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Scrub
Dec 28 2006, 13:44
Hi all, (I've held off as long as I can)

About a year and a half ago, I started an LCAC model for OFP.  With the help of others for scripting and texturing, it almost took off.  However there were the typical OFP roadblocks that limited full functionality (namely drive-on/drive-off capability on multiple terrain), and made the bar of success just too high.
I'd like to bring back the fully detailed model and features if there are dedicated scripters and texturers available.  Besides basic desire to work some magic and learn (like me), they would need good communication skills to bounce ideas and concepts back and forth, as this is a simple but daunting task.  The model details are going to be fleshed out for normal maps, so this is as close to a frest start as can be had.  I'm forming a tasklist to hit in as many places as possible (all I'm willing to do ATM as I'm on vacation  http://forums.bistudio.com/oldsmileys/tounge2.gif ), and am completely open to input and ideas to make this a very enjoyable addon.  Thank you for the consideration.  http://forums.bistudio.com/oldsmileys/smile_o.gif

Ironsight
Dec 28 2006, 16:05
I am still here if you want my help http://forums.bistudio.com/oldsmileys/wink_o.gif

Messiah
Dec 28 2006, 16:09
footmunch and others had a working LCAC concept and released it - the actual 'addon' was bare and basic, but the concept worked and I succesfully applied it to a few models to see how versatile it was. It allowed for fast and smooth transition from land to water, as well as the sliding inertia that occurs on turning etc...

seeing as the scripting language is similiar if not the same for many parts, some adjustments to suit the arma engine should make this ofp concept a nice base to begin work from...

as for MP, the results were mixed i found, mainly due to the high velocity of the script loops.

Scrub
Dec 28 2006, 17:12
Thanks to both of you. I'll send you the hitlist in a day or so Ironsight (for adding to or reducing). I'll contact Footmunch as a start to finding the basic code and it's feature list, and possibly approval to use snippets.. Or to have him take the project, as I just want a fully featured LCAC, not any fame (though that would be nice) http://forums.bistudio.com/oldsmileys/rofl.gif . I have an odd but simple idea to allow driveon / driveoff accessability, so it has a better chance to work with the new collision detection, SP or MP... Lets hope.

Thanks again.

Messiah
Dec 28 2006, 17:13
yeah - my best guess is the footmunch code with need reworking with the changes in arma in both script language, additions and also execution...

but till the tools are out, his method wouldnt be viable

[APS]Gnat
Dec 29 2006, 02:18
Interested in helping Scrub, but I haven't practiced my ArmA scripting so I won't be very useful for a month or 2 http://forums.bistudio.com/oldsmileys/smile_o.gif

Bit of a shame that BIS fixed the "boat drive onto land" bug, that might have been useful http://forums.bistudio.com/oldsmileys/biggrin_o.gif

Footmunch
Dec 29 2006, 03:00
Scrub -

The hovercraft 'concept' PBO is here:

http://www.footmunch.org.uk/beta/rkt_hover.rar

It could work in ArmA with a few changes, and it may be possible to reduce the script overhead by using some of the newer
commands. I'll take a closer look at it once the new tools are up and running.

Please take any bits and pieces you want.

Scrub
Dec 29 2006, 03:22
I love you guys.. uh, plutonically of course  http://forums.bistudio.com/oldsmileys/crazy_o.gif

Thanks for all the great help.

Gnat & Footmunch, thank you!  And a month or two isn't bad at all.  That will allow time for some feedback from the public, time for us to discuss what we want to do, can do, and how to get it completed.
Edit: Gnat, about the boat driving on land.. Yeah, bummer there. That was what we were exploiting in OFP because there was a tendancy with the old 'F1' racing boat to drive on land, but it prefered water, was a perfect mix.

USMCRP3 has generously offered us some of his textures from the Marine Corps.  Big thanks there.

I'm taking off in the morning to head back home (2 day trip) so I'll be out of contact till then.  Gnight!

[ZG]BUZZARD
Jan 4 2007, 16:42
Dang, I remember this effort... A shame it didn't come to fruition, just like some others... The only "functional" LCAC ever released for OFP was Philcommando's, IIRC, which had a "contents-spawning-script" which made a platoon of M1's spawn when wanted...

Sure hope this time one can really get aboard the thing with a vehicle and take it somewhere else...

I'll be looking forward to this... http://forums.bistudio.com/oldsmileys/thumbs-up.gif

Scrub
Jan 8 2007, 15:59
Just as an update, [APS]Gnat has put his magic on Footmunchs' hovercraft script and created a wonderful platform for the LCAC.  Not sure of it's capacity in MP, will probably test in the next week or so. Thanks to both for without them this project is just a pretty picture ;-).  The model is going through revisions for increasing (can't believe I'm saying that) it's polycount for normal maps, and to smooth out those features that needed to sacrifice under the engine gods of OFP.  We've discussed some interesting approaches to cargo, and the now important loadmaster station on the port side of the superstructure (the fish bowl thingy).  Will keep you updated.

Cheers.

Espectro
Jan 9 2007, 09:36
Sounds very interesting... Very usefull for some types of missions http://forums.bistudio.com/oldsmileys/smile_o.gif

Scrub
Jan 19 2007, 02:06
Ok, life's a B...  Busy thing..  yeah..  Anyhoo, here are some images of the new features (WIP greeble) and interior of the LCAC.  Trying to add detail here and there for maps and such as time permits.  Gnat's rework of Footmunch's hovercar script seems pretty darn good to me, it will feel damn nice crashing onto a beach in this thing!  Hats off to both of you  http://forums.bistudio.com/oldsmileys/notworthy.gif.  I need to get o2 up and running ( http://forums.bistudio.com/oldsmileys/banghead.gif  http://forums.bistudio.com/oldsmileys/help.gif  Bresseb's install tut, OFPEC, and BIS sites not solving the problems) to get the model off to Gnat.  I'm hoping to have all physical details in within a week or two. I should have the model organized so I may strip it for LOD's, and have any features or changes that are requested to aid scripting within another week.  Enjoy, and let me know of any ideas or thoughts you have on this project.

Pic 1
[img=http://img02.picoodle.com/img....e4.png] (http://www.picoodle.com/view.php?srv=img02&img=/7/1/18/f_LCAC01118i_b6ffm_410c7e4.png)

Pic 2
[img=http://img02.picoodle.com/img....d8.png] (http://www.picoodle.com/view.php?srv=img02&img=/7/1/18/f_LCAC02118i_b6ffm_2a0cad8.png)

Pic 3
[IMG]http://img02.picoodle.com/img....MG] (http://www.picoodle.com/view.php?srv=img02&img=/7/1/19/f_LCAC03118i_b6ffm_00c0cc2.png)

Gedis
Jan 19 2007, 22:11
wow, this thing looks stunning  http://forums.bistudio.com/oldsmileys/wow_o.gif  so smooth...
you asked for ideas?
let's solve some problems first http://forums.bistudio.com/oldsmileys/smile_o.gif
I asume you know LCAC's weight limitation, as i remember it can "lift" only one abrams...
so here goes ideas:
#1 cargo weight limitation
#2 propelers and tubes should rotate in angle depending on the steerring
#3 "landing" and "lifting" hovercraft with/without cargo
#4 correct cargo loading/unloading procedures(lowering ramps, ...)
#5 hovering over sea and land
#6 deffencive weapons? (.50cal as i remember)

hm... i don't remember more features which hovercraft has, it was long time ago when i was very interested in these, Ekranoplans took over everything except Kuznetsov and it's airwing http://forums.bistudio.com/oldsmileys/inlove.gif

P.S. idea's numbers are not mean to show importance.
and i think it's my first post in arma forum  http://forums.bistudio.com/oldsmileys/help.gif

usmcrp
Jan 19 2007, 23:07
Quote[/b] ]wow, this thing looks stunning    so smooth...
you asked for ideas?
let's solve some problems first
I asume you know LCAC's weight limitation, as i remember it can "lift" only one abrams...
so here goes ideas:
#1 cargo weight limitation
#2 propelers and tubes should rotate in angle depending on the steerring
#3 "landing" and "lifting" hovercraft with/without cargo
#4 correct cargo loading/unloading procedures(lowering ramps, ...)
#5 hovering over sea and land
#6 deffencive weapons? (.50cal as i remember)

hm... i don't remember more features which hovercraft has, it was long time ago when i was very interested in these, Ekranoplans took over everything except Kuznetsov and it's airwing  

P.S. idea's numbers are not mean to show importance.
and i think it's my first post in arma forum  

Actually here are the correct specs. on th LCAC:

Builder Textron Marine and Land ystems
Lockheed
Avondale Gulfport Marine  
Power Plant Four Avco-Lycoming gas turbines; 12,280 bhp;
two shrouded reversible-pitch propellers;
four double-entry fans for lift  
Length 88 feet  
Beam 47 feet  
Displacement 200 tons full load  
Capacity 60 tons/75 ton overload  
Speed 40 plus knots with payload  
Armament 2 - 12.7mm MGs. Gun mounts will support: M-2HB .50 cal machine gun; Mk-19 Mod3 40mm grenade launcher; M-60 machine gun  
Crew 5  
Range 200 miles at 40 kts with payload
300 miles at 35 kts with payload  
Availability LCACs per Day (from a total of 54)
Day One – 52
Day Two – 49
Day Three – 46
Day Four – 43
Day Five - 40

Operating Time 16 hours per day per LCAC  
Time per Sortie  Vehicle Load – 6 hours, 8 min
Cargo Load – 8 hours, 36 min

Sorties per Day for Vehicles 2.6 sorties per LCAC per day
Total = 104 LCAC sorties per day @<hidden> 40 LCACs per day

Sorties per Day for Cargo 1.86 sorties per LCAC per day
Total = 74 LCAC sorties per day @<hidden> 40 LCACs per day

Personnel Capacity 24 Troops
180 w/PTM  
Short Tons per Sortie  25 STONS
50 pallets (500 lbs per pallet)  
Vehicles per Sortie 12 HMMWVs per sortie
4 LAVs per sortie
2 AAVs per sortie
1 M1A1 per sortie
4 M923 per sortie
2 M923 5-Ton Trucks,2 M198 Howitzers, and 2 HMMWVs per sortie  
Time Details Transit (45 NM @<hidden> 25 kts) x 2 = 216 min

Well Deck Ops 62 min for vehicles
120 min for cargo

Beach Ops 30 min for vehicles
120 min for cargo


Friction = 60 min

Total = 368 min (for vehicles) or 516 min (for cargo)  
Unit LCAC Sortie Requirements Infantry Regiment
269 HMMWVs = 23 sorties
10 5-Ton Trucks = 3 sorties

Tank Battalion
58 M1A1 = 58 sorties
95 HMMWVs = 8 sorties
23 5-Tons = 6 sorties
8 Fuel Trucks = 4 sorties

LAV Battalion
110 LAVs = 28 sorties
29 HMMWVs = 3 sorties
23 5-Tons = 6 sorties
8 Fuel Trucks = 4 sorties

Semper Fidelis&#33;

Gedis
Jan 19 2007, 23:41
thanks for info u.s. marine core http://forums.bistudio.com/oldsmileys/smile_o.gif
i did remember right, one abrams per one lcac http://forums.bistudio.com/oldsmileys/smile_o.gif

usmcrp
Jan 20 2007, 01:12
thanks for info u.s. marine core http://forums.bistudio.com/oldsmileys/smile_o.gif
i did remember right, one abrams per one lcac http://forums.bistudio.com/oldsmileys/smile_o.gif
No problem bro, BTW it&#39;s Marine Corpshttp://forums.bistudio.com/oldsmileys/smile_o.gif

[APS]Gnat
Jan 20 2007, 10:38
You might like this Scrub http://forums.bistudio.com/oldsmileys/biggrin_o.gif

http://members.iinet.net.au/~nrspence/ArmA/LCAC_3.jpg

Video - Pre-Alpha LCAC in Action
Low Quality - 6.7MB
http://files.filefront.com//;6571361;;/

High Quality - 20MB
http://files.filefront.com//;6571325;;/

YouTube
http://www.youtube.com/v/U1xzX1bQBZY

Gedis
Jan 20 2007, 13:03
http://forums.bistudio.com/oldsmileys/wow_o.gif http://forums.bistudio.com/oldsmileys/wow_o.gif http://forums.bistudio.com/oldsmileys/wow_o.gif
umbelievable&#33;
how i want to play arma, but i need new pc http://forums.bistudio.com/oldsmileys/sad_o.gif

P.S. I like progress of all navy stuff in arma... sadly there were nothing like it in ofp http://forums.bistudio.com/oldsmileys/confused_o.gif

Scrub
Jan 22 2007, 14:56
HOLY CRAP&#33;&#33;&#33;&#33;  

*cough*

I mean wow, you&#39;re good.  http://forums.bistudio.com/oldsmileys/biggrin_o.gif  
Sure, don&#39;t pay attention to the forums for a weekend to install a new fridge, and you do this... Thank youThank youThankyou.....   http://forums.bistudio.com/oldsmileys/notworthy.gif


Sweet.  I&#39;ll keep on truckin with the model details awaiting the dev&#39;s tools and we will have a nice unit.

Edit: And yes, I&#39;ll check the face normals next time  http://forums.bistudio.com/oldsmileys/wink_o.gif

@<hidden> Below: I have some sounds Somebloke got to me last time.. They&#39;re pretty good, we&#39;ll see what [APS] Gnat has planned.

Abs_01
Jan 22 2007, 16:03
Wow man, that&#39;s looking awesome&#33;

Will it be possible to get rid of the tank wheel sounds?

Abs

Footmunch
Jan 22 2007, 19:06
Nice work, Gnat http://forums.bistudio.com/oldsmileys/thumbs-up.gif