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Αplion

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About Αplion

  • Rank
    Sergeant Major

core_pfieldgroups_3

  • Occupation
    Aircraft Engineer

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  • Gender
    Male
  • Location
    Athens - Greece
  1. Modeling a ship is really a time consuming job and the time of completion it depends by the ship type and details on it. Arleigh Burke class ship is a difficult to build one but generally the most difficult part comes later when the modder has to create the UV maps for textures (at least for me is the hard part). Now about ArmA polygons - vertices limitations ... in fact there isn't any. The point for the modder is to keep their amount as lower can be in order to avoid any FPS drop in game, keeping at same time the overhaul quality on decent levels. On previous versions of ArmA there was a theoretical "limitation" on polygons - vertices, but on current one this has been raised (doubled - tripled on some cases) due to game engine improvements by BIS. By my experience so far, you can have models on 50k without issues in game. This is the current state of Arleigh Burke class in 3ds max program ... http://prntscr.com/m9m03w ... I'm still trying to reduce vertices without details loss (as possible) and after that I'll start the UV mapping. When this will be completed I'll import the model into BIS Object Builder - work on textures - work on configs - work on scripts (Devastator_cm will be the man for this) - etc etc etc - test - test - test - fix -fix - fix ... this is (briefly) how modding is working on ArmA.
  2. mankyle, send me a PM with details of what you may need for your vessel and we'll talk further ... if possible to assist I'll do it mate.
  3. We are planning to add an Arleigh Burke-class destroyer (USA) and probably some similar vessel from China ...
  4. Have you tried this ?
  5. Cruise missiles does't have any "degrees" limitation. The "move" problem is something that default game engine have and can't be stopped. I suggest to either fire quickly after waypoint placement or just stop the submarine and then open the GUI again and fire (I hope the waypoints will be still on the map). Generally the problem of "non-firing" is because the Submarine needs to be still (not moving) in order for cruise missile to fire ... try the Russian one ... ONLY for this Submarine this is not required as it is (in real life) the only Submarine capable to fire cruise missiles while is on move.
  6. Yes ... if the Ship is into minimum distance needed for CIWS to work ...
  7. HAFM Submarines V2.0

    New update for Ships and Submarines released (look on "Ships" section - thread - for updates on them). changelog - Added: New vehicles entry point at middle of ships and submarines to ease the entry into vehicle. - Tweaked: Anti Ship missiles speed increased (UGM84D & RGM84D - 700kph, EXOCET - 900kph, 3M54T - 1400kph).
  8. HAFM NAVY (Ships) - v2.0

    New update for Ships and Submarines released changelog - Added: Roussen Class Missile Boat (on both BLUFOR and IND sides). - Added: New vehicles entry point at middle of ships and submarines to ease the entry into vehicle. - Tweaked: Anti Ship missiles speed increased (UGM84D & RGM84D - 700kph, EXOCET - 900kph, 3M54T - 1400kph). - Tweaked: Speed of SCALP Naval missile, also increased (SCALP Naval - 600kph). - Tweaked: Ship defence system is now working against any kind of incoming missile which is treated as threat to ship (still same logic based on the travel direction of missile compared to ship). - Tweaked: MEKO200HN back CIWS coverage angle improved. - Tweaked: Improved CIWS operation in general.
  9. New update for Ships and Submarines released changelog - Added: Roussen Class Missile Boat (on both BLUFOR and IND sides). - Added: New vehicles entry point at middle of ships and submarines to ease the entry into vehicle. - Tweaked: Anti Ship missiles speed increased (UGM84D & RGM84D - 700kph, EXOCET - 900kph, 3M54T - 1400kph). - Tweaked: Speed of SCALP Naval missile, also increased (SCALP Naval - 600kph). - Tweaked: Ship defence system is now working against any kind of incoming missile which is treated as threat to ship (still same logic based on the travel direction of missile compared to ship). - Tweaked: MEKO200HN back CIWS coverage angle improved. - Tweaked: Improved CIWS operation in general.
  10. Anti-ship missiles, as also Anti-Missile ones, are self-explanatory about their purpose (also Cruise are in fact) ... if you will seek on the web you will find that such missiles don't lock on targets (read our manual for more details) ... On any case, we are working on a handheld device for ground units that will make it easy to call support either for ships artillery or cruise missiles based on specific map point (map click probably - waypoint).
  11. HAFM Submarines V2.0

    New update - fix today 17-Nov changelog - Added: Zeus Modules to make Cruise missile attacks - Fixed: Zeus remote controlled units can access GUIs without any issue - Fixed: Some sounds and textures issues are solved - Fixed: Scope for HAFM_Helper and HAFM_Flagpole fixed. They are not in object list anymore - Tweaked: Torpedoes detects target ships existence better to trigger the detonation - Tweaked: User manual has new section for mission makers and Zeus
  12. HAFM NAVY (Ships) - v2.0

    New update - fix today 17-Nov changelog - Added: Zeus Modules to make Cruise missile attacks - Fixed: Zeus remote controlled units can access GUIs without any issue - Fixed: Some sounds and textures issues are solved - Fixed: Scope for HAFM_Helper and HAFM_Flagpole fixed. They are not in object list anymore - Tweaked: Torpedoes detects target ships existence better to trigger the detonation - Tweaked: User manual has new section for mission makers and Zeus
  13. New update - fix today 17-Nov changelog - Added: Zeus Modules to make Cruise missile attacks - Fixed: Zeus remote controlled units can access GUIs without any issue - Fixed: Some sounds and textures issues are solved - Fixed: Scope for HAFM_Helper and HAFM_Flagpole fixed. They are not in object list anymore - Tweaked: Torpedoes detects target ships existence better to trigger the detonation - Tweaked: User manual has new section for mission makers and Zeus
  14. HAFM Submarines V2.0

    Thanks ... there are some more bugs ... we are working on them and we believe that soon we'll make another fix to end such issues ... continue to inspire us :)
  15. HAFM NAVY (Ships) - v2.0

    New FIX released ... changelog - Fixed: Good news for the servers which has vehicle purchase functionalities. Issues by the spawned (via script or Zeus) submarines/ships in dedicated server solved. From now on all GUIs and systems will work fine for such vehicles as well. - Fixed: On dedicated servers under Cruise Missiles panel, fire button turns to "red" marking, when used to fire a missile.
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