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philcommando

Destroyer Sovremennyy class

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Excellent work, Philcommando. Not just eye candy, but a fully functioning add-on.

If you've not done so already, you may want to think about contacting the artillery gods over at The Chain of Command. Perhaps you can incorporate the artillery scripting fully, making your ship another East side indirect fire assest, or maybe just get assistance with whatever indirect fire scripting you've already attempted.

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Excellent work, Philcommando. Not just eye candy, but a fully functioning add-on.

If you've not done so already, you may want to think about contacting the artillery gods over at The Chain of Command. Perhaps you can incorporate the artillery scripting fully, making your ship another East side indirect fire assest, or maybe just get assistance with whatever indirect fire scripting you've already attempted.

that would be cool just watching an east destroyer fire on beaches lol with indirect fire

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there is Ka-27 like an object, not flyable in kuznetsov pack...

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there is Ka-27 like an object, not flyable in kuznetsov pack...

Really? Damn i thought it could fly too but then it looked too suspiciously small to me then as well ...

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ok Miles...i got it. I guess u named a soldier unit as targetplane1?.......err....i know guided missiles are really good nowadays, but....something with yer name on it?rock.gif...hehe..ofp will not allow that to happen although it can be done.... Anyway, the moscit missile uses radar homing, i am not sure if it is GPS capable...so it gotta be on vehicles. Try searching for a vehicle near him..even empty ones will do. If the human is in open area,the 300 kg semi-armor-piercing warhead which is enough to sink a 20,000 ton ship and its shockwave will ensure he's deadmeat, but if he is under shelter, he will survive with some dammage, at least ringing in his ears..

Edit. Tks Crassus..i will certainly look up COC team for guidance, u guys were the pioneers and doing all these stuff ages ago.

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Bravo PC ... nice stuff.

The sort of stuff I've been trying to develop for my Water War "mod", but never seem to have time.

If you'll excuse my nosy-iness, I'm going to have a peek at how you did all this, because aside from being impressive from the;

- Ship moves

- Decks can be walked on

standpoint ............ theres some really weird .... "stuff" .... you got going on with its construction !!!

destroyer1.jpg

Ship @ 85 knots

I've been wondering how to get my soviet (Sarancha) or Italian (Swordfish) hydro-foils to rise out of the water !!

While your addons may not be the prettiest (BTW that "wave" sound is not nice) you have to be THE #1 most consistantly inovative makers around. Keep it up smile_o.gif

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darn..should've made the hull deeper......tks for the feedback, gnat..let's hope we can bring about better naval warfare into ofp1 wink_o.gif

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Just had fun with this....what can I say, it suddenly makes naval warfare worthwhile

Fairly evenly matched by two Huckins Torpedo boats and a Nasty class though biggrin_o.gif

Hmmm drop me a line when you want to make an Irish Naval service Patrol Vessel wink_o.gif

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COC torpedoes, on an A10, me on a Russian choper hovering the destroyer, and wach the fireworks.

The A10 throwed all the torpedoes to the destroyer, what a show, by the time the torpedoes hit the ship, the A10 was long time gon under the water biggrin_o.gif but them torpedoes just rip the destroyer apart like a can of pop.

Good stuff you got in there mate.

Regards.

@CERO.

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Nice Addon PC!

When i tested it today, i found some strange behaviour:

When i launched a Moscit in the outside view and the heli i targeted was too near the result was a flying dutchman!

bug2.jpg

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hmm me thinks Philcommando & [APS]Gnat shoudl get together to make ofp naval warfare a reality with ships and stuff but hey its just an idea now isnt it wink_o.gif

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there is a way to totally destroy this and watch the kool sinking action is taker a everon cartel sub with shkval torpedos

and fire away ( looks kool with opgwc new destroying animations )

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termi: yeah, that happens if u are too close to the target and the shockwaves just throw u away. Sometimes if u are far, it happens too if u fire too fast and too many..guess i will have to put a time delay in the launch sequence.

Damn! torpedoes....Cero and USCG pilot 12, u guys put me to shame with my kill ratio...sheesh, now where are my active sonar choppers to protect the ship?!

In real, not only Russia has such ships, China had bought a few from them, i guess in preparation for the Taiwanese invasion....

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I think the ship to air missiles are a bit too powerful. I was an infantry guy and the ship was in the bay in the South of Everon near Saint... Pierre I think (played the game since the xmas after it came out and I still get Pierre and Phillipe mixed up) the thing fired at an A-10 missed hit the mountian on the opposite side of the bay that I was on, killed me and leveled every tree in the valley.

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hey phil any chance of a american destoryer in the works blues.gif

just a question nothign ment by it but simple thought

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Jakerod; yeah..i feel its pretty powerful too...but its the SA-N-7 Gadfly unique SHTIL Shipborne Medium-range Multitarget Surface-to-Air missile, comes with a high firing accuracy in harsh environment together with powerful HE warhead equipped with an adaptive proximity fuse effectively ensure the kill of various targets with a killing range of 12~18km. I already limited the killing range to only 800m.....

USCG pilot 12:- ..waiting for the arleigh burke by havocsquad...but if anyone else wants to do one, they can use my config and scripts and just model a better textured US destroyer in resolution LOD as per my parts

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ah kool kool biggrin_o.gif

o and if u havent already guessed ive been havin a hella lot of fun with this ship top notch phil o and good job on the lighting wink_o.gif

one more edit lol

http://ofp.gamezone.cz/news/pics2/pc_dest2.jpg

in that pic whats the small ship in the top left corner of the picture another project of urs ?

and if u alreadt staetd what it is im srry i didnt see it wink_o.gif

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I have the models for the Flight I and the Flight II of the Arliegh Burke now, but unfortunately I can't get the .3ds ship files to import into O2.  If anyone has any tutorials on modifying .3ds files for O2 use or can do it, please PM me.

Right now I got my hands full, so don't expect a beta release of anything very soon.  Long term however, I should have some real progress on this subject.

I am still working on Anti-ship missile guidance coding, so as soon as I get time to solve my scripting questions and get a working version, I'll let you know.

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MSpencer, a member of this forum had Arliegh Burke destroyer imported into O2. There were even 2 or 3 threads about it here on this forum in A&M:Discussion, you should be able to easily find them. I'd advise you to get in touch with him. smile_o.gif

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He gave up on it a while ago and don't know what he did to it, I've got a great model I just need to know what options or commands to do in my .3ds editor so it will import into O2 correctly.

Does anyone know what to do about "Missing KFDATA Section"?

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How come it's right next to a US carrier?

To show how big it is compared to the Midway rock.gif

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Jakerod; yeah..i feel its pretty powerful too...but its the SA-N-7 Gadfly unique SHTIL Shipborne Medium-range Multitarget Surface-to-Air missile, comes with a high firing accuracy in harsh environment together with powerful HE warhead equipped with an adaptive proximity fuse effectively ensure the kill of various targets with a killing range of 12~18km. I already limited the killing range to only 800m.....

USCG pilot 12:- ..waiting for the arleigh burke by havocsquad...but if anyone else wants to do one, they can use my config and scripts and just model a better textured US destroyer in resolution LOD as per my parts

sorry for answering in this post , but i want to use the Destroyer Sovremennyy class like scort for the Kuznetsov carrier and i have a problem , sometimes when the destrutor launches a missile ,the planes in the deck of the carrier explode , this might be because of the 800 meters killing range of the missiles, i'd like to know how to decrease this value in the config.cpp huh.gif

thanks ,and thanks philcomando for this great adon thumbs-up.gif

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