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Everything posted by Delta Hawk
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Yea, the selections are still there, I never really figured out how to get them to where you can add it in a user friendly way.
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Looks like a UV issue, that should be an easy fix.
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Correction, there was a M16a1 HB that was meant for sustainable automatic fire but I've never seen any pictures of it in use. All M16A2s are HBs though, so moot point. I'll take it a look at the squad patches and see what I can do.
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I'm half way through with 'The Republic of Pirates'. I've also listened to "A General History of the Pyrates" on youtube. Very fascinating. Hard to believe it's not fiction. Yes, the Persephone is based on the AotS Blanford with a longer forscle and quarterdeck. She can also fill the roles of the HMS Phoenix, HMS Greyhound, and thankfully the Whydah. The French ship would be a combination, preferably the La Mercure. She, of course, would fill the role of the Queen Anne's Revenge.
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For Marines the Automatic riflman's role only requires an automatic weapon. Back in WWII it was the BAR, which was more or less a heavier version of the Garand. After WWII when Marines switched to the M14 the Auto Rifleman carried a M14 with bipods, heavier stock and I think a carrying handle. When they switched over to the M16A1 there really wasn't a weapon that filled the role of the auto rifleman. Then came the SAW in the 80s and the Marines settled with it as an Auto rifleman weapon until finally just a few years ago the M27 replaced the SAW, filling the role of a true autorifleman. The M60s and M240s are both indigenous to the General Purpose Machine Gun team, not a squad, that's not to say though that a squad didn't have an embedded M60 machine gunner, but it wouldn't be filling the role of an autorifleman in a fireteam of four. I think the army infantry squad has two soldiers who filled the role of an auto rifleman though I'm not sure if they had a designated weapon for the role before the M249.
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I'm trying to get a map made but no one has really stepped up to do it. Ideally I would need a map that includes the easy coast of Florida, the Bahamas, the Grand Bahamas and of course New Providence Island. For now though the Berry Islands would be alright. Thank you! I do enjoy it. Learning the real history behind the pirates of New Providence island was an eye opener and I really want to bring what I learned to this project.
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Just wanted to stop by and show you all this, the sloop Swift Fortune with a starboard tack. I'm quite proud of how much better my sail texture making is compared to where I was a year ago seen on the Persephone in the background. As you can see I've done a lot of rigging on her, added some 6 pounders and some swivel guns. Notice her lee guns are quite useless as they're pointed into the ocean. Tacticians take note. Also sailing enthusiasts will notice her topsail isn't set for a starboard tack. I'm currently in the process of animating her yards and sails. A lot more work to do on the sloop though, more rigging, metal stuff, name placards .etc.
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Hey everyone! Still working on this project. I've done most of the rigging on the sloop now I'm just experimenting with textures. Later I'll make damage textures and animate parts of the ship. Pics to come later! At some point I'll need someone to script a sail system. If someone is willing I can give them a light version of the sloop. PM for extra information! Currently though I'm working on clothing. Clothing is a huge aspect of this project that I've been avoiding :[ This is somewhat an exciting time because I have to switch sculpting programs. Right now I'm in 3d Coat after playing around with Zbrush for a week. Hopefully I can get a lot of clothing done before fall. Oh, yea, I forgot. I've also learned how to host a multiplayer game so hopefully soon I'll be able to get a lot of people on a game and stress test the ship and see how the game handles multiple people.
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ims Improved Melee System: Reworked [WIP]
Delta Hawk replied to WebKnight's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Amazing! We have such an innovation community! -
Happy New Years Everyone! It has been another exciting year. So much has happened since I've announced this project a year ago to this date. I started out with nothing more than a half finished galley frigate, the H.M.S. Persephone but to be honest this project was obviously much more than just one ship. Rather it is a proof of concept of features and assets, called Nassau 1715. Nassau 1715 focuses on the social, power and economic struggles that occurred in the West Indies in the early 18th Century, forgoing the stereotypical cliche of the genre and instead telling the true story of history's most notorious and barbaric criminals who plundered the seas and the bold men who hunted them down. I still don't know if I'll make a mod because there's still a lot to do but if anybody wants to help out send me a PM. I guess I'll keep working on this and see what happens. But now, it's hard to look at everything in this project in one glance! Bloodwyn has made a mod, WMO - Walkable Moving Objects, where it's possible to walk on moving objects, which is critical for my project. He has been adapting it for walking on moving 18th century ships. More tests and work are needed, but it shows very promising, even in a multiplayer environment. Regardless though of how it turns out, I cannot illustrate with words how amazing Bloodwyn's work has been. He has also experiment with something just as critical that has eluded me for so long. More news to come later ;) I've also made several uniform and weapon items, centered around early 18th century English soldiers. I easily adjusted these items to create this, a sailor of a questionable moral disposition and profession. He more than likely has sailed to India for the trade, stepped on the sands of the Arabia, took in water in Madagascar perhaps also looking for the abandon crew of Henry Avery, sailed around the Cape of Africa, and served on board a merchant in the Triangle Trade and then finally taking up the piratical account in the West Indies. Lastly I have one more announcement. I have hinted at a new, major addition to my project a couple times previously and seeing how I started last year announcing a new ship I think it's only appropriate today to announce another new ship, the Sloop! I want to thank philipjn from the Pirates Ahoy Community who was so kind to donate the base model for this project. Pirates and privateers in reality mostly used Sloops, which were fast ships being able to beat and tack against the wind closer than a square rigged ship like the Persephone, were generally well armed carrying up to 14 cannon and 12 swivel guns and had a shallow draught allowing them to pass over sand bars where the English Men-O-War were not able to. A typical multiplayer crew would be about 4 - 10 players, making the sloop the go to vessel for players. In particular, I would like to announce the Sloops: Corvus, Buck, Albas, Corsica, Revenge/Royal James (Stede Bonnect, Master), Ranger (Charles Vane, Master), Swift Fortune, Antelope, Swordfish, Henry and Sea Nymph (William Rhett, Commander), Bersheba (Henry Jennings, Master), William (John "Calico Jack" Rackham, Master), Ranger and Jane (Robert Maynard, Commander) and the Adventure (Edward "Blackbeard" Teach, Master). Some of these sloops were real, some are fictional. It has been an exciting year and I have no doubt 2018 will even be more exciting! There's still a lot to do though. Most of the hard stuff is functional, but there's still missions, buildings, objects, other ships, gear and clothing, weapons and animations that need to be made. If you would like to help out just send me a PM. Even if it's small like creating a config file for a pistol or creating a 5th Rate English Man-O-War any help would be appreciated!
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I can agree with you that ArmA needs a melee system, but you're digging up an old thread which is against the rules. Best to head over to the ArmA discord and chat with some of the guys over there about a melee system or make a separate post. Very few are able to make a melee system and even then they already got a lot on their plate.
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That's a really interesting place. I would love to have a beer (or two) there. Parts of England would be a great backdrop for many of the reasons and events that eventually led to the Golden Age of Piracy but I don't have many resources to make those locations. I don't really have anyone to make the West Indies either, so if anyone wants to take up that challenge please let me know.
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To be honest I wasn't that interested when I started this project years ago. I was more interested in the romance of a sailing ship and decided to make a 3d model as a side project, but then I began to learn more about ships, like how a 200 ton anchor was pulled up from the sea bed. Then I began to learn about the Golden Age of Piracy and I was much surprise by the true story and how much it differed from the cliched stories we're use to seeing as children. In fact I found the true story so compelling, not only as a piece of history but a reflection of modern day society, politics and economic struggles, that I now understand how these stories have survived for so long and will continue being told for centuries, even millennia to come. I'm sure the next game will have a lot of great features, but I'm not very optimistic how much it'll benefit or be applicable my project. Hopefully BIS will make it easy to adapt new features to applications not necessarily specific to the modern warfare genre.
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It's been too long since I've posted an update, so today it's going to be something special. There's still a lot that's work in progress, but let me take you inside of a galley frigate, the HMS Persephone! The quarter deck, looking aft, was where the helm was located along with the binnacle which held the navigation equipment. This quarter deck has four swivel guns, but some frigates had as many as eight swivel guns and even six four-pounder cannon. The gun deck looking forward was where most of the cannon were situated and stowed. The Persephone and other galley frigates like her carried a complement of 20 cannon, typically six-pounders. Numerous swivel guns along the gun deck bulwark was common. The gun deck also had a defacto spar deck, where extra spars where stowed, which acted as a cradle for the ship's boats. Ships like the Persephone carried about two boats, a longboat or pinnace and a yawl or a gig. The foc'sle (forecastle for you land lubbers) was armed with two or four swivel guns and on some ships two bow chasers, typically long 9's which were lengthened nine-pounders made for range. The ship's bell was usually situated on the foc'sle. On the berth deck things got uncomfortable for the common sailor. Looking forward you can see the manger, where animals were stowed. Here you can also see the riding bitts, galley flue and anchor cables. Along the whole length of the ship's hull were sweep ports, where large rolling oars where positioned to aid in movement during unfavorable winds, much like galleys...hence the term, "galley frigate". Looking aft on the berth deck you can see the area where 150 sailors lived and shared. At night each man was allotted 18 inches for his hammock but they were generally too tired and worn out to care. During the day eight sailors where seated at each table. There was grating to allow for the circulation of air, but it did very little. The berth deck was generally hot, humid and stuffy. The pungent stench of urine, ammonia, body odor, feces and stale salt water, along with the rocking of the waves, was enough to make even the strong stomach nauseated. The only reason why sailors weren't puking all day was they barely had food to eat, which usually consisted of moldy, stale bread and dry, salted pork, both ridden with weevils and maggots. The only thing that made life bearable was a mixture of slimy water and rum called grog. A sailor's life was so uncomfortable only certain military personnel could possible begin to imagine what it was like on an 18th century Man-O-War. Going beyond the canvas covered wooden frames we'll find the area where junior officers were berthed. You'll also find the bottom of the capstan, which was used to purchase the messenger cable which pulled up the anchor cable from the sea bed. Past the deal panel bulkhead was the wardroom, where the senior officers, Martime Regiment of Foot captain and surgeon where berthed in tiny canvas cabins that could easily be taken apart in times of action. The wardroom was also where the officers would have their meals at the wardroom table. They would have to be careful not to bump their heads on the tiller. There was also two cannon stowed here, typically long 9's, designated as stern chasers. Going up the forward companion way back to the gun deck you'll see the top of the capstan and the deal panel bulkhead for the great cabin, which would be removed during times of action. Going through the doors you'll either find the captain's bed cabin or the coach cabin, where he would sleep in a rigid bed hanging from the above deck beams. This rigid bed conveniently would also serve as his coffin. And beyond that is the Captain's day cabin where he had his meals and his own personal latrine in the quarter galley. He also enjoyed the fresh ocean breeze through the light ports and stern galley windows while he drank his fine wines and gin. A captain's life aboard an 18th century Man-O-War or even a merchant ship was a stark contrast to the common sailor's life. The common sailor was usually paid low wages, if any at all. They were strictly discipline for the slightest infraction or disobedience. Few were even whipped about deck like manged dogs and beaten for the pleasure of the captain, owner or officers. This typically bred resentment and discontent among the crew. Most sailors served aboard ships in the 18th century in an honest service, hoping that they may become respectful and wealthy men some day. Some sailors, however, saw there was no future in an honest service and decided to make their wealth one way...or another.
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Ok, so BIS won't help with development, but can we hire or contract a BIS developer to help us?
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Interesting, I wonder if they did anything for Kingdom Come Deliverance. I keep this in mind. Thanks.
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Bingo. BIS has a bigger legal hammer than we do ;) So I take it if BI has a MOCAP studio we won't be able to get you all to do some mocap even if it's just a few complex animations?
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???? I don't mean to go off on a tangent, but this simply can't be true. In the games prior a flag just sat there waving. Wind speed or direction didn't affect it since the previous games didn't have wind speed or direction afaik. In ArmA3 the flag and windsock both react dynamically depending on wind speed and direction, and movement of the flag like attaching it to a vehicle and driving around with it. Also in the arma 3 config files it has a cloth simulation class. The flag model also isn't included in the sample models for A3. Either ArmA 3 has dynamic, real time reacting cloth or I'm going insane. I meant in the situation where someone else steals our content and reuploads for ArmA or another game.
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I really want to have it based on wind direction and speed, and heading. This will obviously affect the speed of the ship, the maneuverability, list to the side and subjectability to hull and mast stress which could lead to damage, keeling over or de-masting. It also greatly affects combat efficiency since the ship with the weather gage, meaning with the wind in her favor, can out maneuver an opposing ship. Also depending on positioning a ship can use the listing to their advantage in combat such as a ship having greater range for her cannon on her weather side verses the opposing ship having her cannon on her lee side pointed into the ocean. In these situation the ship with the most experienced captain will surely have the upper hand. But I'm not a scripter, nor do I know anybody willing to take on such a task, so for now they move like normal ships, just really slowly.
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Oh no, it's been over a year since I've posted any progress. My brother got me playing Ark again which is taking up some of my time but I'm still working on this project. I've been working a little on the secret addition trying to make her move in the water. I've also been working on the interior of my English Man-O-War. Hopefully I'll be able to post some screen this weekend. I was going to release an early alpha on New Years but certain developments have changed my plans, hopefully for the better.
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Would an independent content developer get access to special references like how to make ArmA cloth? And/or advance, legitimate encryption tools? Would BIS legal department help developers with copyright infringement claims? What is the time period you expect to have content pushed out? Would you be looking at developers creating something to get pushed out to Steam in a month? Year? Or even two years?
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I think it's going to be fairly popular. There's really no good snow terrains besides some ArmA2 maps afaik. You could even find someone willing to make gloves, scarfs and other wintery items.
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Looks great! Do you plan on retextureing the roads to add snow, slush or something? The clean roads look very distracting. Keep up the great work Mike!
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Maybe this is something BIS hasn't considered yet. I hope it doesn't have to fit in the "armaverse". For one not many people are interested in this specific time frame or setting. Don't get me wrong, a lot of guys are pushing out good stuff and most of us are playing it on the servers, but I think modders and players find other time periods and setting more interesting, such as WWII, Vietnam, Cold War or modern day. BIS ought to not limit it to just armaverse or the setting of ArmA 3 but what consumers are willing to pay for.
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When you say "However, we will provide guidelines on technical and quality requirements, assist with the Quality Assurance process, help with promotion and deliver the tools for mastering" are you saying that BIS may assist in a technical aspect of the development of a project? For example, if I don't know how to do something and there's no published information and reference for how to do that something, will BIS provide information, reference, instruction or guidance on that something?
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