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TeTeT

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About TeTeT

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  1. What towing method do you use? The one in the Nimitz pbo's is no longer maintained and may well crash the game.
  2. Interesting thought, the harpoon could certainly use some customization. I will take a look at it when I have some spare time. Speaking of spare time, seems our current test team is out of it. So for quite a nice update by RiverX we're looking for testers of the F/A-18F especially. If interested, please send me a PM and we can take it from there. Some teaser:
  3. HAFM Submarines V1.0

    Great work, thanks for providing the detailed PDF with the explanations how to achieve submerged status and f.e. fire cruise missiles. Works fine based on my limited testing :)
  4. Unfortunately the old ambiance 1 flight ops and ttt_fnc_planeStart don't cooperate nicely with the new launchcrew function. If you want to use either, best to remove the new launchcrew function. For this place a catapult module and set the launchcrew and shooter function to return an empty array: { []; } For clarification I've added this screenshot to steam:
  5. Zeus Deck Boss

    Not that I'm aware of, it's merely a Zeus event handler 'CuratorObjectPlaced' being used.
  6. The Zeus Deck Boss mod allows the placement of objects on a carriers fligthdeck. For this you need to add an event handler to the game master object. Add the following line to the game master init box: this addEventHandler ["CuratorObjectPlaced", ttt_curatorcv_fnc_place]; When the Zeus with the eventhandler now places an object on the Freedom, Nimitz or CUP LHD, the object's height will be automatically adjusted. Written by TeTeT, based on an idea by Leshrack. Mirrors: Armaholic: http://www.armaholic.com/page.php?id=33906 PWS: TBD SW: https://steamcommunity.com/sharedfiles/filedetails/?id=1355749908
  7. The test server has been moved to server.armanam.eu 3200.
  8. It was an April's fool joke. We start to work on Nimitz 0.101. Cheers, TeTeT
  9. Hi, I'm afraid the taxi scripts in existence are far from prime time. They usually use setVelocity(ModelSpace) and setDir, which makes them look a bit funny. E.g. every few milliseconds the direction is adjusted by setDir, which kills the speed, so the plane or tractor movements looks abrupt. TeTeT
  10. April 1st 2018: Standing down It was our pleasure to provide you with regular updates for the Flanker and Hornet in Arma 3. But everything has to come to an end. Effective now all work on Flanker and Hornet for Arma 3 ceases. This is in preparation to release it together with other mods for the future Arma 4, once Arma 4 becomes available. With this step we will also leave behind the donation based funding and introduce annual subscription fees. On to a bright future, TeTeT
  11. April 1st 2018: Entering the dry dock It was our pleasure to provide you with regular updates for the USS Nimitz in Arma 3. But everything has to come to an end. Effective now all work on Nimitz for Arma 3 ceases. This is in preparation to release it together with other mods for the future Arma 4, once Arma 4 becomes available. With this step we will also leave behind the donation based funding and introduce annual subscription fees. On to a bright future, TeTeT
  12. You can use Eden pylons and other settings to customize the aircraft. the Module is no longer needed nor maintained.
  13. This is a major upgrade for the USS Nimitz in Arma 3. Please see the changelog for the changes of the last half year in detail. The highlights are: The SAMs have been upgraded, so that the tubes are used one after each other. Also the modded missiles were replaced by vanilla RIM-116 and RIM-162 missiles. The AA crews are now responsive as they start on CombatMode Red. A general quarters alarm was added to the Nimitz. It can be activated from the bridge or entrance of the island. The displays and monitors on the bridge have now been made a hiddenselection, so they can be changed in a mission now. The elevators are now settable to be lowered or raised when mission starts, check the Eden attribute for it. Unknown source to be attributed for the idea. The launch crew and their animations have been overhauled thanks to Moose and NightIntruder. The launchcrew and shooter scripts can be overriden by a module attribute for the catapult module. The landing sequence has been overhauled to play an alarm when a plane extends its tailhook in the carrier vincinity. The landing script is configurable via the arrest module. The tailhook effect has been changed when a plane successfully traps, the hook is raised slightly now. Thanks to B10 for the template in the Jets DLC! The Tilly is now drivable, albeit very crudely. It can also attach a plane or helo and release it. The IFLOLS optical landing guidance system is now functional aboard the Nimitz. The IFLOLS script has been overhauled. A new island texture has been provided by Odyseus and NightIntruder. Drones likes the Sentinel should work with the catapult and arresting wire scripts now. The ambiance module takes into account the carrier number and applies the appropriate F/A-18E/F skin from Jaentzen now. Mirrors are being updated: Armaholic: http://www.armaholic.com/page.php?id=23049 PWS: http://withsix.com/p/Arma-3/mods/uNhyW95L4xGkDwAVF72WTA/uss-nimitz Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=643530417 Release video:
  14. Learn texturing and modelling and join the team :)
  15. Slowly but surely we get ready for an update. One of the improvements I would like to see land in, if we can get it relatively bug free:
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