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lumnuon

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Everything posted by lumnuon

  1. INFORMATION The terrain is 400km^2 (20kmx20km) big and is a true to scale recreation of the Senkaku Islands. Mask/Sat: 16384x16384 Height: 4096x4096px (5px/m) In my mind, the map is best suited for small carrier operations in cooperation with amphibious warfare. It might also be interesting to people that are playing with the HAFM Navy mod, I will try to improve the underwater terrain in the future. Most people should be able to play on this map with full view distance without any performance problems. REAL LOCATION This map is a recreation of the Senkaku Islands in the East China Sea. I tried to get as close to the real location as possible, but did take minor artistic liberties to make the map just a little bit more interesting (Added a radar station; moved Kuba Jima a little south to make it fit on the map) https://www.google.com/maps/@25.7558356,123.531659,11812m/data=!3m1!1e3?hl=de Information on the dispute from Japan´s perspective: https://www.mofa.go.jp/region/asia-paci/senkaku/qa_1010.html CREDITS Fromz with his Diaoyu Islands terrain that gave me the inspiration to give the area a workover. DOWNLOAD Workshop IMAGES
  2. New York City - Version 3.0.3 Today is the first time I´m releasing a terrain to the public. The terrain is based on Governor´s Island, Liberty Island, Parts of Brooklyn and Lower Manhatten NYC although the available assets make it hard to create a perfectly similar terrain. On top of that I was not able to get original height data and sufficient reference images so you might notice differences. To give an example: the terrain is flatter then the original. Long story short: The terrain itself is 16km^2 big which is true to the original size. Mask/Sat images: 8192x8192 Heightmap: 4096x4096 (1m/px) The terrain requires APEX, CUP Terrains - Core and Em_Buildings to run. Steam Workshop page (download, changelog and more images) Armaholic Download If you have got reference images feel free to send them to me so that I can get the terrain as close to reality as possible. Model contributions, especially skyscrapers would also be much appreciated since they would improve the terrain greatly.
  3. lumnuon

    Senkaku Islands

    Release of Version 1.4 Added: -Senkaku Islands 2035 variant with Fiery Cross Reef Airbase
  4. I was wondering if it would be possible to give the Self-Contained Breathing Apparatus ("B_SCBA_01_F") the ability to work underwater instead of it being completely cosmetic it would give divers another choice in terms of rebreathers with the bonus of keeping the vest slot open for combat vests
  5. lumnuon

    Rosche, Germany

    It is correct the way JD Wang said it. Unlike the official DLC the GM terrain assets are not available to all players. That means you have to own GM to play on costum terrains that use GM structures.
  6. I used the ATLAS LHD (CUP or the new standalone one can be used). Probably worth noting that it really only is a problem when waves are at ~30% or more.
  7. Congratulations for the release 👍 Three things I noticed while playing around with it for a few minutes: 1. The addon seems to have a dependency for the foxhound configured - it obviously works fine without it, I am assuming it´s just a config entry that you forgot to get rid of? 2. When folding the mast, the lights don´t fold with it. This causes the lights to float in the air. 3. The de-beaching option only appears when the LCVP is truly stand-still. On higher incline beaches/welldecks + higher waves this can mean that the option doesn´t appear which in turn can cause you to be permanently stuck without it. A little more movement tolerance for the option to appear would help in that regard imo.
  8. lumnuon

    AF Large Civilian Ship

    awesome work 👍 A small bug I noticed: the engines and the railings on the outer stairwell of the bridge are lacking collision. Could someone double check and try to reproduce? The see-through doors issue is also something I can still reproduce (although not all dorrs seem to be affected strangely enough).
  9. Considering all that I would probably drop the runway idea. The vanilla Destroyer ship has a helipad that works. Not sure if that requires any specific config entries since I am only familiar with terrain configs but that would seem like a workable route which wouldn´t mess with planes at all.
  10. I mean... just naval jets trying to land on it and failing is still better than jets and cargo planes trying to land on it and failing... Would it at least allow the F-35 to land properly or would that one also try to land in conventional flight and therefore fly off the deck?
  11. As far as I can tell larger airplanes that wouldn´t have enough space on the runway of the USS Freedom reject a landing there. If that assumption is correct and planes can be made to behave similarily on the LHD I don´t see any obvious downsides.
  12. When shooting the ship with handguns you also get the dirt debris. Not really a bug but it would be a fairly simple improvement that doesn´t require much work to change it to a metal impact.
  13. Can´t reproduce the second issue, for what it´s worth. The lower well deck door control panel on the inside works perfectly fine for me.
  14. Noticed that the geometry around the inside of the doors in the hangar is not closed properly. I can make a screenshot if necessary. Edit: You are also missing keys for sever owners as fas as I can tell.
  15. lumnuon

    RHS Escalation (AFRF and USAF)

    Would maybe make sense to seperate the SLR from the metric FALs since there are some significant differences between the two in form and function. Additionally metric FALs have seen service around the Globe with many different armies and militias while L1A1s are a bit more confined (similar to how you guys have two SCARs in RHSUSAF and RHSSAF now). I obviously understand if that is not possible because of additional modelling/texturing you might have to do. Really just a thought that came to my mind.
  16. Pufu can scream this from the rooftops. I share the enthusiasm for fresh water features but it´s very hard to pull off in Arma. Here are some examples to illustrate the issue perhaps better than can be explained in words (to people that have never opened Terrain Builder) There are few areas where using sea level water to create rivers is feasible without significantly altering the overall terrain topography. To give a few examples, river deltas into the sea are reasonably easy to do since they are obviously still very close to water level and generally have slight elevation changes over long distances (Here / Korean DMZ river delta). Similarily, rivers in flatlands can also be somewhat faithfully be recreated without looking completely out of place (Here / North Germany flatlands) as long as you have enough space (a few dozen to hundreds of meters to either side) in the terrain to make it appear as if you have a somewhat smooth riverbank. As you might notice, the things described here only work on very flat terrains. Now keep in mind that most players are understandibly not very fond of terrains that are very flat for kilometers since they restrict or completely deny certain playstyles and can be perceived as boring as a consequence. So where do you run into bigger issues? Terrains that have even a moderate degree of topographic variation (Here / Korean DMZ further inland) which causes rivers that should have nice, gradual riverbanks to evolve into canyons. Sometimes that can be hidden by embracing the canyons (it´s a feature, not a bug!), but that is basically impossible in terrains with more than moderate topograhic variation since you would end up with absolutely ridiculous cliffs. GM´s new river and pond objects might be a remedy for this to some degree, but I wouldn´t expect to get great results with rivers that lose a decent amount of elevation over a certain distance either. Bottom line: Rivers in Arma create a lot of additional work, still behave like oceans since you can´t seperate them in the terrain config and generally create wider reaching problems for the terrain topography overall.
  17. lumnuon

    Senkaku Islands

    Release of Version 1.3 Added: -Minor details like historical wrecks and a few more cliffs Changed: -Ambient sounds and animals -New satmap preview picture Fixed: -Edited the satellite image of Kuba Jima to better blend with the detail textures Note: I will release a 2035 version of the map with several recreations of artificial islands China has built in the South and East China Sea. Said map will be seperate from the existing map but will be packaged within the same mod.
  18. lumnuon

    RHS Escalation (AFRF and USAF)

    With more and more "old" mid to late-cold war equipment finding it´s way into RHS it will go along great with Global Mobilization and complement it.
  19. lumnuon

    RHS Escalation (AFRF and USAF)

    Great to see that the virtual garage solution was applicable :) I dare say that it´s looking... splendid.
  20. lumnuon

    Senkaku Islands

    The terrain is only "based on" fromz´ terrain in so far as that my terrain was inspired by it. I didn´t use any of Fromz´ files so sadly it probably won´t be as easy as just renaming the terrain entry in the mission. Having said that there should be absolutely no interference between my terrain and Fromz Diaoyu Islands. You should be able to import your old mission by changing the terrain entry and then you will probably have to adjust object placement.
  21. lumnuon

    Senkaku Islands

    That would definitely be another alternative if some people prefer a more gameplay focused terrain and others prefer a more realistic one.
  22. lumnuon

    IRAN ARMED FORCES

    If you have permission to include it disregard what I said. Good luck to your project :) .
  23. lumnuon

    IRAN ARMED FORCES

    You should make sure to ask for permission from every mod author whose work you include in your pack. Last time I talked to Dezkit he didn´t allow repacking. That was quite a while ago though, so if you have reached out to him in the meantime and he gave permission I apologize.
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