mankyle 418 Posted April 14, 2009 (edited) Outstanding work Gnat!!!!!!!!!!!!!!!!!!!!!!!!!! I have pitched them against your frigates and they have won everytime. I have even added a mando helitorpedo armed chopper to even the odds but they are very dangerous. Only thing that bothers me is the fact that they can be IR targeted Anyway, let's get to work. I have seen two bugs: - The Los Angeles stern can be passed through (LOD problem?) - I have had problems with the torpedoes not recharging or recharging back to the maximum value if I change weapons to Harpoons and then back to torpedoes. And some suggestions: - I supose you used a fired eventhandler to manage the torpedoes. If it is so would it be possible to add your subs some kind of radio chat or missage indicating that a torpedo is in the water and coming in? - Do you plan to add noisemaker countermeasures (using the bubbles FX maybe)? A very good work anyway!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Edited April 14, 2009 by mankyle Share this post Link to post Share on other sites
sk3pt 0 Posted April 14, 2009 Incredible ! It's just.... it's just Share this post Link to post Share on other sites
Guest Posted April 14, 2009 Release frontpaged at the Armaholic homepage. ArmA Naval Units - Submarine Pack beta 1 Mando Missile (addon version!) Share this post Link to post Share on other sites
eble 3 Posted April 14, 2009 ooo been waiting for these :) time to look for a fancy smiley@! Share this post Link to post Share on other sites
GD Mast 0 Posted April 14, 2009 Wonderful! Downloading now! Share this post Link to post Share on other sites
bugkill 7 Posted April 14, 2009 Great work, Gnat!!!! Now, all we need is some crew unit addons to go with this awesome addon. So, if any unit addon makers is reading this, please make some navy seamen to go with this great addon. Share this post Link to post Share on other sites
oldbear 390 Posted April 14, 2009 ArmedAssault.info Mirror and News: We have also added this release to your personal author profile If a release or contact information is missing, feel free to drop a PM, it will then be added. REQUIRES MANDO MISSILE addon DOWNLOAD Mando Missle Addon from OFPEC; http://www.ofpec.com/ed_depot/index....=536&game=ArmA (Use the PBO version, not the mission file version) Share this post Link to post Share on other sites
vengeance1 50 Posted April 14, 2009 This is one of the coolest vehicles I have played with, trying in MP next. Share this post Link to post Share on other sites
icfhoop 0 Posted April 14, 2009 Is the submarine pack compatible with ACE ? Share this post Link to post Share on other sites
blazer01 0 Posted April 15, 2009 Great work love tham you iz the man Share this post Link to post Share on other sites
Raj 0 Posted April 15, 2009 AWESOME WORK Gnat.....:yay::yay:....coolest addons ever ... cheers..:) Share this post Link to post Share on other sites
Laqueesha 474 Posted April 15, 2009 (edited) Post Deleted. Edited April 15, 2009 by Laqueesha Share this post Link to post Share on other sites
Laqueesha 474 Posted April 15, 2009 Great job, Gnat! :) The interior of submarines highly resemble the P.C. game, "Dangerous Waters." Did you use textures from that game? Share this post Link to post Share on other sites
M.Andersson(SWE) 4 Posted April 15, 2009 Nice... Tobad they are detectable from like 2000m by AI under surface, like 50m or so. I place one Los A class, and 3 OPFOR ships... I was 4900m away, 50m below. Moved towards the enemy and was spotted from 2300m distance. Then as i was killing em...I got CTD...Will upload rpt when i get it cleaned.. Oh. I used @GNAT_Naval, @ACE and ArmA 1.14 ONLY... Share this post Link to post Share on other sites
Stewy 1 Posted April 15, 2009 A wonderful addon, Gnat - Thank you for all of your time and hard work! I'm looking forward to the update that allows for Spec Ops deployment, but for now am happy to 'pretend' and start missions in a CRRC next to it - loooks very tough and ominous on a dark, stormy night!:681: Thanks again for everything! Stew Share this post Link to post Share on other sites
vengeance1 50 Posted April 15, 2009 MP Compatibility Gnat, I have been testing the Subs on Dedi Server and gathering up the details. FIRST unlike the Ships the Subs do not bounce into orbit. :) So you must have figured that out, nice job. I am having some issues with the sub submerging immediately. I will put together a list if you want the feedback. Share this post Link to post Share on other sites
sk3pt 0 Posted April 15, 2009 Yes, the submerging part seems a little too fast (especially for the Akula). Are you planning on adding a working periscope ? Suddenly ArmA is 10 times cooler, and it was already 10 times cooler than any other game. Please continue to develop these ! AKULAWESOME ! Thanks ! Share this post Link to post Share on other sites
merlin 17 Posted April 15, 2009 So far i haven't encountered any bugs, however i did have some trouble aiming the SSMs, perhaps you could try a mapclick system like the JSOWs on Franze's F/A-18 so we could strike targets deeper inland. Share this post Link to post Share on other sites
mankyle 418 Posted April 16, 2009 Congratulations again, Gnat for an always awesome work!! I love your submarines and after you released them I started playing with the KA-27 and your torpedo scripts and I have enabled (for my personal use) a version of the KA-27 armed with 1 ASW torpedo. More inf in Wikipedia http://en.wikipedia.org/wiki/Kamov_Ka-27 The code works quite well (It could be refined I think) but adding a chopper that can counter your AWESOME submarines was an idea that came to me as soon as you released them Anyway, Keep up the Good Work, Gnat, keep us waiting for your next update!!! Share this post Link to post Share on other sites
colligpip 0 Posted April 19, 2009 WOW! Now I need to get working on mando missiles and make a simulation of all the different controll stations in the subs and we have dangerous waters in Arma. Is there anyway we can simulate microphones and demon waterfall etc.... would be fantastic. Share this post Link to post Share on other sites
sk3pt 0 Posted April 19, 2009 (edited) All ArmA boats except the RHIB (water jet) turn the wrong way when reversing. Is there a way to fix this ? [EDIT] This post would probably fit better in A2:suggestions... somewhere. Edited April 19, 2009 by sk3pt Share this post Link to post Share on other sites
[aps]gnat 28 Posted April 20, 2009 All ArmA boats except the RHIB (water jet) turn the wrong way when reversing. Is there a way to fix this ? hmmm ... must be hardcoded. @ALL Thanks for the comments, appreciated. @mankyle Yes, anything bigger than 50m long will always have a Geo LOD issue. Only the front of the Subs are modeled as "solid" 99.9% of the time no one would care about sub collisions. ... except maybe this guys LOL ! http://www.honoluluadvertiser.com/apps/pbcs.dll/article?AID=/20090415/BREAKING/90415019 Yeh, I'll do a Torpedo carrying version of the Kamov in the next Frigate beta "recharging back to the maximum value" ... hmmm, might need to know how you did that so I can recreate. "missage indicating that a torpedo is in the water and coming in" ... no, not very realistic. But I am looking at an detector arrangment in a radius around a Sub @icfhoop ACE ? No idea. Wasn't designed for ACE or XEH, so no idea what happens. @Andersson Maybe ACE is your problem. @Stew See what I can do next revision @vengeance1 Thanks mate. Yeh, I suspected they'd be better than the Frigates. When you say "immediately" do you mean like "teleport" or do you mean "in just a second" ? @sk3pt "working periscope" ? No, but the scope view is nearly that anyway. @Merlin Yeh, Targeting system in next release hopefully BTW, no ETA on next beta, before you ask. Share this post Link to post Share on other sites
vengeance1 50 Posted April 20, 2009 MP Testing on Dedi Server Some of my Results, please let me know if someone else finds something different: First there is again a large difference to how the mod reacts in Local MP vs Dedi MP. My comments are on Dedi Server as Player. 1. Can command AI to move just fine 2. None of the Add Actions Commands like Surface, Down 10 etc. seem to work as player (this is show stopper) damn. 3. Torpedo launches, if launched with no target then no message "No Target" appear, but does launch Torpedo unlike Local MP mode where if no target then Torpedo resets to max and says "No Target" seems to explode a few meters away from sub. 4. Harpoon Missile Launches Horizontal does not go up, same for other missiles on other subs. 5. Can switch positions in sub just fine. 6. AI sub only do submerge when Enemy approches 7. Sonobouy works fine from Helo Drop and picks up Subs (lots of fun) 8. Sub moves fine in water no issues 9. Tested with and without ACE no difference 10. Tested with Mando Script Only and Mando Addon separately no difference 11. All subs seem to react the same 12. Subs do follow way points, pause then go again after long delay Campaign, SP Missions 1. All seem to work fine. @vengeance1 Thanks mate. Yeh, I suspected they'd be better than the Frigates. When you say "immediately" do you mean like "teleport" or do you mean "in just a second" ? Subs Dive way to fast, takes just a sec., but surface at a good speed. Any help I can offer in testing on Dedi Server to get all your ships working let me know. Share this post Link to post Share on other sites
vengeance1 50 Posted June 16, 2009 Hi GNat, hey just thought I let you know(you probably already do) that your Subs and Ships look great in ARMA2. Of course Mando is not there but hey the models look great! Share this post Link to post Share on other sites
[aps]gnat 28 Posted June 19, 2009 Cool :) Thanks for the update vengeance Should get my copy in a couple weeks ..... then I'll mod these addons across. Share this post Link to post Share on other sites