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Everything posted by Sir BadNade
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It is damage to the hull and instruments.
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So far the Meko class can do it but it will damage the helicopter when I un-secure it. Fremm on the other hand can't seem to do it though. Buyan will just blow up and trying to land on the Grigorovich without destroyer the rotars.
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Oh I had a different situation. You just have to wait for it to stop turning and than secure it. Perhaps it's just the supply ship but I will check more with the others.
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Well an easy solution to the whole engine thing is just by turning it off before you secure it and than turn the engine on while secured because it seems to still allow you to release the helicopter and you can start it up again after that. And it is working beautifully. Although sometimes doing that could cause the ship to dip into the ocean and damage the heli.
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WW2 warships release on arma3 engine
Sir BadNade replied to cervantes's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
"ty guys 🙂 Chops yes i use actualy a vehicle for torpedoes, because arma engine c'ant simulate torpedoes. im not sur a missile simulation is one good way for simulate torpedoes because a torpedoes working only on surface or underwater. vehicle limiting a simulation at surfacing ships sinking and c'ant simulate a submarine vs submarine. because a setvelocity command c'ant pitch under 0 for move underwater. and a minimum value on _z axis is 0 (surfacing above water or above ground) im not sur if arma3 can now working a velocity of object under 0 value for pitch a _z axis of torpedoes. this is not real problem because during a ww2 u-boats hunting only a surfacing cargos and escorts for try to suffocate a england. at this date a fight submarine vs submarine is extremly scarce." Is this the one you are refering to? -
WW2 warships release on arma3 engine
Sir BadNade replied to cervantes's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
What is the current issue with it? From the videos I saw they worked without any issues. -
WW2 warships release on arma3 engine
Sir BadNade replied to cervantes's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I doubt it will be this year. Unless he gets the main things in such as the subs, flower class, liberty, and cargo ship finished and wants to release it as a beta. But otherwise he may want to just get it over with. Sometimes people don't like doing betas because people than complain about bugs when it is still in the works but he may have another reason I don't know about. -
WW2 warships release on arma3 engine
Sir BadNade replied to cervantes's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
There most likely isn't a direct release date. He still has some stuff to add from the last time I remember him saying anything and probably plans on adding. Not sure until we actually see it. -
HAFM NAVY - Submarines & Ships - v2
Sir BadNade replied to Αplion's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Alright it will be about an hour since I gotta do something- 400 replies
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HAFM NAVY - Submarines & Ships - v2
Sir BadNade replied to Αplion's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
And for some reason now when a ship is destroyed a couple texts on the left side where messages pop up came up as: bat batma- 400 replies
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HAFM NAVY - Submarines & Ships - v2
Sir BadNade replied to Αplion's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
We all know how important a size is to a guy. I just like seeing things being of scale (especially when it comes to naval related vehicles) so I like trying to figure out the scale of them and how correct they are to the game and real life. It is a minor thing but figuring it out helps a lot.- 400 replies
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HAFM NAVY - Submarines & Ships - v2
Sir BadNade replied to Αplion's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
That makes me think that somewhere along the lines of scaling it that they figured that it was 155 meters where as it is actually quite larger which is pretty easy to see. I assume they did that in order to get in the interior work for it to be playable with instead of having to put more work into making more floors, more detailing, and less space to work with.- 400 replies
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This will be pretty exciting especially from what have you said in the HAFM thread. This and almost every other warship mod out there is amazing and others that would of been cool to see a bit more of. The Independace class would of been cool to see as well and sadly I got here after the issue with it being see through so not much that could be done there but this should be able to over come it.
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HAFM NAVY - Submarines & Ships - v2
Sir BadNade replied to Αplion's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Yeah looking at it more and looking at pictures of the ships and compairing a man to the ships than it should be all good.- 400 replies
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HAFM NAVY - Submarines & Ships - v2
Sir BadNade replied to Αplion's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I am trying to figure out the scaling between the ships because while looking online with main pictures and in game fictional stuff and what the games sizes are I am just trying to find which ships are of scale and which aren't. Minor thing I try to find. The Liberty on the wiki explains that it has a length of 155 meters and a beam of 45 which would mean that it would make it the same length. But that could also be something that is off putting from the models in game as well. But if the size of the Liberty is actually 155 meters as well wouldn't that mean that the in game lenght of the Arleigh should be about the same length? Or is the size of the ship possibly a different lenght entirely? I am starting to think that the sizes for the vanilla arma stuff is different. Comparing the HAFM ships with others such as the Nimitz and the Anzac seems to be right so as long as that is the case than it should be all cool.- 400 replies
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HAFM NAVY - Submarines & Ships - v2
Sir BadNade replied to Αplion's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
In that case it should be just about the same length and the Liberty. The beam being the same as the Fremm gives a good size comparison for that portion as well. That Liberty class is huge.- 400 replies
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Iowa battleship multiple gunners within one physical turret
Sir BadNade replied to chops's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
It's nice to see this being reworked. Loved the Arleigh Burke when it was being worked on and from the teasers back then I will figure that this should be pretty good in the long run. -
HAFM NAVY - Submarines & Ships - v2
Sir BadNade replied to Αplion's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Then in that case the Burke is actually larger than the current ships irl as well?- 400 replies
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HAFM NAVY - Submarines & Ships - v2
Sir BadNade replied to Αplion's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
And another question is are these 1:1 scale? I was looking at the Liberty class and was thinking if that was a realistic size for a modern destroyer than would the current ships be out of scale or did they upsize the Liberty by a lot?- 400 replies
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CYTECH INDUSTRIES - [WIP] Underground Terrain
Sir BadNade replied to Dan Tronic's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
This would be perfect for some warhammer ops I gotta say. The CQB would be suiting for the eerie feeling and the lack of life just makes it even more suiting. -
HAFM NAVY - Submarines & Ships - v2
Sir BadNade replied to Αplion's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Well hey it looks awesome for sure. And of course I am probably the hundredth person to say it but this mod is just amazing and the time put into this is really appreciated. I've been thinking about what I want to do after schooling and the navy has been high in the list so it kind of just adds on to my love for the navy and ships in general.- 400 replies
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HAFM NAVY - Submarines & Ships - v2
Sir BadNade replied to Αplion's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Yeah that is understandable. Arma seems to be rather difficult in that sense as well so it makes things harder. I wonder how one would actually figure out the scripting needed for custom things such as missiles and torpedoes. It is pretty impressive but you also see many drop out from finishing projects due to that issue it seems. So many naval based mods seemed to have been unfinished which really sucks but I can imagine why they do it. On a side note. I think a possible thing that could be done is if the Arleigh Burke class is made, since the Kongo-class seems to be modeled the same, you could have a Japanese flag added to it or perhaps as a independant forces add in some Kanji to the back of it. Maybe with that a couple differences to tell it apart but otherwise keep the same model. I think the scripting for it would be different since from what I have read the systems are different between the two but I don't know if that would call for a totally new script.- 400 replies
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HAFM NAVY - Submarines & Ships - v2
Sir BadNade replied to Αplion's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Oh and how long does it usually take to make the models for ships or does it vary depending on the ship as well as the scripts for it?- 400 replies
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HAFM NAVY - Submarines & Ships - v2
Sir BadNade replied to Αplion's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
There will not be a WW2 mod from you correct? If I remember than that is the case but would there ever be a chance that you collab with another dev if they decide to do a ww2 based mod?- 400 replies
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HAFM NAVY - Submarines & Ships - v2
Sir BadNade replied to Αplion's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Heck yeah! Lookinh forward to it. In the far future perhaps the Maya class Destroyer would be something to consider.- 400 replies
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