W0lle 1052 Posted January 12, 2009 I love this addons !!!unlike Gnat, who created his topic about NAVY 2 years ago and did nothig, you have really done something great for Arma NAVY! Plz, try to create more NAVY ... I really hope this addons will become part of good mods or maybe Warfare mod-mission units )) And you have released what in the past 2 years? 48h PR for flaming other community members just because they don't deliver what you want instantly. Share this post Link to post Share on other sites
Callsign 128 Posted January 12, 2009 Heya, great addons! Would it be possible to make all of the ships a static object so that people can use them all to run about on? On the frieghter it would be nice to have some form of steering wheel and maybe have a few more objects inside the living quarters? Have you considered having a look at the Isolda ship by Sigma-6 and making that a working static object/ working ship in your pack? Bootneckofficer Share this post Link to post Share on other sites
mandoble 1 Posted January 12, 2009 Finally tested some ships: Interceptor Harpoon MCC and automatic Harpoon system and Nanuchka Termit MCC and automatic Termit system. Again, good work, had a nice fleet vs fleet battle won by the harpoon group but with little destruction (while lots of wounded men). I found also that AI automatic fired Harpoons were unable to destroy small PBX. After checking the scripts I've found the following: You are not using any warhead script, which means that missile detonation requires direct impact on the target. You also have set the boom range to 0. These two factors have two effects: 1 - The kills are not scored (warhead scripts control that). There is a warhead script without real detonation named mando_missilehead1_nohe.sqf that you might want to use for these cases (where you want direct impact). 2 - In sc9_harpoon.sqs you specify an _offsety = +3, which means that the missile will aim 3m above the flotation line of the target, but with the boom range set to 0 the missile will not detonate when flying 3m over the PBXs and they will never hit them directly due this offset. This doesnt happen with Harpoons fired from MCC, as there the ofset is not set so from MCC you will get direct impacts on PBXs. 3 - The reason for the little destruction of the Harppons even with direct hits might be directly related to the destruction power of M_sc9ships1harpoon_AT, using a warhead script and a boom range of 5m or more would solve that as a single Harpoon hit should be able to destroy a Nanuchka class ship. Same happens with the M_sc9ships1styx_AT of the Nanuchka. Also found that for the same weapons system, MCC missile parameters are different than automatic AI ones. For example, AI fired Harpoons are way slower but more maneuverables than MCC fired ones. Finally, for anti-ship missiles you are using mando_scudlaunch.sqf as launch FX script, which is intended for high elevation firing angles (the ground effect dust is removed when the altitude of the missile exceeds 70m). But the Styx, while being fired at 35 degrees has a quite low acceleration, so it levels to cruise altitude while well lower than 70m and the "dust" launch effects remain surrounding the firing ship until impact. Forgot one point, between the activation of each automatic system for the same unit, try to place a Sleep 0.5 or Sleep 1. Will try to provide more feedback as free time allows Share this post Link to post Share on other sites
scars09 9 Posted January 12, 2009 @gnat thx, i allready thought that it will give issues with the scuba diver (ship class obviously), but since combat divers are the common way to clear a contact mine i will need to look into that (FIXED). for reasons of motivation i ignored any water related addon of the last few month but i will bring me up to date. have to take a look at the nofly scripts, not even sure if the small ones start it or not, i will check. @MaxRiga oldest file inside sc9_ships1 pbo is from june 2007, im just to lazy to make screenshots  @bootneckofficer the static freighter is really early beta, i plan to do a detailed interior and some other features. maybe a static version of the frigate, but i didnt start working on that. i liked the isolda, you know if it is ok to modify it? Share this post Link to post Share on other sites
PSYCHOSIM 0 Posted January 12, 2009 Nice surprise......... Share this post Link to post Share on other sites
Callsign 128 Posted January 12, 2009 I guess you should really ask Sigma-6 as its his, but if you get permission and you do update it, that would be awesome Share this post Link to post Share on other sites
Chip360 0 Posted January 13, 2009 Idk how many of you guys caught this, But the harpoon says "BOING" Did you mean Boeing? I love it though, nice work! hehehehe XD (BEAUTIFUL Beta Release! ) Share this post Link to post Share on other sites
scars09 9 Posted January 13, 2009 thanks mando, not sure if i should stay with the direct impact, which was my intention. need more testing. Â Quote[/b] ]But the harpoon says "BOING" from the readme: it contains fictional units of fictional navies, realism was no criteria. any coincidents in naming with real life units or weapons happend accidently its BOING Â Share this post Link to post Share on other sites
wipman 1 Posted January 13, 2009 Hi, when i order the AI under my command to board the ships as gunners or cargo, they refuse; and when i place a ship in the editor commanded by AI and i board as passenger and order my own AIs to bard the ship... then the ships start the engines and go away from the shore. Also, the navy use to use straight letters for the ships names and they use to have a wooden plate with gold plated letters in the bridge's entrance door (at the deck level) with the ship's name. The ships names on the back (popa in spanish) look "weird", maybe you should talk with Matek to ask him how he did the markings on his M1A1's pack; they don't really stand so much. But the ships look very good. One last thing, the FLIR script can be activaded (the option stills there) after destroy the ship. Let's C ya Share this post Link to post Share on other sites
[aps]gnat 28 Posted January 13, 2009 @gnatthx, i allready thought that it will give issues with the scuba diver (ship class obviously), but since combat divers are the common way to clear a contact mine i will need to look into that. Cool ! That will be good. Just as a thought, maybe you can add an Action on the mines at short range, called "disarm" .... hence any diver who can get close enough can use the "action". As for the other "person", a typical snipe by him, but obviously he hasn't been paying any attention, I did release a ship. Guess I need to follow Scars example, post less pictures @ sk3pt, thegunnysgt, W0lle Thx for the support. Share this post Link to post Share on other sites
landdon 0 Posted January 13, 2009 I will never understand it - why people love to stab other people. Â I want to say thanks - Gnat, Signs, Myke, RSKL, and all the other addon makers! Â You all are what make this game great! Â May group will loves these vessels, Â and I'm sure it will not take long to work out any minor kinks in them. Wow now we got access to a couple of carriers, Frigates, Gunboats, Hydro foil, and two cargo vessels. Woot! Couple of subs and tankers/Tenders and we just about got us a complete Fleet! (I did notice you can refuel, repair, and rearm off the Frigate.) Way to go! Share this post Link to post Share on other sites
mandoble 1 Posted January 13, 2009 A bit more feedback Yesterday night I noticed that your Nanuchka is anti-missile capable, which is great (that did explain the mistery explosions in the air I was seeing near the harpoon launcher). Then I tested what happened with a Harpoon ship vs the Nanuchka. The Nanuchka SAM was reacting correctly against the incomming harpoons, but the effectivity was close to 0%. Then I added a second automatic antimissile system to the Nanuchka using the mando_seasparrow.sqs that comes within mando missile and the effectivity was 100%. Probably you dont want any of these extremes and to do that you might adjust the boom range in your sc9_basicsamE.sqs script. Actually it is 8, which definitively is not enough against a harpoon headon attack at full speed. The Seasparrow is using 20m, and with that it is getting an interception ratio of 100%, you might try 15m so that some missiles are destroyed by a single shot and some others dont. Share this post Link to post Share on other sites
scars09 9 Posted January 13, 2009 @wipman thx for your feedback. getin order probs with all ships or just the frigate? i am aware of this kind of problems with the frigate (getincargo is on helideck) and have it somewhere on my todo list. if you encounter it with another ship, please say which one. about the straight letters, i´m not sure what straight letters are, made me think of strange things which i am sure you didnt had on mind when writing this. but in the end, i dont need to understand it, cause Quote[/b] ]it contains fictional units of fictionalnavies which was the best thing i could add to my readme. nevertheless i agree that the rear name looks shitty and the name is absolutly nonsense, i will remove it.  @mando 0% efficency? ACE running? did you tried gilligans island, the little mission that came with the ships? the 0% feels like 100% there, thats why i am a little confused right now. Share this post Link to post Share on other sites
scars09 9 Posted January 13, 2009 @Gnat added deep detection and the possibility to blow the mines up. i finally tested the hydrofoil, impressive work Gnat, it moves like the real deal, even shaking the back a little after a turn. never thought a movement like this would be possible, execellent! and i love the gunsound Share this post Link to post Share on other sites
wipman 1 Posted January 13, 2009 Hi, the thing with the FLIR script/action menu command, was with the RACS patrol boat without mines; not only with the frigate. And i don't know how to say it better, the english isn't my main language. I was trying to mean: other tipography. The Impact font in caps... or something like that. The current one in the back isn't the tipical on the navy, one thing it's "fictional" and other thing is not make it a bit better if you can, when the thing it's so small, may deserve a chance... i'll say more when i try 'em a bit more. Let's C ya Share this post Link to post Share on other sites
scars09 9 Posted January 14, 2009 the flir is with every ship, thanks for that hint, i wasnt aware of this issue, fixed allready. im interested in the crew/cargo behaviour you mentioned. you said you ordered the crew to get in, in which ship? Share this post Link to post Share on other sites
wipman 1 Posted January 14, 2009 Hi, it was on the East Porto's bay/dock and was the RACS interceptor Patrol Boat. Which seems that have some issues, when you aim at it with the Laser Designator, it looks as locked or as if it were moving slowly as you aim up by the Patrol Boat, it don't follows the center of the aiming reticle: Also, when you destroy the Patrol Boat, some elements don't show a damaged texture, and the radar still moving after be destroyed. I'll keep trying things. Let's C ya Share this post Link to post Share on other sites
scars09 9 Posted January 14, 2009 thank you very much wipman. i was aware of the missing damagetexture (FIXED) but the rest you report is more then interesting. need to try this myself. porto generally seem to be a problem somehow, most of the time ai refuse to move at all when inside ono of my ships. Share this post Link to post Share on other sites
wipman 1 Posted January 14, 2009 Hi, i've placed a RACS Patrol Boat in the Antigua's bay, was a Defender class, and two BLUFOR AV-8Bs in the air, before the bombs were released... after shot some missiles to the Harriers, the boat began to move fast forward and this how it ended: Stunk in that small thonge of land, i think that they enter in panic when they went out of ammo; but was weird to watch. Let's C ya Share this post Link to post Share on other sites
wipman 1 Posted January 14, 2009 Hi, also seems that when the RACS boats or the frigate are at more than 800m or so from fixed ATGM (TOW-IIB) they don't engage it. Let's C ya Share this post Link to post Share on other sites
scars09 9 Posted January 15, 2009 thanks again wipman. did you used mando missile while the issues occur? was the tow launcher visible for the ship, which weapon you wanted to use to engage it? Share this post Link to post Share on other sites
wipman 1 Posted January 15, 2009 Hi, no i didn't used the mando/missiles, the tow launcher was visible for the RACS ships (booth PBs and the frigate), i used an empty static TOW Launcher for engage the PBs and the frigate, took me like two or 3 TOWs to destroy a PB and may be 8 or 10 to destroy the Frigate. What i did was to put 4 BIS M1A1s in the shore and 1 frigate + 4 PBs (2 of each class [defender & interceptor]) in the Antigua's bay, the ships destroyed all the tanks in the shore, and after a while... i ordered an AI mate to enter in a TOW as gunner; he did it and began to shot (the ships and tanks didn't had waypoint) the ships didn't reply to the fire from the TOW so the AI mate killed 'em all with the help of 3 Empty TOW-II Launchers. If i order that AI to board any kind of wheeled or tracked vehicle, then the ships trun again and fire to the tank or APC; but the ships don't engage infantry, that only the Machines gunners, Auto Rifleman and Snipers (plus ovbiously the AT units) engage the ships but the ships don't fire back. I think that the ships (the frigate) fire to their own RACS UH-60's FFAAR and M134, but i should try that again. Also, only the frigate it's an alive target on the radar, the PBs are displayed as white squares, so you've to target 'em manualy; when they're moving, the LGBs seem to always miss the target for some reason, maybe the floating line of the ships, but i really don't know. Let's C ya *Edit: When the AI mates report of an Interceptor PB, in the display name it appears as: Defender Patrol Boat. Instead as Interceptor. Share this post Link to post Share on other sites
[aps]gnat 28 Posted January 15, 2009 @Scars As per my Hydrofoil, try below, it makes the ships pretty aggresive and at long ranges as you would expect for a RL ship Quote[/b] ] driverCanSee = 1+2+4+8+16+32; gunnerCanSee = 1+2+4+8+16+32; alwaysTarget = 0; irTarget = 1; irScanRangeMin = 0; irScanRangeMax = 8000; // was 0 irScanToEyeFactor = 9; Share this post Link to post Share on other sites
scars09 9 Posted January 16, 2009 thank you wipman. static units are no IR targets, so the ships should attack them only after the tows shot at them. that they doesnt attack at all is strange, i will investigate. it seems that it is not possible to lasertarget a ship correctly at all, need to test this a little more. the white squares with the interceptor and defenderclass are directly related to the wrong displayed name, AI doesnt seem to have a issue with it targeting them, i noticed that it switches to red at some point (they shot at you). it was intended to make them harder to detect and identify them the frigate, but if they arent lockable as target at all i have to change that. i will look into it. thank you for your feedback, i really appreciate your efforts. (FIXED) @gnat i will. planned to take a closer look at your config anyway to adjust my armor values and stuff for maximum compability Share this post Link to post Share on other sites
BAD BEN 0 Posted January 17, 2009 nice job scars.love the boats. not sure if this was deliberate or not but the rounds from the deck gun on the frigate seem to be dropping faster compared to other artillery guns in the game. what i mean by that is i'm having to elevate the gun alot more so than the M119. so at the moment feels more like firing a tank gun Share this post Link to post Share on other sites