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Showing results for tags 'lcac'.
Found 3 results
Pook BOATS pack
hcpookie posted a topic in ARMA 3 - ADDONS & MODS: COMPLETEAfter a 3 year hiatus all the boats are back! Nautical mines, nautical barricades, Nautical Minefields supporting editor / script placement, SOC-R special operations boats, and the tugboat and freighter. Freighter also has a vehicle-in-vehicle configuration option. The 8-man life raft is back too! Air-launched sea mines including US-designed Quick Strike sea mines, and Russian/Soviet design MDM-3 and MDM-5 models. Air-launched mines support Jets dynamic loadouts for vanilla and several mod factions to include CUP, pook BOMBER pack, pook EF-2000, and VME PLA mods. More mod support may be added in the future. Upload to Steam complete. Upload to my OneDrive is complete (150mb 7zip) Fully signed; bikey is included as well: https://onedrive.live.com/?id=5B54FC51A7917265!156706&cid=5B54FC51A7917265 CHANGELOG I'M KING OF THE WORLD!!! Yes the SOC-R boats too! (yes these are A2 pics) Nautical Mines also made it back! Support for dynamic loadouts for numerous mods including CUP, POOK Bombers, POOK EF2000, Vanilla BIS, and VME PLA. Minelayer can lay individual mines that spawn directly behind the boat (15 second charging delay), or lay a minefield with a 30-second arming delay. Minefield is a 150m area with randomly placed mines! 🙂 Editor/script-based minefield placement can consist of any of the mine types and automatically selects shallow mines depending on water depth. Available in either 150m- or 300m sizes. Beach barricades include mined concrete Dragon Teeth barricades and mined Hedgehog.
How would you config a Hovercraft?
mankyle posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTINGI have found relatively good reference pics of a Murena Class Hovercraft and I'm thinking about modelling it and add it to the game. But.... I remember the old LCAC mod and I just don't want to code it as a boat. Anyone knows alternatives, specially if they don't rely on scripts? I was thinking about configuring it as a Carx and set low speed in land but using waterspeed coefficient values to make it go faster on water. I think @Sakura Chan mentioned that there was a simulation="hovercraftx" in the game (supposedly taken from VBS3's LCAC) but I think it is something unconfirmed... Any ideas??
The still missing and badly needed Marines DLC
maffa posted a topic in ARMA 3 - GENERALHello everybody After the news about the Jet DLC, i couldnt help but wonder why something has never been done about amphibious/littoral operations, namely something around the concept of a Marines DLC. More than a third of all vanilla maps are made of water, but in turn the only seafaring vehicles available are the RHIBs, the minigun boat and the submarine thingie. Way too little, considering all the operations that can be conducted from the sea. Burnes had started to make some landing craft utility boats, namely the LCAC and the Mk10, but due to a hardware meltdown everything was lost and the project has been halted since. But i feel there should be more in terms of amphibious operation vehicles -moreso than jets, BTW, but as far as i am concerned thats gonna be a badly needed Sensors DLC with some planes thrown in as a bonus. In particular, there should be for both west and east sides, something on the category of a LHD (more on that later), LCU, AAV and LCAC or heavy cargo lander. About the issues pertaining such a large ship as a LHD, there are some unexplored problems: there hasnt been such a big vehicle yet, so there is no reference about it's physics, hitpoints, vulnerabilities, how it should be damaged and eventually break and sink, etc; there is an engine issue about moving objects with people standing on them which wont stuck on the surface of said object but will slip away (or rather they stay still while the vehicle moves away), and this is a problem that also Burnes met when working on his landing crafts of his; and if our maps are waaaaaay too little for jet operations the very same thing can be said about naval operations (once you create a LHD for both sides it stands to reason that then youll place them both in a map and try to have the both of them throw things at each other). But if the first two are engine's problems, the third one is rather easy to solve: the space outside the map of Tanoa and Altis is still seawater, so you can go off the map as much as you want to. But then again, i dont plan to solve all the problems: i dont have the skills to address these issues. And the smaller vehicles are useful for storming beaches and badly in need to put all this water to some use. I only wanted to raise awareness on this issue and gather (or maybe just test) the interest of the community. So, what say you?