Scrub 0 Posted December 28, 2006 Hi all, (I've held off as long as I can) About a year and a half ago, I started an LCAC model for OFP.  With the help of others for scripting and texturing, it almost took off.  However there were the typical OFP roadblocks that limited full functionality (namely drive-on/drive-off capability on multiple terrain), and made the bar of success just too high. I'd like to bring back the fully detailed model and features if there are dedicated scripters and texturers available.  Besides basic desire to work some magic and learn (like me), they would need good communication skills to bounce ideas and concepts back and forth, as this is a simple but daunting task.  The model details are going to be fleshed out for normal maps, so this is as close to a frest start as can be had.  I'm forming a tasklist to hit in as many places as possible (all I'm willing to do ATM as I'm on vacation  ), and am completely open to input and ideas to make this a very enjoyable addon.  Thank you for the consideration.  Share this post Link to post Share on other sites
Ironsight 1 Posted December 28, 2006 I am still here if you want my help Share this post Link to post Share on other sites
Messiah 2 Posted December 28, 2006 footmunch and others had a working LCAC concept and released it - the actual 'addon' was bare and basic, but the concept worked and I succesfully applied it to a few models to see how versatile it was. It allowed for fast and smooth transition from land to water, as well as the sliding inertia that occurs on turning etc... seeing as the scripting language is similiar if not the same for many parts, some adjustments to suit the arma engine should make this ofp concept a nice base to begin work from... as for MP, the results were mixed i found, mainly due to the high velocity of the script loops. Share this post Link to post Share on other sites
Scrub 0 Posted December 28, 2006 Thanks to both of you. I'll send you the hitlist in a day or so Ironsight (for adding to or reducing). I'll contact Footmunch as a start to finding the basic code and it's feature list, and possibly approval to use snippets.. Or to have him take the project, as I just want a fully featured LCAC, not any fame (though that would be nice) . I have an odd but simple idea to allow driveon / driveoff accessability, so it has a better chance to work with the new collision detection, SP or MP... Lets hope. Thanks again. Share this post Link to post Share on other sites
Messiah 2 Posted December 28, 2006 yeah - my best guess is the footmunch code with need reworking with the changes in arma in both script language, additions and also execution... but till the tools are out, his method wouldnt be viable Share this post Link to post Share on other sites
[aps]gnat 28 Posted December 29, 2006 Interested in helping Scrub, but I haven't practiced my ArmA scripting so I won't be very useful for a month or 2 Bit of a shame that BIS fixed the "boat drive onto land" bug, that might have been useful Share this post Link to post Share on other sites
Footmunch 0 Posted December 29, 2006 Scrub - The hovercraft 'concept' PBO is here: http://www.footmunch.org.uk/beta/rkt_hover.rar It could work in ArmA with a few changes, and it may be possible to reduce the script overhead by using some of the newer commands. I'll take a closer look at it once the new tools are up and running. Please take any bits and pieces you want. Share this post Link to post Share on other sites
Scrub 0 Posted December 29, 2006 I love you guys.. uh, plutonically of course  Thanks for all the great help. Gnat & Footmunch, thank you!  And a month or two isn't bad at all.  That will allow time for some feedback from the public, time for us to discuss what we want to do, can do, and how to get it completed. Edit: Gnat, about the boat driving on land.. Yeah, bummer there. That was what we were exploiting in OFP because there was a tendancy with the old 'F1' racing boat to drive on land, but it prefered water, was a perfect mix. USMCRP3 has generously offered us some of his textures from the Marine Corps.  Big thanks there. I'm taking off in the morning to head back home (2 day trip) so I'll be out of contact till then.  Gnight! Share this post Link to post Share on other sites
-ZG-BUZZARD 0 Posted January 4, 2007 Dang, I remember this effort... A shame it didn't come to fruition, just like some others... The only "functional" LCAC ever released for OFP was Philcommando's, IIRC, which had a "contents-spawning-script" which made a platoon of M1's spawn when wanted... Sure hope this time one can really get aboard the thing with a vehicle and take it somewhere else... I'll be looking forward to this... Share this post Link to post Share on other sites
Scrub 0 Posted January 8, 2007 Just as an update, [APS]Gnat has put his magic on Footmunchs' hovercraft script and created a wonderful platform for the LCAC. Â Not sure of it's capacity in MP, will probably test in the next week or so. Thanks to both for without them this project is just a pretty picture ;-). Â The model is going through revisions for increasing (can't believe I'm saying that) it's polycount for normal maps, and to smooth out those features that needed to sacrifice under the engine gods of OFP. Â We've discussed some interesting approaches to cargo, and the now important loadmaster station on the port side of the superstructure (the fish bowl thingy). Â Will keep you updated. Cheers. Share this post Link to post Share on other sites
Espectro (DayZ) 0 Posted January 9, 2007 Sounds very interesting... Very usefull for some types of missions Share this post Link to post Share on other sites
Scrub 0 Posted January 19, 2007 Ok, life's a B...  Busy thing..  yeah..  Anyhoo, here are some images of the new features (WIP greeble) and interior of the LCAC.  Trying to add detail here and there for maps and such as time permits.  Gnat's rework of Footmunch's hovercar script seems pretty darn good to me, it will feel damn nice crashing onto a beach in this thing!  Hats off to both of you  .  I need to get o2 up and running (   Bresseb's install tut, OFPEC, and BIS sites not solving the problems) to get the model off to Gnat.  I'm hoping to have all physical details in within a week or two. I should have the model organized so I may strip it for LOD's, and have any features or changes that are requested to aid scripting within another week.  Enjoy, and let me know of any ideas or thoughts you have on this project. Pic 1 Pic 2 Pic 3 http://img02.picoodle.com/img....MG] Share this post Link to post Share on other sites
Gedis 0 Posted January 19, 2007 wow, this thing looks stunning   so smooth... you asked for ideas? let's solve some problems first I asume you know LCAC's weight limitation, as i remember it can "lift" only one abrams... so here goes ideas: #1 cargo weight limitation #2 propelers and tubes should rotate in angle depending on the steerring #3 "landing" and "lifting" hovercraft with/without cargo #4 correct cargo loading/unloading procedures(lowering ramps, ...) #5 hovering over sea and land #6 deffencive weapons? (.50cal as i remember) hm... i don't remember more features which hovercraft has, it was long time ago when i was very interested in these, Ekranoplans took over everything except Kuznetsov and it's airwing P.S. idea's numbers are not mean to show importance. and i think it's my first post in arma forum  Share this post Link to post Share on other sites
usmcrp 0 Posted January 20, 2007 Quote[/b] ]wow, this thing looks stunning   so smooth...you asked for ideas? let's solve some problems first I asume you know LCAC's weight limitation, as i remember it can "lift" only one abrams... so here goes ideas: #1 cargo weight limitation #2 propelers and tubes should rotate in angle depending on the steerring #3 "landing" and "lifting" hovercraft with/without cargo #4 correct cargo loading/unloading procedures(lowering ramps, ...) #5 hovering over sea and land #6 deffencive weapons? (.50cal as i remember) hm... i don't remember more features which hovercraft has, it was long time ago when i was very interested in these, Ekranoplans took over everything except Kuznetsov and it's airwing  P.S. idea's numbers are not mean to show importance. and i think it's my first post in arma forum  Actually here are the correct specs. on th LCAC: Builder Textron Marine and Land ystems Lockheed Avondale Gulfport Marine  Power Plant Four Avco-Lycoming gas turbines; 12,280 bhp; two shrouded reversible-pitch propellers; four double-entry fans for lift  Length 88 feet  Beam 47 feet  Displacement 200 tons full load  Capacity 60 tons/75 ton overload  Speed 40 plus knots with payload  Armament 2 - 12.7mm MGs. Gun mounts will support: M-2HB .50 cal machine gun; Mk-19 Mod3 40mm grenade launcher; M-60 machine gun  Crew 5  Range 200 miles at 40 kts with payload 300 miles at 35 kts with payload  Availability LCACs per Day (from a total of 54) Day One – 52 Day Two – 49 Day Three – 46 Day Four – 43 Day Five - 40 Operating Time 16 hours per day per LCAC  Time per Sortie  Vehicle Load – 6 hours, 8 min Cargo Load – 8 hours, 36 min Sorties per Day for Vehicles 2.6 sorties per LCAC per day Total = 104 LCAC sorties per day @ 40 LCACs per day Sorties per Day for Cargo 1.86 sorties per LCAC per day Total = 74 LCAC sorties per day @ 40 LCACs per day Personnel Capacity 24 Troops 180 w/PTM  Short Tons per Sortie  25 STONS 50 pallets (500 lbs per pallet)  Vehicles per Sortie 12 HMMWVs per sortie 4 LAVs per sortie 2 AAVs per sortie 1 M1A1 per sortie 4 M923 per sortie 2 M923 5-Ton Trucks,2 M198 Howitzers, and 2 HMMWVs per sortie  Time Details Transit (45 NM @ 25 kts) x 2 = 216 min Well Deck Ops 62 min for vehicles 120 min for cargo Beach Ops 30 min for vehicles 120 min for cargo Friction = 60 min Total = 368 min (for vehicles) or 516 min (for cargo)  Unit LCAC Sortie Requirements Infantry Regiment 269 HMMWVs = 23 sorties 10 5-Ton Trucks = 3 sorties Tank Battalion 58 M1A1 = 58 sorties 95 HMMWVs = 8 sorties 23 5-Tons = 6 sorties 8 Fuel Trucks = 4 sorties LAV Battalion 110 LAVs = 28 sorties 29 HMMWVs = 3 sorties 23 5-Tons = 6 sorties 8 Fuel Trucks = 4 sorties Semper Fidelis! Share this post Link to post Share on other sites
Gedis 0 Posted January 20, 2007 thanks for info u.s. marine core i did remember right, one abrams per one lcac Share this post Link to post Share on other sites
usmcrp 0 Posted January 20, 2007 thanks for info u.s. marine core i did remember right, one abrams per one lcac No problem bro, BTW it's Marine Corps Share this post Link to post Share on other sites
[aps]gnat 28 Posted January 20, 2007 You might like this Scrub Video - Pre-Alpha LCAC in Action Low Quality - 6.7MB http://files.filefront.com//;6571361;;/ High Quality - 20MB http://files.filefront.com//;6571325;;/ YouTube Share this post Link to post Share on other sites
Gedis 0 Posted January 20, 2007 umbelievable! how i want to play arma, but i need new pc P.S. I like progress of all navy stuff in arma... sadly there were nothing like it in ofp Share this post Link to post Share on other sites
Scrub 0 Posted January 22, 2007 HOLY CRAP!!!!  *cough* I mean wow, you're good.   Sure, don't pay attention to the forums for a weekend to install a new fridge, and you do this... Thank youThank youThankyou.....  Sweet.  I'll keep on truckin with the model details awaiting the dev's tools and we will have a nice unit. Edit: And yes, I'll check the face normals next time  @ABS_01 Below: I have some sounds Somebloke got to me last time.. They're pretty good, we'll see what [APS] Gnat has planned. Share this post Link to post Share on other sites
Abs_01 0 Posted January 22, 2007 Wow man, that's looking awesome! Will it be possible to get rid of the tank wheel sounds? Abs Share this post Link to post Share on other sites
Footmunch 0 Posted January 22, 2007 Nice work, Gnat Share this post Link to post Share on other sites