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Admiral Kuznetsov CV - beta 1

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<span style='font-size:12pt;line-height:100%'><span style='color:Darkred'>Admiral Kuznetsov Aircraft Carrier - beta 1</span></span>

Gnat's re-hash of the "community" addon

FEATURES:

- Single PBO file

- Only one object needs to be placed in editor

- Multiple pieces built and rotated automaticily

- No more holes in the deck (see notes).

- Working Elevators

- Hanger Areas

- Boarding stairs

- No more plane crashes (NOTE: for undercarriage compliant planes)

- Night lighting

- Arrestor hook script

- Launch scripts

- ATC enabled

* Pack also includes "patches" for Footmunch's Su27 and TommiD's Su39 as well as several Demo Missions.

Its far from perfect for OFP, but I think its now quite usable for the general OFP community.

>>> READ THE README before you whine !!!!!

.

Kuz_D.jpg

Kuz_E.jpg

Kuz_F.jpg

Kuz_G.jpg

Quote[/b] ]----------------------------------------

   Admiral Kuznetsov Aircraft Carrier  

            re-mod by Gnat            

                                     

            ATC'ized by UNN            

        Original by Ivan      

       & Retextured by eddyD (8Jan06)  

                                     

               beta 1                  

                                     

----------------------------------------

    Feb 2006

Thanks to those who answered my various script and O2 questions smile_o.gif

Hardrock, UNN, Planck, vektorboson, agent smith, Footmunch, Chris Death ...

... just to name a few

Thanks to those in the various Kuznetsov threads for their ideas and data.

-------------------

---- THE ADDON ----

-------------------

There is two versions of the Admiral Kuznetsov in this PBO:

1 Normal version

1 ATC Runway version

>>>>>--------------------------------

To Use Normal version:

Select and place "Kuznetsov CV" found under East/Empty -> Armour

Note: Player can not "man" the ship.

To place units on the deck, place the following in a units INIT field;

  this setpos [(getpos this select 0),(getpos this select 1),(getpos this select 2)+19]

To place units in the hangar, place the following in a units INIT field;

  this setpos [(getpos this select 0),(getpos this select 1),(getpos this select 2)+8]

ARRESTOR HOOK

-------------

Pilots will get a "Arrestor Hook" menu item when approaching the rear of the ship and;

a) Speed < 250

b) Height > 21

CATAPULTS

---------

Pilots will get a "Launch #" menu item when at the 3 Catapult locations.

Locations are just in front of the blast plates, on the yellow and brown lines.

The launch will not proceed if the aircraft is not facing the right direction.

Point the aircraft down the yellow line.

Full throttle & afterburners can be enguaged during the countdown.

ELEVATORS

---------

Either "up" or "down" can be called for each elevator by being near the inner edge

of the elevator platform.

If on foot, sometime an elevator will leave you behind, best to move about a little while the

elevator is in motion. Simply spinning on the spot is enough.

Best to not be inside non compliant aircraft while in motion otherwise the undercarriage

may retract.

>>>>>--------------------------------

To Use ATC version by UNN:

Select and place "Kuznetsov CV" found under East\ATC_Runways

See example missions for ATC enabled AI Landing and ATC enabled AI Take Off.

Because of the ramp, it has to be aligned with the ILS. Scripts will handle all that, but it

does limit the direction. Again the ramp also mean you can only launch from one position.

-------------

>> NOTES: <<<

-------------

1) This is a static ship, it can not move in game due to OFP limitations.

2) The ship has no defensive or offensive weapons in this version.

3) Elevators are not perfect, AI or players on foot should move or spin a bit.

4) Only certain aircraft can use the deck properly. See notes below.

5) Because of the deck overhang, getting off a boat at the boarding platform has a small bug.

6) Destroying one "bit" of the Kuznetsov will cause the rest of the ship to blow up also.

7) No Bridge area, maybe next version.

8) Ship needs to be placed all at sea, nothing should be allowed across land.

9) Spawning a Kuznetsov DURING a game can result is misaligned bits. This is due to the tide.

10) Not tested in MP yet, but scripts are constructed such that it should work.

>> Deck Holes <<

----------------

While this addon contains 14 different pieces to avoid the problem, the OFP engine still

tries to make holes appear in the deck (ie you fall through the deck).

You may find holes;

1 - In front of the main tower, edge of the deck, before the front elevator.

2 - Very end of the jump ramp.

To get rid of these holes;

If you find (1) move the carrier slightly sideways on the map/grid, just a couple of meters.

Keep moving slightly until it disappears.

If you find (2) move the carrier slightly forward or backwards on the map/grid, just a couple of meters.

Keep moving slightly until this too disappears.

Yes!! It will disappear.

-------------------------

---- USABLE AIRCRAFT ----

-------------------------

Many East side aircraft do not have the correct Undercarriage setup to prevent

them being damaged when landing on the Kuznetsov because their undercarriage

automaticily retracts when you hit the ships deck.

> Manual Undercarriage Patches <

Patches supplied for several popular aircraft.

AIRCRAFT

--------

Footmunch Su33

COMING SOON !!!!!!!!!!!

Footmunch Su27

 (Patch required)

http://ofp.gamepark.cz/index.php?showthis=7190

Sea Demons Mig29 v3.0

 (No Patch required)

http://ofp.gamepark.cz/index.php?showthis=7958

VIT Mig29 v1.6

 (No Patch required)

http://ofp.gamepark.cz/_hosted/vit/download/vit_mig29_16.exe

TommiD Su39

 (Patch required)

http://ofp.gamepark.cz/index.php?showthis=7464

Naoyuki Su47 (Su37)

 (No Patch required)

http://ofp.gamepark.cz/index.php?showthis=7201

-------------------------

---- VERSION CHANGES ----

-------------------------

Beta 1:

- As described

---------------------

---- CLASS NAMES ----

---------------------

Kuznetsov CV     : TAKR_F

ATC Runways Version : ATC_TAKR_F

Other bits that should not be created manually;

TAKR_A1,TAKR_A2,TAKR_B1,TAKR_B2,TAKR_C,TAKR_D1,TAKR_D2,TAKR_D3

TAKR_E,TAKR_G1,TAKR_G2,TAKR_G3,TAKR_H1

------------------------

---- FUTURE CHANGES ----

------------------------

- Armed

- Manned

- Usable Bridge

- Deck tractor

- Animated Blast Sheilds

The authors can be contacted at the official forums at:

www.flashpoint1985.com

and Gnat at gnat666@msn.com

If you use any part of the addon please at least credit the

author(s). Not for commercial use with VBS or other.

=================== Disclaimer: ========================

This is NOT an official Addon. Use it at your own risk.

========================================================

Kuznetsov Beta1 DL Link

Thanks to all those who helped and provided material. Ivan, eddyD, UNN, Footmunch, Gedis, Hardrock, Planck, vektorboson, agent smith, and Chris Death to name a few.

Have fun, I now go back to what I was suppose to be doing, OFP Navy smile_o.gif ... oh, and RL sad_o.gif

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Brillant! Love the way you get guidance down even with out ATC addon, downloading ATC now to try out other version smile_o.gif

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Well done, Gnat. It's been a long time we had to wait for a functional version of this addon and finally here it is. Thanks, bud. smile_o.gif

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notworthy.gifnotworthy.gifnotworthy.gifnotworthy.gif

BTW how can you place planes on the carrier so that they DONT start in the sea

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notworthy.gifnotworthy.gifnotworthy.gifnotworthy.gif

BTW how can you place planes on the carrier so that they DONT start in the sea

Quote[/b] ]To place units on the deck, place the following in a units INIT field;

this setpos [(getpos this select 0),(getpos this select 1),(getpos this select 2)+19]

And if that doesn't work...

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

this setpos [getpos this select 0, getpos this select 1, +19]

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finaly, my hard training wasn't useless!

bloody well done thumbs-up.gif

it's a present i waited for years

later i'll infor about things to be done to this great addon smile_o.gif

i'm already plaing with it all day, hehe, can't stop, naval aircraft anti ship strikes, flight at night training, just amazing... smile_o.gif

notworthy.gifnotworthy.gifnotworthy.gifnotworthy.gif

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Quote[/b] ]Brillant! Love the way you get guidance down even with out ATC addon

The ATC stuff is only for the AI atm and then never really geared up to do Carriers any justice.

I did notice the Visual Approach Slope Indicator Lights on the Kuznetsov. Not sure if you could make them visible from a decent disatnce, to be of any use to the player?

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Hot damn, now we can have a proper carrier war!

Way to go, Gnat!

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Now we just need maps large enough for proper simulation of jets equiped with modern long range anti aircraft missiles.

Other then that, great job Gnat thumbs-up.gif

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hmm, for some reason it wont let me turn on the decks of the carrier with the modified planes? huh.gif

? ? ? .... what do you mean Wacky ? You taxi the plane around the deck ?

After you landed or just an empty plane on the deck ?

Never experienced anything like that myself.

Thx for the comments guys smile_o.gif

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nice jobs Gnat

i love that carrier now smile_o.gif

waitng for SU-33 from footmunch

oh i have rework the deck texture little bit darker and more lines on it , i will send it to you

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Quote[/b] ]hmm, for some reason it wont let me turn on the decks of the carrier with the modified planes?

Which aircraft are you using. If it's ones Gnat supplied? There should not be any problem.

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Mmmm, this is great, just tested it... works very well with Hawk's Nimitz class on the opposing side.

Few things...

1) It would be nice if the editor icon would be 1:1 scale. I have a feeling that it's a bit smaller, and that it's misplaced by few meters. Having it scaled correctly would help quite alot. Otherwise it's very nice.

2) As mentioned, maybe a bit better textures, atleast a tad darker. But it's quite fine as it is, though.

3) Maybe make some of the sides (the red areas) walkable. Isn't a problem with AA guns though, but... confused_o.gif

Otherwise... wow_o.gif , so inlove.gif !

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hehe, i think i corrected landing/ take off deck's lighting problems, and a bit, more ( first hangar, some cabim and body lightning) if Gnat needs it, i would gladly send it to him... whistle.gif

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Would you mind doing this to the nimitz ?

LOL ..... I knew someone would ask. tounge2.gif

Yeh, probably ...... BUT after I finish some Frigates and Subs.

There is definite merit in redoing the whole Nimitz model the same way the bits of Ivans model a put together, i.e. One or 2 only visual p3d files and a bunch of smaller invisible p3d's to make the "solid" bits of the carrier.

Quote[/b] ]i think i corrected landing/ take off deck's lighting problems

Thanks Gedis, sounds interesting.

PM me a link at the end of the week, I'll DL once I get home.

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its using the editted footmunch f16, even when taxing on the ground it wont turn, but it works in the air huh.gif

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Guest RKSL-Rock

For those suffering from steering problems ie turning aircraft around on the deck...

You need to add:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

wheelSteeringSensitivity =3;

...to the CFGVehicles section of the plane's config. This will increase the turn rate on the ground but it will also proportionally affect your rudder while in flight.

You may have to adjust the value to suit the aircraft - the higher the value the faster it turns etc. But too high and you will get alot of problems both on the ground and in flight so be sensible.

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