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[aps]gnat

AAN - ArmA Navy

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Quote[/b] ]The new texture is using spectral maps, but I don't want to overdo the metal (or glass) sheen. Can make them look fake.

I'll try to balance before release.

Good to hear. Subs are always gonna be wet unless they're sitting in port, just depends how it turns out in game.

And Rock's correct on the tiles. Of course it seems avoiding detection can work too well sometimes... whistle.gif

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Gnat @ Mar. 01 2009,07:26)]Looking for some feedback on the MP performance of the Frigates .....

In the meantime, some further work on Submarines;

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Gnat,

I left MP feedback on other thread.

Topic: AAN - ArmA Naval Units, Navy - Water Warefare

I really want to include in my MP missions do you need additional testing?

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Beautiful work.

How is the Nimitz coming along? I'd really like to see a fully accesable one, and this seems like my main and only eye catcher smile_o.gif

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Fantastic, you're creating a whole new game. That's talent.

That Delta IV looks sweet !

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Im having problems changing seats...

When i get in as driver or start as driver i can

change seat...But when i change i cant change back..

Would like it to be possible.. notworthy.gif

Im talking about the Frigate...with all the guns

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I left MP feedback on other thread.

Topic: AAN - ArmA Naval Units, Navy - Water Warefare

I really want to include in my MP missions do you need additional testing?

Hi vengeance

Thanks for the feedback. I think I know what the reason is (pretty typical with these types of addons unfortunately), but haven't managed to think up a tweak to stop it.

..... still thinkin

@Fk Andersson

Sorry mate, it was a problem I couldnt seem to get a standard config fix for (including using "compartments") but I'll have to make a fully scripted "seat swapping" option for the next beta.

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Awesome Gnat,

Thanks for continuing to look for a fix, the ships are great!

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Two things related to the OHP frigates.

The missiles stop the view of the missile launcher soldier. You could set an optics point on the Force control radar (Over the bridge) yo you can get an open Field of fire for the missile gunner.

And also for the missiles

http://en.wikipedia.org/wiki/USS_Oliver_Hazard_Perry_(FFG-7)

In the wiki says that the MK13 can launch either Harpoons or Standard Missiles. As (sadly) Anti Air missiles can lock on ground targets you could change the harpoons to Standard Missiles, therefore making the ship much more fearsome against enemy aircraft.

BTW, if you operate with a helo in your group you can use the chopper to detect enemy targets at very long distances and thus being able to launch stand off attacks with your missiles.

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thanks mankyle

But having trouble with get AI to swap to weapons more suitable for the target. Limited by an apparent limitation of only 1 missile launch "turret" per ship.

More WIP this weekend, along with some torpedos and a balistic missile.

Suba_9.jpg

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Superb looking textures

I supose you have configured the subs to be non IR targets so they don't appear on the IR scanner and with a very low camouflage value so they cannot be detected except from a very short range.

This coupled with their ability to get underwater should make detecting them a very difficult bussiness

And regarding the weapons, obviously torpedoes will have to be "scripted" so they work as intended. Missiles you already showed a video some time ago. Do you have any new teaser video in the making?

Anyway, keep up the good work

notworthy.gif

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Dang...Gnat im sorry to say...Your hard work

is all for NOTHING............... rofl.gif

We will Need!! ALOT bigger (islands)/Maps now... pistols.gif

Im drooling yay.gif

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WOW!!! [APS]Gnat it's very SUPER!!! I want it inlove.gif

Wait for that Akula... notworthy.gifnotworthy.gifnotworthy.gif

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Amazing biggrin_o.gif

Can someone say Fleets? biggrin_o.gif

How is the Carrier coming along?

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Gnat @ Mar. 14 2009,08:06)]Hi vengeance

Thanks for the feedback. I think I know what the reason is (pretty typical with these types of addons unfortunately), but haven't managed to think up a tweak to stop it.

..... still thinkin

Hi Gnat,

If there is any help I can give you testing to get these to work in MP I would be happy to.

Thanks

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np vengeance

Update

Been doing a bit more in my spare time, surprising really, cuz I dont have any confused_o.gif

- AI auto dive to protect themselves

- Player and AI will now move around underwater

- Dive system allows 10m increments up or down (max 100)

- Got the Torpedo system working well (uses parts of Mando Missiles). AI and players can both lock and launch on targets.

- Normal and Spec mapped the Akula

- Started work on a new Los Angeles texture.

- Started work on a "bridge" to site in.

Things left.

- Finish a couple of above

- Damage textures for all model (shouldnt be hard)

- A "Mapclick" script pack for the DeltaIV, might utilize Scud launcher stuff

Suba_A.jpg

Suba_B.jpg

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nice going Gnat! sorry to ask but any chance for a new los angeles class texture pic also...when avalible! thanks mate, all is turning out well! good luck! smile_o.gif

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Totally Awesome! Well Done! This will add a whole new Level wink_o.gif to playing

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Um...I thought torpedos are not suppose to leave any kind of wake, modern day ones that is.  Great pic though.  smile_o.gif

GD Mast

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Heres a link for you GD Mast wink_o.gifLINK

Anything powered by a prop doing 50-70knots will leave some sort of tail I will guarantee.

BTW, taking these pictures are quite difficult, theres only a 0.5 meter gap between the water surface and the "sea" that allows you to see for a fair way underwater. once you go deeper than that, it blurs and you can barely see 10 meters.

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rofl.gif

Also, most modern day torps are wire-guided (US subs, don't know about Russian)and can be launched from any depth.  You don't need to be at periscope depth.  That's why they don't leave a wake.  With less than a mile to go to the target, torp goes active at full speed, cut the wire and sub slips away silently.

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WIP

Los Angeles (i) - near finished and pre Normal and Spec mapping

Suba_D.jpg

Suba_C.jpg

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