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Hatchet_AS

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Everything posted by Hatchet_AS

  1. Hatchet_AS

    JSRS3: DragonFyre

    Congrats man! Looking forward to checking out very soon! Rock on. :coop:
  2. Hatchet_AS

    Tu-95MS (Remastered)

    Exceptional, really first rate work. Can't wait to see it in action!
  3. Hatchet_AS

    ASDG - Mk. V SOC (WIP)

    Suppose it's a whatever makes you happy kind of thing. But yeah.. little more forethought than to put the guys on the bow before filling the cabin, or back deck. :cool: @All, A few shots from a quick in-game test. Really annoyed that I can't make the cargo IK stuff work. Will make another ticket and hope that also gets addressed. But anywho: Sorry they are all divers, I was lazy. :rolleyes:
  4. Hatchet_AS

    ASDG - Mk. V SOC (WIP)

    It is ordered however it is setup in the model/config. Which is part of the reason for needing something more functional. So right now, there are technically 3 commanders, 4 gunners, and 26 cargo positions. So with the cargo for example, the 1st seat is 2nd row port side in the cabin. Each row fills consecutively, port to starboard through the 14th position. 15/16 are port standoff, 17/18 starboard standoff, 19p/20s cabin entrances, 21p/22s air tanks back deck, 23p/24s seated bow, 25p/26s ramp support positions. I'll make a graphic at release as it'll likely change a bit. Which will be similar to what you get in-game, an UI image with selectable nodes or whatever. Should handle attaching actual 'cargo' to the back deck positions in the same manner. CRRC's, SDV, ammoboxes or whatever fits. Unfortunately, BIS hath struck again I think. I setup all the Cargo animation stuff, yet there is no 'cargo'LeftHandAnimName or similar. :391: That might have been a chunk of wasted time ... not sure yet. Maybe why I didn't do it the first time around. FPDR
  5. Hatchet_AS

    ASDG - Mk. V SOC (WIP)

    I can't see the image (looped redirect?)! Nonetheless, thank you! The 'feeling' is the target. Nothing more, and hopefully nothing less. That makes me very happy to hear. :o The current clusterfoo with the 'technician' seat and the driver having control over the remote spot is annoying and my bad. That being said, the current intent is to remove as much as possible from the 'scroll-menu'. Currently planning on going with a single customizable 'key' that will drive an UI based set of controls. Which is not really 'ideal' for me personally, but I think it's much cleaner than what the scroll looks like with everything turned on. Right now it is formed as having 3 systems, Engine/Lighting/Cargo. Will allow for say, anyone on the front row to turn lights on/off, or allow people to easily mount the 28th cargo position, or perhaps switch the waterjets between towed-in/out positions. ;) *edit* or perhaps... select to have the guys on back ramp 'wave' you in from the cargo screen. (too much? i can hook the free hands to a separate animation and have them 'motion you in'. pretty sure.. maybe a bit rigid, meh.. i'll try it)
  6. Hatchet_AS

    [IceBreakr/IBIS] Isla Duala for A3

    Congrats IceBreakr! Looking forward to it!
  7. Hatchet_AS

    ASDG - Mk. V SOC (WIP)

    Meh.. I got a little side tracked yesterday (work and ... MWO CW patch..), but things did get done. Less me actually updating things. :rolleyes: Attached a few of the images from the folder (please ignore the headless underwear brigade..). Currently leaving out a couple of the 'support' positions on the bow and aft deck. Evaluating ways to make those positions seem realistically viable on the back deck. And yep.. the ones on the bow were just positioned poorly by me, need to rework those. In the process of adding all these back in, I also modified the way things function. Essentially all the extended cargo positions have IK now, and are powered by 6 different animations. Little more tweaking to do with that (dont need compound animation fractures..), but looking good. Gunners also now move on 3 axis instead of one. Which is really sweet when not in the optics, however very challenging. More and larger images in the WIP Imagery. Oh, and of the images the 8 deck position (less 2 on the ramp) are FFV. Cheers, Hatchet
  8. Hatchet_AS

    ASDG - Mk. V SOC (WIP)

    Adding the Cargo Positions and IK related things back in today, be a little later this evening in my world before completed (very here and there kind of thing). Will try to add imagery to the folder in the process. Many thanks to Tupolov, he managed to sort the code for the Curator deletion issue. Still need to move it out elsewhere, but is functional for now and will be included. Quick in-game shots of the Port side standoff positions: http://steamcommunity.com/sharedfiles/filedetails/?id=354566794 http://steamcommunity.com/sharedfiles/filedetails/?id=354574886
  9. Hatchet_AS

    ASDG - Mk. V SOC (WIP)

    Thanks for the feedback and encouraging words guys, I won't comment too much right now as I'd like to get some more feedback from others. Something I'll mention again though, is that I do have a system in testing that will allow for 'tow-in/out' turning. That is the major feature on vessels like this that allows for better low speed turning. That system as a whole needs some work though, and probably won't come until after official release the like the ScanEagle. The other sort of limitation, is that the current Physx setup is 'AI safe'. The major issue with the banking/turning is that AI will unwittingly do full turns at full speed. This seems to be part of their movement plan at all times, which is kinda annoying. Very annoying when they drown themselves, or can't find a direction due to 'overturning'. However, there is an 'Advanced' Physx model, which is not safe for AI. Still the same real world performance curve, but with more accurate weight distribution. And with almost no dampening of the PhysX. It does not take a great deal of skill to sink the advanced model in high seas. We'll get to it soon enough. ;) Oh, and the HitPoint stuff is fairly non-existent currently. You can die, the boat can die, but yep.. lacking in detail. Probably do that when I put the new weapons back on. Soonâ„¢
  10. Hatchet_AS

    ASDG - Mk. V SOC (WIP)

    Links are restored in this post. Currently, half of the deletion scenarios are sorted, however the Curator related stuff is still in-progress regarding the roadway. Extended cargo stuff has not been put back in as of yet, Which the is cargo pose stuff, and the back deck stuff 'actual' cargo. Depending on how the next couple days go (hopefully it mostly works for people), I'll get that stuff back on and update the version/downloads. Thanks for the patience guys. I very much appreciate you guys that are helping me sort things with this asset and others in the background right now. It's a battle, but we're winning.
  11. Hatchet_AS

    ASDG - Mk. V SOC (WIP)

    I'll put it back up today, I promise. Sounds are now being worked on, by a highly qualified individual. :cool: Related to more 'roadway' things and much greater things: (when i say its annoying, it really is. haha) http://feedback.arma3.com/view.php?id=21992
  12. Hatchet_AS

    ASDG - Mk. V SOC (WIP)

    After tinkering some more, I can officially say I have no clue what is going on with weapons and modsets. Additionally, handling the attachedTo roadway, is not being straightforward and rather annoying. Although I have a better idea of what needs to happen right now. Most likely outcome currently, is that I will put things back together this evening, and we'll continue on as-is (with all the warnings that come with 'as-is') until I can figure out what's going on. Don't really have the config/script support I need currently. Maybe having it out there broken, will help facilitate getting things patched up quicker. As nobody in my normal channels, really seem to have answers right now. Again sincere apologies to those waiting helplessly in the wings. It'll come together before long, one way or the other. :ill:
  13. Looking good man, lookin good! I'm curious to see how the IK works out for you. I played with something similar not too long ago. Is doable I think, was a little touchy setting things up. I ended up using a single hand on the wheel with some upper torso adjustments to keep the elbow in check.
  14. Hatchet_AS

    ASDG - Mk. V SOC (WIP)

    No it's a bit crazier than that. Simply, if I put a player on the map, with an empty boat, you can not take your weapon from back. You can use your pistol, but not your primary. Granted this is only when I test things with our modset. Which is generally speaking, pretty solid, and contains the popular stuff people like to use. With just A3 and the boat.. I haven't really had any issues I can't account for honestly. Of the actual 'issues' I'm aware of anyway.
  15. Hatchet_AS

    ASDG - Mk. V SOC (WIP)

    Not really sure what you mean by that. I have completely new weapons outside the current ones for testing. Which have optics and such. Maybe you're speaking about what looks like extra IK stuff on the gunner? That I can do, no biggie.
  16. Hatchet_AS

    ASDG - Mk. V SOC (WIP)

    So there is good news. I decided to go back and revisit the 'proxy the roadway' topic, I have now sorted that. Which deals with the 'remaining' roadway issue with the attachTo solution, and deletion of things. Currently not sure why 'getIn/Out' stuff is behaving the way it is. But is not critical to testing things. All lies.. proxied model is still shifting on the water. All lies, proxied model still moves (looked good for a couple spawns..). So still need to sort the remaining component issue with deleting things. Although, I might let that slide for now. Cleaned up the stand-in weapon config stuff, however I am currently still experiencing issues relating to losing access to my primary weapon with our own modset (rut roe..). I did/do not have this with the default game. However I make no claims in being any sort of config wizard. It's a rather annoying tasking for me in general. :rolleyes: Hopefully figure that out soon, and I'll update/restore the linkage.
  17. Hatchet_AS

    ASDG - Mk. V SOC (WIP)

    Roger that, I did finally see that happening. Attempting to patch a few things up here, my apologies for pulling it. The weapon issue was just not cool. That should be resolved, along with some other things.
  18. Hatchet_AS

    ASDG - Mk. V SOC (WIP)

    Yep, probably the 'temp A2 weapons' and their configs. Will look at it tomorrow. Again though, the purpose of this 'test' is pretty straight forward here. ;)
  19. Hatchet_AS

    ASDG - Mk. V SOC (WIP)

    Yeah I suppose that could be annoying. Give me 10mins and I'll make it better. *Edit* Oh, and the sounds. Thats not my thing. I'll figure out how to sort that at some point though.
  20. Hatchet_AS

    ASDG - Mk. V SOC (WIP)

    Alright guys, Have some other taskings to handle today. So not quite enough time to put everything back in I stripped out to tackle the roadway. Minor issue came up with the 'getIn/Out' points after fixing the roadway. I have since removed all the extended cargo/ffv positions. And the stuff for handling the back deck cargo (crrc's/sdv). I'll put it all back in tomorrow when I have some dedicated ArmA time. What I would like to know right now and need feedback on: - General performance Things have been fine for us in testing, however, all of us testing thus far have pretty modern and capable hardware. The boat is currently using 4k textures, and is obviously a little heavier than typical models. Let me know if your system melts. Granted I can not be held responsible should that occur. - PhysX Handling Much time has gone into balancing things out. While I do have an 'advanced' setup, the current setup is AI safe. And fairly functional in that regard. None the less, I tried to keep it interesting and fairly accurate (you can snap it around at speed). It is fairly difficult to flip/sink this version, although it can be done in rough water. Obviously that is much easier to do with the advanced model, which we'll get to in the near future. Things I'm totally aware of outside of the above, or that are different from intended function: - Current 'stand-in' weapons not really configured properly. (they work though) - Displays are limited to on/off functionality. (tis intentional, using all 3 currently) - Most of the cargo positions currently using the default non-IK pose in cabin. (will switch it back tomorrow) - I have removed the performance LODs. Is only res0 geometry currently. (tis intentional) - Again, I have not finalized the UV's for things. So why it has paint, I can point out a couple/few dozen 'issues'. - There is some minor missing geometry, some new and not painted. And I apparently deleted a couple small parts at some point. (points for you if find the one with shadows still place, but no visual geometry) - And there are few shadow issues that need tweaking in places. - Maybe other stuff, most likely trivial. Outside of that, it should be mostly functional. PLEASE DO NOT REDISTRIBUTE AT THIS TIME Whenever things reach an acceptable 'beta/stable' state, then it can be spammed everywhere. That being said, I have included some keys (think they work), if some of you would like to utilize it on server right now. ASDG MkV SOC - Initial Alpha Test (0.02a) (DropBox) Many thanks to those of you willing to test things out and provide some feedback!
  21. Hatchet_AS

    ASDG - Mk. V SOC (WIP)

    Sorted the 'attachTo' issue. Currently testing some different geometry to make up for whatever 'failure' there is with cleanly entering the water, our being able to get back on the deck from the water. :j: http://cloud-4.steampowered.com/ugc/543012157760051008/4122592D183DAF5EE659887DFF3D21364825518C/ (569 kB) Not sure what is new that is causing the behavior. Really unfortunate, as it was basically perfect before. It has never killed me until now. Obviously it having the ability to kill people is less than desirable. *Edit* Actually, as a 'diver' getting out of the water works fine. Getting back in, not so much as anything else. Additionally, when getting hung up (on what I can not account for, it is simply the end of the roadway..), it will now launch you in the air, as pond objects tend to do currently. Which is also, something new. *Edit Deuce* Putting things back together. There is a very real issue with getting onto the roadway, unless you are a diver. Currently, pretty much fail for anything else. Entering the water as any class character, is iffy. There is the possibility that it will eat you alive. Although, if you give it a second or two, it will sort itself. Or simply 'step off' the roadway. Whatevers clever. Limited testing time locally, personal experiences may vary. You'll have to let me know.
  22. Hatchet_AS

    ASDG - Mk. V SOC (WIP)

    I could release it with the roadway in the model, then redirect all the screaming to the feedback tracker. :protest: I'm still tinkering with it. About to roll back to stable and see how it is there. Will do something either way. *Edit* Hrmm.. just died for the first time ever utilizing the roadway from the water, in the current stable. Effectively the exact same setup, should do it with the old versions also. (@kklwn get to the server.)
  23. Hatchet_AS

    ASDG - Mk. V SOC (WIP)

    I can not currently articulate the amount of frustration I'm experiencing with the roadway, proxies, attachTo and the water simulation ... peacefully. Currently the question I'm asking myself is whether or not to wait and see if BIS is actually working on things. Or whether or not I want to switch everything around for ridiculous looking side entry through the hull without the roadway. That process will also force a rewrite of scripting things currently working (ie.. i will pull them for performance testing, not a 'quick' fix). Unfortunately, as of todays testing in the DEV branch, you can no longer even get out of the water onto the roadway, nor can you cleanly walk off of it (as seen in previous videos). And there is currently shifting/pitching (front to rear, vertically, and now side to side..), with the attachTo solution. Which also seems to be worse than it was. So perhaps, they are actually looking at it, no clue. Either way, it is a wee bit frustrating. Outside of that though, things are in reasonable enough shape for the defined testing purposes.
  24. Hatchet_AS

    ASDG - Mk. V SOC (WIP)

    There will for sure be a couple updates (currently holding onto a ScanEagle model and couple of techie pieces). I have played with interactive cockpit stuff, the base model is actually rigged for it. Not sure what the animation count limit is, but it's getting up there. Honestly, we probably have everything we need to have a truly functional 'clickable' cockpit at this point (but only within the last few months). BadBenson and I have chatted about it on a couple occasions. Also looked at MFD options, which are actually pretty decent. Might just have to have an 'electronics' update at some point. ;) Along the same lines and something you guys might be interested, a couple weeks ago I did some testing revolving around an actual Radar model. Thus far, it would seem like that is a viable thing. We just need to make it happen as it were. Bit of scriptfu needed to bring it together, but the hope is to have a visual radar (as in the MkV or most aircraft) that is capable of tracking up-to 16 targets, all the while moving those targets around intuitively on the display. Which are actual model bits being animated. Anywho, I'm all for functional things. Granted I somewhat despise things on my screen. I want the radar so I can remove the UI Hud junk. Which is not to say that I don't understand others perspectives on these things. So we'll likely end up with a 'normal' and 'advanced' model. So people can have their UI aids. :P
  25. Haha, for just having diffuse maps they look great! Always appreciated your work, glad you're back and doing once again.
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