-
Content Count
1137 -
Joined
-
Last visited
-
Medals
-
Medals
Everything posted by DSabre
-
Functional Aircraft Carrier Projects
DSabre replied to DSabre's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I guess this could be the right place. If you want you could also share how you added stuff to make it work as a platform, or even share a mission or composition. Guess that would help some people and me actually - I could redirect all requests there. Concerning the occupied flight deck - put this in the init of the carrier: this animate["planes_visible", 1]; (yes it is back to front with 0 and 1. I meant to call the animation planes_invisible instead of planes_visible - but never updated it) Perhaps it needs to go in an init.sqf to update for all people in mp environment. It could also be that simulation disabled also disables animations. In that case you may have to do the animate command first and then afterwards execute this/<nameofship> enableSimulation false; instead of ticking the box -
Functional Aircraft Carrier Projects
DSabre replied to DSabre's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
you could also try go the pragmatic route and use a movable plus a static version - and swap them at a specific time. Somewhat like giving the carrier an option to "deploy", similar to the mobile bases sometimes used in missions. Then transition it from the movable object and spawn the static structure. -
Looking good. And glad some players actually make reskins. At least to me that is the highest level of praise if people spend their time on a mod this way. (Not sure if the decals are ok to use on the forums though. In some countries, especially in europe, they are banned from use in entertainment and games. That is why the mod uses a generic replacement so it works for players from any country... - Thanks for updating!) It will take another week or two. Not finished yet. It looks like there may be some slight adjustment necessary for the fuselage area. All in all perhaps 5 minutes to update the livery. Belly region changed slightly, old texture may need tiny adjustments Mapping moved upwards slightly, might need small re-arrangement
-
In light of that the ship will get a generic name. Perhaps Cargo Ship or Freighter. That allows us to use it as Liberty class, Crater class or any similar freighter. Some progress on the small boats: Thomas Beerens' PT Boat https://skfb.ly/6VYWM My own E-Boat - now reworked halfway. Exchanged armored bridge with standard version Submarine Chaser - smaller windows, smaller + poly reduced depth charges Work has begun on another small ship - a Flower Class Corvette. Some models just don't work out. Took ages to get even that far - so it could take a while.
-
Interesting, Crater class looks very similar to the Liberty, at least to me. Would you happen to know what the differences are?
-
Since the freighter went so well I decided to try and refurbish my other boats. Subchaser looks alright, the Speedboat did not convince me yet. Speedboat Subchaser The gun is from Thomas Beerens U577, bollards, anchor and dingie are from his Foxhound. With bits and pieces of the carrier textures it helps to blend in with the other boats. Mast and other round shapes were poly reduced a little too, since most round shapes in the other models are hex or octagonal. *** edit *** blends in quite well
-
Functional Aircraft Carrier Projects
DSabre replied to DSabre's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Some time ago I actually did play around with functional aircraft carriers. You can see them in my secret weapons addon. Not sure if they still work. TeTeT kindly allowed me to use the Nimitz spawn logic. You could ask him. That takes care of moving and respawning in EDEN editor. so you can turn your carrier around or move it. If you want and TeTeT is ok with it you can look into my secret weapon config to see how it is done. It is dumbed down compared to Nimitz so perhaps easier to understand. The resolution lods is a single p3d object - only split the invisible geometry p3ds into several unique p3ds. (iirc the limit is something around 40 meters for a geo lod/roadway before things go crazy). I did not use attachto via memory points. That is a great idea. In my case the models are all centered. That means one platform p3d is the bow section, the next is offset 40m, the next offset 80m and so on: All in all it is 7 or 8 P3d objects. All defined as house (geo, roadway, landcontact lods each). Full model (Helijah's Akagi). Resolution Lod is one single object. This is also the drivable ship P3d. For static carrier operations it is turned into a house config wise. Then the single geo lods are attached via Nimitz Spawn functions: Geo P3D 1, starting at Bow Geo P3D 2, Bow + 40m Geo P3D 3, Bow + 80m and so on. This approach makes it easier to adjust to the curvature of the flight deck. -
(Comment moved) None taken. I don't want this topic in my thread. That is all. Said a few times over the last few pages but did not make clear in my answer to mankyle. So my own fault. If you look on the other pages you will see : )
-
Dev Blog Now that the mod is a little more lightweight there is time to focus on some more details. Today - Fw 190 fuselage: It is a bit too roundish overall and dimensions were all over the place. Never really gave it an update like the P-51 got. Basically it was the same secret weapons model with a slightly better uv layout. Improved topology a little (very easy using knife tool and dissolve edges). Apart from looking nice that makes it easier to work on the model. Fixed the engine cowling dimension issues and made the fuselage shape look more triangular. Not that I am aware of anyone ever making a texture for this aeroplane... Anyway should not affect UV Map/Texture too much as I projected it all into the same place again, more or less.
-
What kind of ship did he serve on? For a cargo/support vessel this one is quite heavily armed too. A few of them will take out a lone destroyer or careless aeroplanes. Indeed, that's the Dido with it's AI captain making it go in circles in the background.
-
Wishing you all the best of luck with your carrier projects. Back on topic: To contradict the previous statement work has started on a ship that was sorely missing - and this time it is my own model. early concept - Liberty Ship class cargo ship (I used my old Victory Class as template, deleted the bridge and cut away the higher bow section, then made the cranes a little more detailed) It is really not that easy to mimic Thomas Beerens style. Of course the deciding factor if it will ever make it into the mod. Perhaps once a lot more smallish details are added, like firehoses, bollards, hawsers, fences and ladders and other nautical stuff it will stand out less. *** edit *** Adding some details A few more details do make quite the difference *** edit *** Texture and UV Mapping Update In Game Some of the small parts are from Thomas Beerens' Foxhound and other models. That helps in making the boat look similar to all the other ships in the mod. (guns, rafts, safety equipment and boats, some hull textures) Really did not expect it to work so well so fast.
-
Dev Blog The content vault concept is kind of fun (at least here) It is going to be expanded to other parts of the mod: There are so many P-51 liveries for instance which would simply bloat the mod. There are no plans to make more dedicated livery mods either. So every now and then some liveries will be swapped out, some others will be swapped in. Idea is to have 2 or maximum 3 liveries being available at the same time. Same for the other aircraft, where this was done already to some extent. If the model and uv map are changed (which happens, just did because of the belly radiator) -it is easier to fix 2 liveries instead of 15 + a few livery mods.
-
Functional Aircraft Carrier Projects
DSabre replied to DSabre's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hi Mankyle, No need to be so modest. You make some nice boats and you made that lovely hovercraft. These are not my own models as well. All ships in this mod are from Thomas Beerens. Never tried a drivable+landable carrier. Not even aware of any mod that managed that yet. Back when I messed with functional carriers I made them static like LHD and Nimitz, made up of 8 p3ds with Tets Nimitz spawn logic. Afaik Tetet uses a lot more different p3ds for the Nimitz even because it is so large. -
Functional Aircraft Carrier Projects
DSabre replied to DSabre's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
All fine. No idea. There is a reason there are very few functional carriers in Arma. Be prepared to spend a lot of time on it. (if you consider making an addon like this, please start a new thread for it) -
consider it fixed. Next update is in a week or two.
-
v 0.023 - added engine management pro pilot mode (P-51D and FW190A) - minor tweaks to P-51D interior and exterior (gauges, radiator) - added cowl flaps animation for Ju88A - added a few more mags for Ju88 Front Gunner - content vaulted Ju86 and P-51B/C - fixed axis fuel tank smdi - fixed Bf109F/G canopy opening (thanks Belgerot) - engine management changes (values, limiter) - engine management penalty tweaks: in air = throttle limiter, on ground = engine damage) Content vault means content is currently removed, may come back at a later time again.
-
https://sketchfab.com/3d-models/cleveland-c6bf18cd13d84b78b366954b779b5924 https://sketchfab.com/3d-models/enterprise-303b76d3efdf472d8a105702c44ff571 v 0.019e - Added Cleveland - Added Enterprise (WiP) - Added Depth Charges (Sims only) - Added server signature - Content Vault: Shokaku, Essex - Armament and Armor system redone (see forums) - FPS improvements (Smoke Effect, Torpedo Lifetime, Wrecks get deleted after 1 minute), - Torpedo Submarine launch restrictions removed - Torpedo aerial launch restrictions changed to 220 km/h and 40m Torpedos will still seriously drop FPS. Remove Torpedo gunners or don't do close range if that is an issue for you. Content vault means content is currently removed, may come back at a later time though
-
More progress: Depth charges, optimal battle distance, fun fact (you can sort of land on moving ships) - The infamous SW depth charge is making a comeback. - Some FPS improvements (Smoke and Scripts). - Torpedo lifetime is going to be reduced to improve FPS. Lots of torpedos will still drop FPS significantly. - Hitpoints and Hitvalues have been reduced (high amount of hitpoints have weird effects). - Distance for general engagements is now optimised for 3-4 km. Update may happen this or next weekend.
-
(comment removed)
-
Secret Weapons (old version - discontinued)
DSabre replied to DSabre's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I have completely forgotten about the parking brake script. Glad it helps. It does not stop an aircraft 100% if I recall correctly. If you want you can try and improve it and publish your own version. Regarding torpedos: -Make naval legends mod a requirement -add the following to your aircraft config: // inside config of the aircraft, or some other way inside a mission/init class EventHandlers {fired = "_this spawn sab_nl_fnc_fired_torpedobomber;";}; This watches the weapons and triggers the script part if it detects the launch from the torpedo bay/pylon -the aircraft will need to have the correct proxy weapon attached: One of the pylons has to be readied for the torpedo by adding to the hardpoints array: //inside class components of the config. No idea if it can be added via script/init hardpoints[] = {SAB_NL_TORPEDO}; That allows to select a torpedo in eden pylon management. (keep in mind that Naval Legends is getting its entire armament system changed. The hardpoint name will stay, just dont mess with weapon or magazine names). If you like the torpedo you can also leave TeTeT a note on his youtube channel. It's his invention after all and in fact in the first concept he dropped it from a heli: -
yep, affects engine management. It is not widely advertised since it is likely to be a temporary solution till all aircraft are updated to handle engine management.
-
Better Smoke: Progress on replacing the exhaust smoke. Less particle density helps FPS when multiple ships are spawned. First tests of the Essex replacement, Enterprise. Armament overhaul going according to plan: Guns are now separated into primary, secondary and anti air artillery. Each category now comes with 3 powerlevels to roughly model the diverse guns (basically different ammo). Firing rates will be standardised. A spreadsheet was created to track damage values and dps and make sense of it all. There is still no real armor system in the mod. It is mostly hitpoint based. Hitpoints will reflect tonnage to some degree in future. Armor values are still under experimentation. Things do get a little weird with large objects and very high values. Config wise the amount of possible AA magazines is reduced. The old system of trying to simulate real counts increased workload for no substantial return.
-
v 0.022c - added pro pilot mode to Yak-3 and Bf 109f/g/k - slightly enlarged fuel tank for 109s and Yak - after startup, give the engine a few seconds before applying throttle - removed dev chat messages
-
This mod is moving into the next phase. Currently armament system is redone. The plan is to make it easier to balance large battleships against different types of cruisers but will also affect smaller boats. There will be 3 main artillery categories: anti air-, medium- and main artillery - with 3 power levels each = light, medium and heavy ammo to simulate different calibers. That is a decent balance between giving every ship individual stats (too much work and overambitious) and putting all in the same boat as currently (too lazy). The exhaust smoke will be exchanged with a more fps friendly particle effect (still similar). Some ships will go into the content vault, some new will enter the arena (Essex and Shokaku will most likely go into dry dock for now, for technical and artistic reasons).
-
Secret Weapons (old version - discontinued)
DSabre replied to DSabre's topic in ARMA 3 - ADDONS & MODS: COMPLETE
That is the actual torpedo which is spawned in the script. Should not be available in editor actually. If you want a live torpedo you need an aircraft, submarine or boat to spawn it. Perhaps there are ways to trigger it with scripting somehow.