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Everything posted by mankyle
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Makassar LPD WIP.... I have printed the full plans in an A3 sheet and it's being faster than I thought.... It won't be Expeditionary forces quality but I hope THIS time I will be able to release something....
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Hi there... after some time of inactivity, I have resumed Arma Modding. Here I present my WIP projects.... two of Damen schelde LST ships (LST 100, like the ones built for Nigeria and Argentina) and an LST 120h (this one comes with a Helicopter hangar. In the end of the screen you can see the recently presented Navio Multi Funtional Luso, the A888 Joao II of the Marinha Portuguesa.... It is a 107 metres drone carrier. All of them are fairly WIP, although the LST 100 already has most of it functions enabled. The lST 100 can carry around 8 IFVs or trucks, or12 light vehicles. It can unload the directly on a beach. The davits for the RHIB and LCVPs work and both can be loaded/unloaded in the ship (via attachto, not vehicle in vehicle). The plan is that all whips will be fully walkable. As of today, the GEO and Roadway lods are fairly stable. I also have Navantia's Kodal class Littoral Ship, a 37 meter LCM I hope I will be able to release something after christmas.... Even if it is an alpha
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I got full plans of the indonesian Makassar class LPD... I have checked and the internal configuration would make this ship much more easy to model than the Endurance.... I'll keep you posted
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I've got partial plans of the Singapore endurance class LSTs... Damn.... Now I feel the temptation of modelling that ship too
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Got the Landing Utility in game I still have to mess with the mass distribution and add a shadow LOD and a couple more things.... I'm also still working on the interior. I have done measurements and it can carry 4 civilian vehicles or equivalent cargo
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You can set invisible Helipads (you can search in the editor) and using the scripting command on a waypoint _helo land LAND; Substitute _helo for the name of the helicopter Will make the helicopter land on the invisible helipad... If it stays hovering you can set the engine off for finish landing
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Object Builder... I'm starting to learn Blender, though... The basic concepts I understand... But texturing I find very difficult
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Still WIP... Not even near of alpha state
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Hi there In 2013 I did an Independence class LCS that served merely as a demonstrator. The engine has still the old dreaded OFP 72 meter GEO LOD limit so it wasn't possible to use the LCS at it's best. I have been doing some experiments and I think I can get ingame an Al Mubshir class HSSV. It is 72 meter long and I have reduce it slightly to keep under the 72 meters limit. I have started with the modelling last week and I can show you a couple of screenshots soonTM. My idea will be to make it fully walkable, other features will depend on how I can manage to get things done. It is not a big vessel. It can transport vehicles and has a ramp to disembark them in harbors and can operate with medium helicopters. It can also transport a HUGE quantity of troopers so I think it will be more interesting than just a missile boat. It can also deploy RHIBs, gunboats, zodiacs, etc... so it coulb be used as a base for landing ops or as a mothership. Since 2013 my modelling skills have improved a lot so now I can get much mor work faster. It won't be RKSL quality but I think it will be good enough to be used.... BTW, I will release it untagged so anyone can edit and modify it as he/she wishes... STATUS 20/01/2019 Resolution LOD: 65% GEO LOD 90% (Ship is 100% walkable and character interaction with the ship is almost perfect) PHYSX LOD 90% Shadow LOD 90% (some glitched on the bow area) Roadway LOD 100% (Ship is 100% walkable and character interaction with the ship is almost perfect). - Optimized number of polygons in the railings. - Added a 30 mm Millenium Turret. - Animated boat docking system in the starbord boat bay (90% done. Still have to model and animate a few details but the system works). - Animated boat docking system in the port boat bay (90% done. Still have to model and animate a few details but the system works. Now you can load a gunboat or two RHIBs or SDVs or a combination or both). - Added vehicle in vehicle cargo capabilities. - Animated stern cargo ramp (cargo bay is fully enterable by land vehicles). TO DO - Complete modelling and animating all interior doors. - Finish modelling the bridge and cargo space. - Add a UAV control dialog that can be used from one ship turret (this will be added if I can understand how the damned Dialogs and scripts work) - add a way for getting fallen characters back on the ship if the fall into the water. - Add pathway LOD (documentation isn't clear on this).
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I was down under for three weeks in 2016... I ate very good meat pies in Woolloomooloo... I loved the country although I refuse to call "english" what they speak there.. And the kiwi accent was, for me, even more difficult to understand... And there they told me that when the aussies want to tell jokes about dumb people, these are called "Kiwi jokes"... Now... health is steadily going better. I live in a 6th floor and now I can climb (running) the stairs without having to stop and throw my guts... All tests are going well and I have made some contacts with a doctor that works in advanced cellular therapies and he has told me that he could put me in half a dozen trials I he had to... So for the moment that's not a problem. Modding... not so well... due to RL issues I don't have much time for Arma Modding. I have made some advances on the small ferry boat... I'm making the view cargo LOD at the moment, but I don't have much time for modding now... I have improved a little bit the MPSS since I posted screenshots and I have the cargo hold deck enclosures at maybe 80%. Right now I'm making the hydraulics of the door opening system. After that I will model a double boom ceiling davit system. I have decided I'm going to enlarge the doors for allowing the operation of vanilla armed gunboats and I'm thinking about adding a floor sliding system for cargo. Scripting wise it will be a nightmare but it would make possible to load and launch up to 5 gunboats on the ship. I haven't worked on the LSTs for a long time... but the LST 100 has most of the functionalities added...
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One RL life update.... The Royal Australian Navy has selected DAMEN's LST-100 as their new landing ship... Australia Taps Damen For Landing Craft Heavy Requirement next thing I'll do is to add a red roo on the funnels and jars of vegemite on the mess tables 🤣
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Official Annoucement on Twitter. Launch on 26th November
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Official Announcement It comes with new assets - LPD-36 Takmyr: Landing Platform Dock) - Combat Boat: A CB-90 clone -LCC-1: A new landing craft. It looks base md on a french EDA fast catamaran labding craft. -AAV-9 "MACK": A reboot of the failed USMC Expeditionary Fighting Vehicle -AH-99J Python: a Marines version of the AH-99 attack helicopter with new features and increased weapon capabilities. -New Hunter Variants: including Fire Support, AT, SHORAD versions - New Faction -SP Mini campaing Cyclone Resolute -New MP COOP mission:Rope in Hand
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Thanks @wansec_6 I'm going to rework the stern completely and add some details to the bow ramp. I have also progressed with the bridge. In an Edit LOD I have started also with the propellers and rudders. I think I will put her ingame in one or two weeks.
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Still working on this. I have started the bridge and I hae added a couple glass panels. I have also started modelling doors and some other details. It will come with an interior for cargo proxies (nothing too fancy. Just a couch and some other details.
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It is quite small.. maybe 4 civilian cars or two 20 feet containers or equivalent cargo... I haven't got her in game yet... I want to add a couple more details before I start trying her in game...
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I didn't have much time during the last days.... I have added a bow ramp (still not finished) and I'm adding more details to the boat, like a pair of capstans (they wont function, they are just for shows), drainage holes and a couple more details. I have also started the bridge but there is not much to see yet. I have found a picture of a recently delivered boat in the Scilly Islands (in the UK) and I know now where a reflector and the position lights would go.
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I'm slowly improving the textures. I'm going to add a couple drainage holes and I will add some rust stains. I still have to add details to the exterior and some to the crane. The crane will be retextured in Yellow and after that I will start with the interior. It is slowly taking form
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You are the best @rksl-rock
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Small update Still working on the Landing Utility vehicle It is a very small ship (almost a boat) and could be used as decoration in a harbor or as a civilian ship. It will be able to transport a couple cars or maybe containers or cargo. I hope I will be able to get it ingame in one or two weeks. I want to model a crane and use scripts for loading/unloading cargo, but I will probably need some help with that
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It is difficult to maintain interest in one project... Yesterday I got the plans of an small civilian landing utility craft that could be very, very appropiate for a place like an island nation of Altis, Sharani or Tanoa... So I'm going to add another small civilian vessel that could be used to transport cargo, trucks, cars or similar between an island and another. I'm CRAP at texturing so it is possible that I ask for help texturing the thing. But do not fear, I'm not going to abandon the rest of my projects.... I'm going to post an imagre from Object Editor. I have started modelling the hull. It can transport two HEMMTT trucks or a couple more smaller vehicles or cargo objects. It will be a civilian vessel so NO weapons. I'll see if I can make cranes work in some way it looks acceptable
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I have finished the Davit animations and it looks quite well with RHIBs. There is only a little bit of clipping with the propeller but BIS didn't add an ontransported animation (which exists in the CRRC) so I cannot solve that. I'm going to add more functionality to the davits so they can load not only RHIBs but also SDVs and CRRCs. There is an slight problem which is that when loaded on the MPSS and disembarking from the RHIB, you fall to water. I'll have to take a look at eventhandlers so the characters disembark on the correct side so they don't fall on the water. Next step will be adding functionality to the stern A-Frame. That one will be able to load gunboats, RHIBs and SDVs. I'm thinking about adding an slipway roller system so unloading the ship will be easier and faster. Only recovery would use the A-Frame animation.
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I have started working on the bridge control panel. It is starting to come along. A couple of things. Is there any tutorial about HUDs? Is there a way of using Dialog to texture so I can put the rscMap dialog in a texture? Another cool feature would be to add the radar dialog in another screen
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I want to use animations to deploy/recover the LCVPs/gunboats/RHIBs... I know it makes things much more complicated than just teleporting the boat/LCVP to the cargo space, but it certainly looks much better
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