TxT 155 Posted June 30, 2013 they TXT does it gonna be drivable?:D Yes it is driveble. Will each weapon act as an individual entity? Yes, Already been done. A suggestion - you should have some light machine guns on the port sides that can be manned by player for close range :http://c69011.r11.cf3.rackcdn.com/1f...3c8160-0x0.jpg[but i think the us navy use .50 cal and miniguns] Like i sad before am going to have 2 .50 cal machine guns on the port sides. The official brochure from General Dynamics mentions four .50 caliber MGs total, two fore (port/starboard) and two aft (port/starboard), plus the 57 mm gun (MK 110, a slightly modified Bofors 57 mm Mk 3) up front and a SeaRAM system above the hangar, plus a decoy launcher at port and starboard approximately amidships.If using the Surface Warfare Mission Package (SUW MP) and the Gun Mission Module (EX 50 MOD 2 GMM) then throw in (a pair of?) turrets each with a 30 mm autocannon (400 rounds of 30 x 173 mm in the turret plus two "ready service" magazines with 240 rounds each, fired at a rate of 200 rpm in single-round, five-round burst or full auto), the turret systems including a FLIR sensor, a low-light TV camera and a laser rangefinder. Yeah the ship is big arsenal. Share this post Link to post Share on other sites
chortles 263 Posted June 30, 2013 Mind you, the latter (the 30 mm autocannon turrets) are from the modules -- only the 57 mm gun, the .50 caliber MGs (any particular reason that you went with two instead of four?) and the SeaRAM are part of the base design. The SUW MP also has both a Surface-to-Surface Missile Module and an Aviation Module "based" around an armed MH-60R Seahawk, so it's up to TxT what if anything of the different Mission Packages or their component Mission Modules to attempt to represent/simulate with this "Freedom-class LCS". Share this post Link to post Share on other sites
TxT 155 Posted June 30, 2013 (edited) Mind you, the latter (the 30 mm autocannon turrets) are from the modules -- only the 57 mm gun, the .50 caliber MGs (any particular reason that you went with two instead of four?) and the SeaRAM are part of the base design.The SUW MP also has both a Surface-to-Surface Missile Module and an Aviation Module "based" around an armed MH-60R Seahawk, so it's up to TxT what if anything of the different Mission Packages or their component Mission Modules to attempt to represent/simulate with this "Freedom-class LCS". The only reason i am going for 2 .50 cal is that then we have 2 sites covered left and right the fornt is covered by main cannon and 30 mm autocannon turret and the back is covered by other 30 mm autocannon turret. As for the seaRAM am still think of it. reason why is that i made my own new design of 30 mm anti air / anti missile turret (Close-in weapon system). Edited June 30, 2013 by TxT Share this post Link to post Share on other sites
HorbeySpector 164 Posted June 30, 2013 Love the new images! :D so the thing I don't get is.. it has a helopad, so you can park your helo there, but how can you get OUT of the ship and IN the chopper (& the other way around) if you can't walk on the ship? (since it's a vehicle) Share this post Link to post Share on other sites
chortles 263 Posted June 30, 2013 The idea is for the ship to also be walkable... Share this post Link to post Share on other sites
TxT 155 Posted June 30, 2013 Love the new images! :Dso the thing I don't get is.. it has a helopad, so you can park your helo there, but how can you get OUT of the ship and IN the chopper (& the other way around) if you can't walk on the ship? (since it's a vehicle) If the ship comes to stop then you can walk on the ship if you not then you will fall off, You can walk on the ship ever where you like you can enter the hangar and in side the ship and to the front where the main cannon is. Right now if you land a helicopter on the ship then the ship will sink and the ship starts move, reason why is that the helicopter is so heavy and ship isn't i have not found way yet (Will be fixed) Share this post Link to post Share on other sites
BadHabitz 235 Posted June 30, 2013 I thought I heard somewhere that objects over 60m are not allowed in the game, and that in the past you had to have multiple objects stuck together to give the illusion of a longer single object. Is this true? Is this how you're getting this in the game? Share this post Link to post Share on other sites
mankyle 420 Posted June 30, 2013 I thought I heard somewhere that objects over 60m are not allowed in the game, and that in the past you had to have multiple objects stuck together to give the illusion of a longer single object. Is this true? Is this how you're getting this in the game? Yes and No The GEO LOD limits are still there, but the problems are not so heavy as in Arma 1 or 2. I'm doing now a independence class LCS 2, I have it ingame and the GEO LOD stable size is near 100 meters. I still must configure it so it uses PHYSx but it is coming along. Strangenly, there are more problems with class Man than with vehicles. I mean. I can land anywhere with a chopper and it doesn't fall. The GEO LOD is very stable, actually. But As soon as I get out of the chopper I fall. Right now if you land a helicopter on the ship then the ship will sink and the ship starts move, reason why is that the helicopter is so heavy and ship isn't i have not found way yet (Will be fixed) That is because you are using the land contact points method for setting the ship model and you haven't added enough mass in the GEO LOD. Try modifying the GEO LOD or use simulation class shipx and a PHYSx LOD (4e13). Talk to GNAT, he's probably the one with the highest knowledge about ships in the Arma engine in these boards Share this post Link to post Share on other sites
brad7 4 Posted June 30, 2013 Hows the helicopter landing going to work? Will it be like in arma 2 where theres a script that attaches the helicopter to the deck? Share this post Link to post Share on other sites
TxT 155 Posted June 30, 2013 That is because you are using the land contact points method for setting the ship model and you haven't added enough mass in the GEO LOD. Try modifying the GEO LOD or use simulation class shipx and a PHYSx LOD (4e13). Talk to GNAT, he's probably the one with the highest knowledge about ships in the Arma engine in these boards Ok thank for the info. Hows the helicopter landing going to work? Will it be like in arma 2 where theres a script that attaches the helicopter to the deck? Not sure yet. Share this post Link to post Share on other sites
chortles 263 Posted July 1, 2013 The only reason i am going for 2 .50 cal is that then we have 2 sites covered left and right the fornt is covered by main cannon and 30 mm autocannon turret and the back is covered by other 30 mm autocannon turret.Actually, the 30 mm autocannon turrets on Freedom (LCS 1) cover left and right with the 57 mm gun covering front, according to this layout, unless you're no longer making LCS 1 but rather a fictional surface warship merely inspired by LCS 1? (Same goes for LCS 2 according to this article: 30 mm Gun Missile Modules in the port and starboard weapon zones, the Surface-to-Surface Missile Module (SSMM) launcher in the forward centerline weapon zone.) Share this post Link to post Share on other sites
TGxAltair 10 Posted July 1, 2013 Would be fun to have this kind of thing to call in support from or launch assaults, etc. Share this post Link to post Share on other sites
TxT 155 Posted July 1, 2013 (edited) (Some new pic) You can see me landed on the ship and some man walking round the ship And you can see that you can drop the fences. I got the main cannon working back and the front 30 mike mike. Actually, the 30 mm autocannon turrets on Freedom (LCS 1) cover left and right with the 57 mm gun covering front, according to this layout, unless you're no longer making LCS 1 but rather a fictional surface warship merely inspired by LCS 1? (Same goes for LCS 2 according to this article: 30 mm Gun Missile Modules in the port and starboard weapon zones, the Surface-to-Surface Missile Module (SSMM) launcher in the forward centerline weapon zone.) Fictional destroyer but inspired by LCS 1, Game is set on year 2035 so am arming the ship with some new tec but dont over doing it. + Am going to add Tomahawk/New tec on this http://www.seaforces.org/wpnsys/SURFACE/LCS-mission-modules-Dateien/image013.jpg Would be fun to have this kind of thing to call in support from or launch assaults, etc. You will be able too. Edited July 1, 2013 by TxT 1 Share this post Link to post Share on other sites
themaster303 22 Posted July 2, 2013 is the landed chopper "attched to" the ship ? or does it mean in arma3 you can walk on objects ? if so it would be intressting if this also works in multiplayer. nice work, looking forward to it! Share this post Link to post Share on other sites
Pomi Git 256 Posted July 2, 2013 I completely overlooked this. Wow this looks like its going to be sensational. Keep it up, looking forward to seeing how this progresses Share this post Link to post Share on other sites
progamer 14 Posted July 2, 2013 I have seen video that it is possible to land on a moving ship "in a pink helicopter" and some other info and ships showing it is possible to move around on the ships while it's moving. :) Do this for your ship and I'm never touching vanilla again! Share this post Link to post Share on other sites
Brain 12 Posted July 2, 2013 is the landed chopper "attched to" the ship ? or does it mean in arma3 you can walk on objects ? if so it would be intressting if this also works in multiplayer.nice work, looking forward to it! PhysX FTW. You can walk on them, Land on them, Move them. Share this post Link to post Share on other sites
mankyle 420 Posted July 2, 2013 It's not so easy. I would love this ship to have an stable GEO LOD but with this size it is way over the stable GEO limit and there will be problems when trying to walk on it. With PHYSx helicopters and other vehicles interact well, but it seems there are problems when interacting with man class entities. Anyway it looks high class!!! Share this post Link to post Share on other sites
chortles 263 Posted July 2, 2013 mankyle, is the "stable GEO limit" analogous to or anywhere near the reputed single-model size limit from Arma 2? Share this post Link to post Share on other sites
mankyle 420 Posted July 2, 2013 Yes but with some differences. GEO LOD works over the limit of 60 meters but only for vehicles. I have a completely stable 125 meter independence class LCS and I can land anywhere with both vehicles interacting correctly. The problem is that the engine treats man class and vehicles classes differently. With man class the old 60 meter GEO LOD limit still applies which makes big ships unpractical. Normal GEO LOD and PHYSx one must be very similar. Otherwise colissions are not well handled. GEO LOD mass interacts with the PHYSx LOD size. For a given size more mass sinks the ship more. It is used for displacement calculations, I think. Share this post Link to post Share on other sites
sebj 10 Posted July 3, 2013 Beautifull!! Great job :cool: Share this post Link to post Share on other sites
CSLALUKI 30 Posted July 5, 2013 Looks really cool :ok: Share this post Link to post Share on other sites
odyseus 19 Posted July 8, 2013 OMG OMG OMG. I m so exited Can't wait for it's release :D Great job TXT Share this post Link to post Share on other sites
TxT 155 Posted July 8, 2013 I have been working on the config it hard time to find how all works but still fun to do. There is no textures yet on the ship but will be. I am currently working on VLS (Vertical launching system) and video to show all the functions,door,guns,interior on the ship. Here is some new photos of the ship. Share this post Link to post Share on other sites
odyseus 19 Posted July 9, 2013 Just too cool man!! Keep it up! Share this post Link to post Share on other sites