major refit of say the USCG block Island to make the HMGs work without sliding around the place as independent objects? Thanks again Imshi Share this post Link to post Share on other sites
somebloke 0 Posted August 20, 2004 This idea of 80m would give the Falklands mod something to muck about with (and yes i do know klink is part of the mod). Share this post Link to post Share on other sites
colonel_klink 0 Posted August 20, 2004 The biggest problem with the multi gun (as I see it) is first person view which draws the player vehicle first, then the guns. This in variably places the guns 'outside' the player vehicle and is known as z-buffering. In the pt boat the player can only see the forward gun which is part of the player model so the z-buffer problem doesnt exist. Fortunately this z-buffering doesnt affect the gun positions when the player is in one of them. Why it occurs in the driver or gunner view of the parent vehicle I have no idea. I have worked on the USCG block Island addon and can see that the gun positions could be added. As for the sliding about bit this doesnt occur with the pt or ptf boat as te placement is quite precises and updated quickly. This has a down side however and that is cpu useage. As I have stated tho, It works on my comp system and is configurable. Quote[/b] ]Mission start/briefing areas for troops heading towards the shore. Yes a really good idea. I'm working on the cargo for transportation, however the method of getting up and down movement relies on cargo proxies to calculate this, and causes other problems. Quote[/b] ]Would the presence of the gun positions interfer with other features like a stable deck to walk on when stopped or deployable RIBs? At the moment I'm not working towards this as the boats are primarily test weapons platforms, although it would be nice to do this but will add more time that I dont really have at the moment. My biggest problem is that my scripting knowledge is ok, but has limits. When the boats are released I would hope that someone out there will be able to refine them even further. Optimisation will be the key to making these universally acceptable to most users. In the meantime I am working on the lower view lods and fire geo lods. Share this post Link to post Share on other sites
kevbaz 0 Posted August 20, 2004 This idea of 80m would give the Falklands mod something to muck about with (and yes i do know klink is part of the mod). not really, were making the ships so you can walk about and land aircraft on them, which is why they have to be chopped up Share this post Link to post Share on other sites
colonel_klink 0 Posted August 25, 2004 Nasty and PT boat are undergoing beta test at the moment. Share this post Link to post Share on other sites
theavonlady 2 Posted August 25, 2004 Nasty and PT boat are undergoing beta test at the moment. Gorgeous pics on the OFP combat photo thread. Share this post Link to post Share on other sites
Imshi-Yallah 0 Posted August 25, 2004 Klink is there any possibility of deliberately seperating a weapon component and having it operate independantly as a "Normal" vehicle. What Im thinking of here is detachable support weapons or parasite combinations, like an armoured car "Strapped" to the deck of a boat that can then roll ashore and fight on. Share this post Link to post Share on other sites
silent_64 0 Posted August 25, 2004 The biggest problem with the multi gun (as I see it) is first person view which draws the player vehicle first, then the guns. This in variably places the guns 'outside' the player vehicle  and is known as z-buffering.In the pt boat the player can only see the forward gun which is part of the player model so the z-buffer problem doesnt exist. Fortunately this z-buffering doesnt affect the gun positions when the player is in one of them. Why it occurs in the driver or gunner view of the parent vehicle I have no idea. I have worked on the USCG block Island  addon and can see that the gun positions could be added. As for the sliding about bit this doesnt occur with the pt or ptf boat as te placement is quite precises and updated quickly. This has a down side however and that is cpu useage. As I have stated tho, It works on my comp system and is configurable. Quote[/b] ]Mission start/briefing areas for troops heading towards the shore. Yes a really good idea. I'm working on the cargo  for transportation, however the method of getting up and down movement relies on cargo proxies to calculate this, and causes other problems. Quote[/b] ]Would the presence of the gun positions interfer with other features like a stable deck to walk on when stopped or deployable RIBs? At the moment I'm not working towards this as the boats are primarily test weapons platforms, although it would be nice to do this but will add more time that I dont really have at the moment. My biggest problem is that my scripting knowledge is ok, but has limits. When the boats are released I would hope that someone out there will be able to refine them even further. Optimisation will be the key to making these universally acceptable to most users. In the meantime I am working on the lower view lods and fire geo lods. Klink, if you can't do it, no one can. You are probably the record holder for most engine limitations broken for any single addon maker. As always, we are looking forward to the Falklands War mod, but your personal work makes the wait a bit shorter. I reckon we should all make a dedicated Col. Klink day, to honor this man and his complete dedication to the comunity. It isn't just like he's everyother addon maker, this man makes the imposible posible. Klink you have my deepest respect and admiration. Plus two thumbs up for your breath takeing work. Share this post Link to post Share on other sites
colonel_klink 0 Posted August 26, 2004 Aw shucks ya got me blushing like a school girl Thanks for the thumbs up Up until now the cargo proxies had been a pain in the A$$, but that has now been solved. Don't expect the pt or ptf boats to be able to carry cargo at this point, however i can see a workaround (STOTAT) for this in the near future. e.g a seal team assault boat (stab) with 2 gunner positions and room for up to six cargo slots, or (and this is interesting) the same STAB with up to six manned gun positions with the cargo using their own weapons. Once again this would use STOTAT and require a bit of forethought and planning to pull it off. But its food for thought just the same. Quote[/b] ]Klink is there any possibility of deliberately seperating a weapon component and having it operate independantly as a "Normal" vehicle.What Im thinking of here is detachable support weapons or parasite combinations, like an armoured car "Strapped" to the deck of a boat that can then roll ashore and fight on. It could be possible. Share this post Link to post Share on other sites
Shalashaska 0 Posted August 26, 2004 I've heard talk that by what was said here, Colonel Klink, its impossible to create a multi gun vehicle in anything other than a Boat. While perhaps not for trucks or tanks (Would be interesting, commander using M2 atop M1A1 Abrams, gunner with the main gun) is what you've done with the Nasty feasable with say...an AC130? Or a B17? A multi-gunned plane or Helicopter? Share this post Link to post Share on other sites
Sgt. Stryker 0 Posted August 26, 2004 I think it has something to do with the fact that boats dont "pitch" and such but hey how many limitations have been broken allready, who knows. Share this post Link to post Share on other sites
silent_64 0 Posted August 26, 2004 Aw shucks ya got me blushing like a school girl Thanks for the thumbs up  Up until now the cargo proxies had been a pain in the A$$, but that has now been solved. Don't expect the pt or ptf boats to be able to carry cargo at this point, however i can see a workaround (STOTAT) for this in the near future. e.g a seal team assault boat (stab) with  2 gunner positions and room for up to six cargo slots, or (and this is interesting) the same STAB with up to six manned gun positions with the cargo using their own weapons. Once again this would use STOTAT and require a bit of forethought and planning to pull it off. But its food for thought just the same. Quote[/b] ]Klink is there any possibility of deliberately seperating a weapon component and having it operate independantly as a "Normal" vehicle.What Im thinking of here is detachable support weapons or parasite combinations, like an armoured car "Strapped" to the deck of a boat that can then roll ashore and fight on. It could be possible. Well everything you do is STOTAT, but back on topic. I don't think we should se our sights on helicopters or planes simply becouse of the speed they move at, the cpu useage qould be to intensive if you want the gunner to say onboard. As it has been shown everything is posible in OFP, it's just how big a machine you have. Share this post Link to post Share on other sites
[aps]gnat 28 Posted August 26, 2004 There's a commercial freight Ship (probably Russian) in one of Pappy's PT Boat beta test pic's in the photography section ................ Is that released? If so where can I find it (or ANY other freighter for that matter !) ? Share this post Link to post Share on other sites
colonel_klink 0 Posted August 27, 2004 PTF and PT boats getting new crews and nearing beta completion. Problems with AI 99% eradicated, and hopefully a release after the weekend. Share this post Link to post Share on other sites
Combat Chaplain 0 Posted August 27, 2004 Gnat @ Aug. 26 2004,17:38)]There's a commercial freight Ship (probably Russian) in one of Pappy's PT Boat beta test pic's in the photography section ................Is that released? If so where can I find it (or ANY other freighter for that matter !) ? I'm really pumped about the PT and the PTF! I signed up here just to track them (and have found other neat things since then...). But I, too would LOVE to get a commercial freighter on my OFP... Particularly with these guys coming up. One link I tried was dead, so if anyone has a good link... Share this post Link to post Share on other sites
colonel_klink 0 Posted August 31, 2004 Final phase entered: Release model is being uploaded to the beta testers... Share this post Link to post Share on other sites