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TeTeT

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Everything posted by TeTeT

  1. That's my take on the situation when it comes to moving ships/carriers. The engine is just not well aligned to this purpose. Last time I looked into a 'moving' Nimitz, I tried to make her list and sink eventually. With the Nimitz itself it looked okish and believable, but when you put on planes it looked less convincable and finally, any unit on deck will start swimming animation when you alter the road lod below it. On the update of the carrier position in Eden, it needs an eventhandler and some script to move the carrier parts. params[["_nimitz", ObjNull]]; "Nimitz in attach eden events" call bis_fnc_log; _eh1 = _nimitz addEventHandler ["AttributesChanged3DEN", "_this call TTT_nimitz_fnc_updateNimitzLocation"]; _eh2 = _nimitz addEventHandler ["UnregisteredFromWorld3DEN", "_this call TTT_nimitz_fnc_uninitialize"]; _eh3 = _nimitz addEventHandler ["Dragged3DEN", "_this call TTT_nimitz_fnc_updateNimitzLocation"]; _nimitz setVariable ["eh1", _eh1]; _nimitz setVariable ["eh2", _eh2]; _nimitz setVariable ["eh3", _eh3]; "Attached events" call bis_fnc_log; true; // Init.sqf - for USS Nimitz by JDog //Spawns Nimitz and initializes other scripted systems // Modified by TeTeT && Leshrack params[["_nimitz", ObjNull]]; private []; private _nimitzDirection = getDir _nimitz; private _nimitzPosition = getPos _nimitz; //build the part array for the diffirent nimitz parts //assemble the parts { //create part at the nimitz position private _part = _nimitz getVariable [_x, objNull]; _part setDir _nimitzDirection; _part setPos _nimitzPosition; } foreach (_nimitz getVariable ["carrierParts", []]); if (getPosASL _nimitz # 2 > 0.5) then { "The carrier flightdeck height is too high, some scripts may fail" call bis_fnc_error; }; if (getPosASL _nimitz # 2 < -0.5) then { "The carrier flightdeck height is too low, some scripts may fail" call bis_fnc_error; }; //TODO: initialize nimitz services if they haven't been yet by another nimitz on the map consider race conditions //with keybinding system need to have something to check against for location //elevators //actions included as part of the models //catapults //find solution to initialize on all planes (also dynamic) //iflols //find solution to initialize on all planes (also dynamic) //arresting cables //find solution to initialize on all planes (also dynamic)
  2. Relatively simple, yes. If you cannot find the Unsung and Custom Sounds PDF in your download folder, grab it from http://tetet.de/arma/arma3/Download/unsung/docs/The Unsung Custom Sounds and Music.pdf . A few simple steps, you either add your sounds/music to the mission or a pbo of its own. Good luck.
  3. Hello, the hotfix Unsung 3.9 Golf has just been published on steam workshop. Sorry for the inconvenience and any CTD experienced. Unsung 3.9 Golf changelog February 2021 Fixed: Vehicles: NVA radars CTD fixed AGAIN Mule passengers and driver are vulnerable now Units: Fixed ARVN BDQ and SF tiger stripes uniforms in arsenal
  4. The Crash To Desktop (CTD) when spawning Unsung radars has crept back into Unsung 3.8 Golf. Somehow a fix never made it to our subversion source repository, so it's back in the mod. Expect a hotfix soonish. Sorry, folks.
  5. Wish that would be the only problem. Indeed the cargo and driver proxys were missing from fire geo, should be fixed in development now. Thanks for the concise bug report!
  6. Hello! Welcome to the Unsung 3.8 Golf Update - the Tet 2021 update. We release this update to honour the Vietnamese people who celebrate their new years holiday, Tet, on 12th Feb 2021. In the mod, we added Ba Long map (beta) by {E-Z}Johnny.D. A new drop of uniforms and equipment was performed by Service and Supply mod and we integrated quite a few of them: NVA '67, VC '67, Civilians, 173 Airborne LRRP ranger '68, ARVN rangers, ARVN CIDG. Dak Pek map was updated by {E-Z}Johnny.D as well. Some problems with hidden selections on SNS helmets and a CIDG med bag were fixed. Also the faulty AK-47 textures have been fixed. Snoops did a lot of work on the AA effects and it should be slightly more efficient against aircraft again. The AFVN radio was resurrected with a bunch of songs sourced by {E-Z}McWhopper and Outwardpanicjoe. We wish you all an upcoming happy Tet holiday, and also a great Chinese New Year: https://en.wikipedia.org/wiki/Tết https://en.wikipedia.org/wiki/Chinese_New_Year Update video: Unsung 3.8 Golf changelog February 2021 Added: Maps: Added Ba Long by {E-Z}Johnny.D Units: Integration of Service & Supply mod units NVA ‘67 troops VC ‘67 main force Some civilians 173 Airborne LRRP ‘68 ARVN rangers converted CIDG converted Radio: Added songs for AFVN Fixed: Maps: Dak Pek updated Palm tree forests are more dense now added a few new locations fixed clipped or badly placed objects made rice fields more ricey some general improvements Weapons: Fixed AK-47 texture bug Units: Fix ‘jokes’ problem on USMC helmets Fix error with "class uns_men_CIDG_MED_Bag" Vehicles: Disable FLAK FX on gun trucks Small config tweaks to AAA units Adjust AI usage for AAA weapons. Added "uns_4Rnd_105mmHEAB","uns_4Rnd_105mmWPAB" magazines, WIP rounds Added "uns_4Rnd_105mmXX" for smoke and illum rounds Adjust AI AAA usage AGM45 and AIM9 LOAL feature added.
  7. Hello, if you're looking for some skins for the F/A-18E/F project, checkout Jaentzen's steam workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2084792817 Cheers, TeTeT
  8. Try createMine, https://community.bistudio.com/wiki/createMine
  9. Hello @uzabit, I've checked with the beta testers and our dev team and we're currently unaware of performance degradations. Do you use other mods with the F-18 and Nimitz? If so, please test with F-18 and Nimitz alone and see if the engines spool up is the problem at core for you. Cheers, TeTeT
  10. The update finally landed for the F/A-18E/F 2020 version: This is a major update for the F/A-18E/F 2020 version. It contains updates that were tested in the beta in the past 6 months. A detailed changelog since 2020-06-15, when the 2020 version was released, can be found at https://steamcommunity.com/sharedfiles/filedetails/changelog/1552807725/ , the changelog for the F/A-18E/F beta. In broad terms the following changes happened: Updated to F/A-18E/F beta from 2020-01-06 Air-to-air combats modes. BVR, ACM radar modes, etc. ITC Air removed. It support generics missile (except FIR AWS). Most of the bugs are gone. It support ACE Mavericks, RHS Mavericks, etc. Build in navigation system. Pre-planed list of waypoints, dynamic adding, removing and changing waypoints. Works with an ACE microDagr. Good compatibility with the ACRE and almost excellent with the TFAR. You can select radio on the UFC and change frequency of the channel. HOTAS integration. A lot of useful keybinds. A lot of minor changes. Bug fixes, reworked MFD page, optimization. This update was brought to you by the ingenious Acolyte, tested by Benchmark and 48wings, textures updated by Jaentzen and bits and pieces assembled by TeTeT.
  11. Can you check the rpt when playing your sound? I think the volume was restricted to 20 or so in a patch, but not entirely sure. So anything above 20 should be interpreted as 20 in the game. Outside of remixing the sound to be louder I know of no tricks. Cheers, TeTeT
  12. We had planned to release an update to F/A-18E/F 2020 today, but testing has uncovered some bugs that need to be fixed. Stay tuned for an update in January.
  13. The F/A-18E/F Super Hornet 2020 version will be updated to the latest beta (https://steamcommunity.com/sharedfiles/filedetails/?id=1552807725) in the next 48 hours. There will be a number of breaking changes, foremost the removal of ITC air support. Stay tuned for the update and practice with the beta if you have an upcoming year end event involving the Super Hornet 2020. For information on the update content, visit https://wiki.tetet.de/en/super_hornet
  14. Hello! The Unsung 3.7 Golf update is a hotfix that addresses a crash to desktop (CTD) with NVA P-12 and other radars. Besides the crash fix, some more additions and fixes were undertaken. The Service and Supply mod sent us updated uniforms and equipment, which we integrated into Unsung. Custom music is now an option for land vehicles of the US and allies (uns_music_land prefix for CfgSounds). Another big change was the adjustment of helicopter fuel, the short range CH-34 now has fuel for roughly 30 minutes and all other helicopters are adjusted to this baseline. The M72 LAW is now a one-shot weapon again, the event handler is in place again. Further the LAW can now be added to backpacks. A lot of the loadout errors in RPT (arma 3 log file) were removed. Some uniforms were reactivated from scope 0 or 1 to 2, e.g. hidden and protected were made public again. The Unsung Team Changelog:
  15. Thanks, I saw that once or so too, but I don't know why it happens and how to fix it 🙂 Any suggestions welcome.
  16. TeTeT

    AF Large Civilian Ship

    The problem with sinking and listing is that it basically makes it moving. And the units don't like it at all. I tried listing and sinking on the Nimitz and as soon as stuff like planes, tractors and units were on the flightdeck, it looks more funny than good.
  17. TeTeT

    Jets DLC Terrains

    Why don't you rent a http server and setup the files there for convenience of others and provide a mirror? According to your arguments there might be quite a few players appreciating it.
  18. Dear Unsung community, the Unsung 3.6 Golf update is now available on steam workshop https://steamcommunity.com/sharedfiles/filedetails/?id=943001311 and via torrent https://tetet.de/arma/arma3/Download/unsung/@unsung-3.6.golf.torrent An update video is available at Special thanks to simcardo and Justin.N from Service and Supply mod for their uniforms and equipment! The full changelog, also available in the download and from https://tetet.de/arma/arma3/Download/unsung/docs/unsung_3.6g_changelog.pdf Enjoy! TeTeT
  19. Latest preparations for Unsung 3.6 Golf update are in the making. The changelog is quite large, you can take a peek at http://tetet.de/arma/arma3/Download/unsung/docs/unsung_3.6g_changelog.pdf if you like. Currently the question is if buckshot ammo will make it for the M-79 or not... stay tuned for news 🙂 TeTeT
  20. Hello, I looked further into the problem of landing AI with the dynamic airport config of the Nimitz and I came to no other solution than preventing crashes and splashes with a function. It's currently called with a sleep, but ultimately need to go into a per frame event handler: ttt_nimitz_fnc_preventCrashAndSplash = { params [["_plane", ObjNull]]; if (isNull _plane) exitWith { "Need a plane in prevent crash and splash" call bis_fnc_error; }; private _carrier = _plane getVariable ["ttt_nimitz_carrier", ObjNull]; if (isNull _carrier) exitWith { "Need a carrier in prevent crash and splash" call bis_fnc_error; }; while {alive _plane and speed _plane > 10} do { private _nextPos = _plane getPos [10, getDir _plane]; // adjust for flight deck height _nextPos set [2, 18]; private _intersects = lineIntersectsWith [_nextPos, [_nextPos # 0, _nextPos # 1, 0], _plane, objNull, false]; // systemChat format ["%1 intersects", _intersects]; if (count _intersects isEqualTo 0) then { systemChat "preventing splash"; [_plane, _plane getDir _carrier] call ttt_nimitz_fnc_turn; }; private _ent = _plane nearEntities 20; // systemChat str _ent; { if (_x isEqualTo _plane) exitWith {}; private _type = toLower typeOf _x; if (_type find "jdg" > -1) exitWith {}; systemChat format ["preventing crash with %1 [%2]", _x, _type]; [_plane, _plane getDir _carrier] call ttt_nimitz_fnc_turn; } forEach _ent; // Probably better make the above a per frame eventhandler sleep 0.01; }; _plane; }; In the while loop I check two conditions: First, if there's no object below the plane any longer I stop it cold with 'ttt_nimitz_fnc_turn' which uses setDir; second, I use 'nearEntities 20' to see if I'm about to crash into any object/unit and again use 'ttt_nimitz_fnc_turn' to stop the plane. One thing I haven't tested yet, but seems to be worth exploring: Give the plane a waypoint some 3km (or more) behind the carrier with the 9 degree offset of the angled flight deck. This might allow AI to line up their approach properly. And there's this video of the current situation:
  21. And a preview of Firewill's UH-1D/H decal set, integrated in Unsung now:
  22. Thanks again for the test, @vengeance1 The new version 0.105 is now live on steam workshop. Changelog is minimal: Enjoy, TeTeT
  23. Seems I've included the wrong bikey with the 0.104 release. If you're in need of the correct key, download from https://tetet.de/arma/arma3/nimitz/keys/tetet_nimitz.bikey Update is pending, if any of you is interested in testing, preferably on a multiplayer server with verify signatures enabled: https://tetet.de/arma/arma3/nimitz/Nimitz-0.105.zip Things to test are the usual core functions: do planes launch via the cat? does recovery via arresting wires work? do elevators work? Thanks, TeTeT
  24. Armaholic mirror updated: https://www.armaholic.com/page.php?id=23049
  25. Nimitz release has been updated: Here comes another update for the Nimitz. It's more of an hotfix, as it addresses an incompatibility with ACE medical system. From a visual point of view, the hangar was re-painted. From a code point of view, the launch script now uses CBA key events (ctrl-l and ctrl-shift-l). It is also based on events now. For the full changelog see: 2020-10-27 config - replace init eh with CBA XEH to be compatible with ACE medical 2020-06-08 scripts - nose up script less aggressive - smooth tranisition from shooter idle to launch - reduce steam particle duration 2020-05-31 scripts - fix keyhandler and scripted event handlers to run on all clients for dedicated server/hosted server - remove further key handling on cltr-l and ctrl-shift-l when the action is actually performed 2020-05-27 scripts - use CBA keyhandler for launch (ctrl-l lower launchbar and shift-ctrl-l for salute) - transition launch process to events, see Scripting the Nimitz google doc - reduce debug output for landing statistics 2020-05-23 scripts, config - remove debug message for c1shuttlestart - fix sidewalk texture in hangar - fix dimensions missing for AA assets 2020-05-22 scripts - fix launch script - reduce debug output for crane 2020-05-21 model - reduce geo lod of shuttle - improve hangars 2020-05-20 scripts - attach shuttle in Eden - make shuttle invulnerable - disabled shuttle launch support, did not work correctly 2020-05-19 model, config - make shuttle a plane - change geo lod of shuttle - change shuttle dampers 2020-05-18 scripts, config, model, textures - applied new hangar textures by bludclot - removed cat shuttle as it caused CTD - re-added Nimitz radar 2020-05-17 scripts, config, model, textures - add TheSn4k3 catapult shuttle to carrier spawn - integrate catapult shuttle in start sequence - remove NormalMap shader from bridge rvmats - split internal nimlights into 9 p3ds, each max 6 lights - add buoyancy lod and named attribute to nimtech aa 2020-05-12 scripts - add support for Massi's US Navy units as deck crew 2020-05-08 scripts - fix _despawn arg for arrest, no longer errors on landing - increase Catapult Launch.ogg volume - reduce volume in playSound3D for Catapult Launch.ogg to max of 5
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