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USEC Project Shaker Results

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USEC has been operating PROJECT SHAKER for the past few months, with the details classified to those within USEC. The culimation of this was a final weapon systems test tonight.

Videos and images speak for themselves. I will be releasing many of the components, but the main package is for USEC.

If there are any credible maritime makers out there who need the Phalanx or MK13 launcher, they can contact me. I made a Mk21 but due to proxy limitations with static objects I didn't like the result, so made a MK13 instead.

The B-1B has been a longterm project and is nearing maturity. I've decided to make it public as I accidentally mentioned it in a few posts anyway. I've reached my photo limit so B-1B photos will come later.

Enjoy wink_o.gif

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Youtube Videos

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Maritime

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Be sure to check out the

and its pretty self explaintory there what its functions are. Same goes for the
.

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OMG that looks so awesome! inlove.gif

Can´t wait to see the pics of the Lancer, it wasn´t that good visible in the video.

Is that LHA planned for release, too?

Are there any chances to see a AH-64D from you in the future, Rocket?

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No problem, she's fully lod'ed, maximum polys in LOD is 2580. No scripts used at all. Normal mapped and Specular mapped on 1k textures. Should be fairly easy to integrate on anything, can change the colors of the metal to suit different ships if needed.

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First of all, congrats on a very good work.

And now I have some questions:

That LHA has the artificial beach, I mean, the internal dock from where the LCACs and LCU and other amphibious vessels are kept.

Is it an static object or a mobile one?

And, if it is mobile, have you added a way for keeping the choppers and men over the ship without them falling to the sea?

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And, if it is mobile, have you added a way for keeping the choppers and men over the ship without them falling to the sea?

hmmmm, there would have to be a coding or config'ing "God" in their team to pull that one off ...... but hey, I'd like to be surprised, just like everyone else wink_o.gif

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Rocket,

Brilliant work ! This USEC stuff is top notch !

Are there plans for us mere mortals to get our hands on them ?

[TAO] Kremator

PS in your C130 I get the error 'no entry 'bin\config.bin/CfgVehicleClasses.USEC.Objects'' Any idea how to fix that ?

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I suppose a bit more of a description is warranted.

To get around the maximum roadway size, the object is broken up into five different objects (although some of those objects are just roadway and geometry).

Most of the leaders at USEC (all bar one of our generals) are ex-military, including one of our team who served aboard LHA-1 and is providing me technical advice.  There are "consoles" for "Tactical Air Command Control" (a radar centered on the ship), and the "Debarkation Control Center" (a screen that allows you to spawn aircraft on each of the bays).

The Debarkation control center (DCC) can be used when close to the island (edit: Island means the big metal building in the middle :P) to issue and return aircraft.  The aircraft spawn on the deck (and not in mid air - that was quite a feat!wink_o.gif.  Currently the LHA has the following:

- 1 x mk13 Launch with Sea Sparrow

- 2 x CIWS Phalanx

- 2 x Deck guns

The entire deck is walkable and we have not had anyone fall through deck anywhere in at least the last three updates.  Performance is fine with no framerate issues.  Texture is two 2048x2048 textures, one for the "Island" and one for the Hull.

As noted above the ship is made out of five components.  I have tested a script that allows the movement of the entire collection of objects, however I had problems with the replacements of my turrets.  Basically any object that had landed on the deck, would be added to the collection of the ship objects, and therefore moved in accordance with the object.

This can be achieved either by using the "setpos" method or (better) making the object a floatable HMMWV class and then simply having the server take over its velocity management by getting it to set the velocity of them every few frames.  One thing ArmA does really well (as of 1.14 anyway) is handle lag situations using its velocity settings.  Its physics is fairly predictable so catchup between positions has not been a problem with me, even when updating even 0.1 seconds.

Placement of turrets requires the modeltoworld method, followed by either:

- Placing them first

- Offseting their center so they are not placed ON the ship (necessary to move the carrier)

All interaction with the ship is done through console screens, which are dialog screens.  I had terrible trouble with animations and getting actions working, so the console screens are added to the player as an addaction fired by a trigger.

The ship can be placed easily in any map, simply by placing a single unit.  This invisible unit is then replaced by all the required pieces.  Only one LHA can be present on a map at this stage.

I have not tested a multiplayer variant of the moving LHA, nor moving and landing.  However I have previously done testing with other objects using the server-take-over-physics method in multiplayer with no problem.

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