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[APS]Gnat
Nov 18 2009, 14:00
Submarine Pack

Beta 2 (for ArmAII)
by Gnat

http://img39.imageshack.us/img39/5948/subs21.jpg

http://img163.imageshack.us/img163/707/subs22.jpg

http://img109.imageshack.us/img109/1613/subs23.jpg

http://img163.imageshack.us/img163/874/subs24.jpg

http://img690.imageshack.us/img690/1139/subs25.jpg

** Sub Features **
- AI auto-dive when in danger
- Manual dive to 100 meters
- Command and cargo space
- Walkable hull (mostly)
- Deployable Zodiacs
- Working Missiles and Torpedoes
- 1 working compass on Bridge
- radar signature camouflaged when dived

- Demo Single Player Mission included: "SubHunterMission"

- READ README in Download for more details.
- Again, not what I would call ArmAII quality, but its the best I can do.

REQUIRES MANDO MISSILE ArmAII addon
DOWNLOAD Mando Missle Addon HERE;
http://www.armaholic.com/page.php?id=8243

DOWNLOADS
Submarine Pack - Beta 2 - Nov 09
FILEFRONT (http://www.filefront.com/14947725/GNT_Subs_beta2.rar)
ArmA2Base.de (http://arma2base.de/include.php?path=download&contentid=1094)
Armaholic (http://www.armaholic.com/page.php?id=8359)
Armed Assault Info (http://www.armedassault.info/index.php?cat=news&id=3376&game=1)

GI-JOE
Nov 18 2009, 14:41
Wow look great, will try them asap. Thanks Gnat :)

TRexian
Nov 18 2009, 15:34
Run silent, run deep... or something like that. :)

Very cool!

Manzilla
Nov 18 2009, 15:35
Wow!!! Thanks Gnat!

Miller
Nov 18 2009, 15:36
Wow thanks Gnat :smile_o:

ArmA2Base.de Mirror:

Submarine Pack by [APS]Gnat
Beta 2 (http://arma2base.de/include.php?path=download&contentid=1094)

Kind regards
Miller

larsiano
Nov 18 2009, 15:42
WOW cool, doos it have a periscope ? and ofcource (even if not functional) a Ping :D
How many passengers can it handel, it would be nice if you can transport a hole squad to there destination and make some navyseal action missions?

Mandoble
Nov 18 2009, 16:03
Outstanding mate :yay:

JW Custom
Nov 18 2009, 16:11
This sounds really cool :cool:

froggyluv
Nov 18 2009, 16:58
Thanks Gnat!

Lots of fun to be had here. Sonar-buoys oh boy!

NoRailgunner
Nov 18 2009, 17:09
Thanks - these subs will soon go like other addons from you into special "@<hidden>" folder. :)

Foxhound
Nov 18 2009, 17:11
Release frontpaged on the Armaholic homepage (http://www.armaholic.com/page.php?id=8359).


http://www.armaholic.com/datas/users/3-animation.png (http://www.armaholic.com/page.php?id=8360)
Submarine Pack beta2
(http://www.armaholic.com/page.php?id=8360)


http://www.armaholic.com/skins/Blaster07/img/required_addons.png
Mando Missile ArmA for ArmA2 (http://www.armaholic.com/page.php?id=8243)

Cyborg11
Nov 18 2009, 17:20
Thanks :) And now we need warships :D

Sneaker-78-
Nov 18 2009, 17:40
Wow , great stuf there m8 !!

Spec_Ops_Sniper
Nov 18 2009, 18:24
I smell an overdose of Navy seal missions in the future.

Great work GNAT

Thirdup
Nov 18 2009, 18:44
Once again, Gnat amazes!

Leogecko27
Nov 18 2009, 19:08
Very beautiful. thank you

Watter
Nov 18 2009, 19:56
Nice work Gnat :yay:

mankyle
Nov 18 2009, 20:19
Nice work, GNAT!!!!


GNATs Subs + MH-60S + Mando missiles Torpedoes = ASW FUN!!!!

Seriously!!!
Try adding an akula, climb into your MH-60S, add couple of friendly ships and the Mando Game logics and try to destroy the submarine before it destroys your ships.


EDIT: GNAT, I have noticed a serious interaction between your addon and Mando Missiles. Whenever I load the Game Logics the Los Angeles harpoons start behaving bad. They don't stabilize to start their attack runs, they simply go up vertically, and they go up, and up, and up,........

The torpedoes work well, though.

vengeance1
Nov 18 2009, 22:02
What I have been waiting for! Thanks:yay:

Mandoble
Nov 18 2009, 22:32
Nice work, GNAT!!!!

EDIT: GNAT, I have noticed a serious interaction between your addon and Mando Missiles. Whenever I load the Game Logics the Los Angeles harpoons start behaving bad. They don't stabilize to start their attack runs, they simply go up vertically, and they go up, and up, and up,........



And I know why ;)
These are replaced automatically by the new GL, but they horiz scan doesnt cover 360 degree, so they "dont" see the target and they keep climbing and climbing because the replacement creates them as missiles guided in mode 2 (active). I will add a conf for them in next beta so their initial guidance will be inertial (expect it for next weekend).

SWAT.TR
Nov 19 2009, 07:41
Nice work..:cool:

SGT_SAVAGE
Nov 19 2009, 11:17
An excellent addition Gnat love the ability to spawn and dock zodiacs had many fun missions using the navy seals addon with this. However may i suggest if possible to spawn them on the other side since AI tend to disembark to the right side not left and end up swimming round and loosing their weapons :)

[APS]Gnat
Nov 19 2009, 12:16
@<hidden>
Thanks guys.

@<hidden>
See what i do next release (no eta yet)

@<hidden> (and mankyle)
Thanks! ;)

@<hidden>
Yep, Frigates are probably next

vengeance1
Nov 19 2009, 12:40
Gnat, in your Frigates when you did the Solo and Group move to boat you ended up IN the boat, when I select this in Sub (thanks for adding this) I end up on the deck? Is this what you intended?

I ask this because getting your AI to get in the CRRC is next to impossible from the deck of the Sub.

Thanks

[APS]Gnat
Nov 19 2009, 12:51
Gnat, in your Frigates when you did the Solo and Group move to boat you ended up IN the boat, when I select this in Sub (thanks for adding this) I end up on the deck? Is this what you intended?


Yep, its a bug I can't seem to fix in ArmAII. Script works in ArmAI, but only works very rarely in ArmAII :(

[GCA] Salah ad Din
Nov 19 2009, 13:18
I don't seem to be able to use the Cruise Missiles. Somehow the Mandomissile addon does not kick in when using the subs, only when using the sub-hunter choppers.

Mandoble
Nov 19 2009, 14:48
[GCA] Salah ad Din, as said in previous posts, wait till this weekend ;)

ocramweb
Nov 19 2009, 16:17
nice addons, but people in multiplayer session don't seem to be able to dive
when using the sub, it seems that there is only interactivity
with it, when on server side. anyone else ?

mankyle
Nov 19 2009, 16:44
There is one thing that I always thought it wasn't right with the subs (since the Arma I release, I mean) and it's the issue that you set the harpoons to be fired vertically from the VLS tubes all the late flight Los Angeles SSNs have.
http://en.wikipedia.org/wiki/Boeing_Harpoon

Sub-harpoons are fired from the torpedo tubes, so their animation of being launched vertically I think it's not faithful. That should be reserved for Tomahawks. There is a very good pic of the tomahawk mk36 VLS here:

http://en.wikipedia.org/wiki/Los_Angeles_class

I have seen a couple of the UGM-84 videos that are uploaded and the exit angle of the missile (when coming out of the water with the booster) looks about 45 degrees, not 90 degrees. You can see a harpoon launch from a submarine in the last seconds of this video:

http://www.youtube.com/watch?v=oxpwIsZCgtM





Anyway, A TOP JOB!!!!!!!!!

anfiach
Nov 19 2009, 20:12
Thanks mate I was playing with the ArmA 1 version till now

vengeance1
Nov 20 2009, 12:47
Gnat you ROCK man! Loads of fun with your updated Subs and Aircraft Carrier, with the addition of the Frigates we will have a real Navy.

Thanks a lot for all your work! :yay:

schaefsky
Nov 20 2009, 17:30
Gnat;1492288']...
- Again, not what I would call ArmAII quality, but its the best I can do.
...

I am really glad you did a release anyway. Way better to have not so top-notch quality than nothing!

Landdon
Jan 23 2010, 01:01
Gnat,

With the new Mando Missile release we get a Mando missile error. Can you update your subs? And do you know why we can't get the submarine to submerge periscope depth or other levels on Podegorsk island? We are using ACE and the latest Mando Missile.


Respectfully
Landdon

[APS]Gnat
Jan 23 2010, 08:28
I dont really support "mixing" addons like ACE, god knows what they tweak or bypass, but I'll have a look sometime.

Stoned
Feb 3 2010, 03:40
Gnat;1551975']I dont really support "mixing" addons like ACE, god knows what they tweak or bypass, but I'll have a look sometime.

Hi Gnat !

hats up for your work, i love to play with it, working on special warfare missions including mando missiles and your addons.

i nearly finished including the driveable LHD into WarfareBE, including buy and spawn able vehicles using the warfare interface on the ship. (here is an older version with static ships and basic independent vehicle buy/order system): http://www.armaholic.com/page.php?id=9368

from me, most requested for the future would be:

- driving ability of the Kuznetsov, is it still a planed feature ?
- limitation for submarines to dive deeper than the bottom (hiding in streams).

Stoned

thales100
Feb 3 2010, 10:01
Very nice, thanks Gnat.

Binkowski
Feb 4 2010, 02:01
Awwwyeah. Thanks Gnat. Downloading now.

Herbal Influence
Feb 15 2010, 17:01
Cool ... doing a little Silent Hunter ... very interesting! :eek:

Hope we will have nice breaking waves (dunno the english word for it) at the front of the boats soon ... like with the motorboats ... :)

Daniel
Feb 15 2010, 18:06
Hope we will have nice breaking waves (dunno the english word for it))

Close, it's Bow Wave.
And submarines certainly have very distinct bow waves, would be great to see simulated in some way.

http://www.darkgovernment.com/news/wp-content/uploads/2008/06/submarine-astute-in-action.jpg

Herbal Influence
Feb 16 2010, 07:47
I indeed enjoyed it yesterday evening - it's fascinating!

Are there any missions yet?

@<hidden>: Thanx for the vocabulary: bow waves!

They are already there - at the motorboats ... perhaps only "add bow waves to sub" in script ? :D

[APS]Gnat
Feb 18 2010, 11:45
Unfortunately a sub "hidden" under water with this big white "bow" wave on the surface makes Sub-Hunting real easy!
No, bow wave can't be switched on or off at all in the ArmA engine, hence I decided to switch off and leave off.

FYI, might release a small update in coming weeks.

vengeance1
Feb 18 2010, 12:43
Gnat;1572559']Unfortunately a sub "hidden" under water with this big white "bow" wave on the surface makes Sub-Hunting real easy!
No, bow wave can't be switched on or off at all in the ArmA engine, hence I decided to switch off and leave off.

FYI, might release a small update in coming weeks.

Awesome Gnat, this is a great mod glad to see you are improving it. Hope you figured out the Group CRRC addaction.

Any ships planned? We really need some ships!

Thanks

Darkhorse 1-6
Feb 27 2010, 05:49
I wasn't sure where to put this. Are you still working on your AN-12, FSF-1, and KA-26 models? I saw them a while back but haven't heard anything about them for ArmA 1 or 2.

andersson
Feb 27 2010, 08:21
Gnat;1572559']Unfortunately a sub "hidden" under water with this big white "bow" wave on the surface makes Sub-Hunting real easy!
No, bow wave can't be switched on or off at all in the ArmA engine, hence I decided to switch off and leave off.

FYI, might release a small update in coming weeks.

Cant you spawn an invisible vehicle at the right pos that creates the bow wake when the sub is emerged?
You can also use that vehicle to change the detection values for AI.

froggyluv
Mar 16 2010, 01:09
I think the Torpedo needs to do a little more damage. I placed a USMC RHIB MK19 about 300m away from 5 Delta subs and those Torpedos look freakin huge compared to the boat yet they only take away a few hit points. Also, the AI are quite bad at landing those Ballistic missiles -don't know if thats intentional.

[APS]Gnat
Mar 21 2010, 13:18
those Torpedos look freakin huge compared to the boat yet they only take away a few hit points.
Its the MMA "detonate radius", it doesnt suit small boats.


Also, the AI are quite bad at landing those Ballistic missiles -don't know if thats intentional.
Well they do have a huge fire arc and aren't really meant for close in targeting.
Thats near enough to intentional

NKato
May 26 2010, 21:11
Gnat, I have a request regarding the Los Angeles class: Can you include Tomahawk missiles that can be fired via mapclick? (Like how the SCUD launcher works)

The Harpoon missile behaves VERY weird when I fire and manually target a building or surface with the crosshairs (swooping upwards when it reaches the targets, and then falling to the ground in a "dumb mode" glide).

Having the Tomahawk added in with a mapclick targeting system will be a very helpful addition for those who want to utilize the submarine as a primary sea-to-surface attack platform in support of small-scale assaults.

Let me know if you can pull that off. I'd appreciate it very much.

-NK

[APS]Gnat
May 27 2010, 12:20
NK
I had already considered such, but "mapclick" stuff is all driven by scripts and not "addon hardcoding", and that means it has a serious chance of crashing/not working with other peoples missions and addons.
Hence, not something I wish to add.

As for the odd missile behaviour, I think you'll find that happens when it looses target lock. "Unlocked" missiles can be directed via cross-hairs (like TOW), hence missile may also be trying to go where ever the pointer moves.

vengeance1
May 27 2010, 13:15
For what it is worth I am using Gnats subs in Domination and I use them along with Mandoble's Console Script, I use the Sub as the Launcher for Mandoble's Cruise Missiles and use Gnats Sub with it's features as well.

Works great love these Subs!!!

verde13
Oct 31 2010, 09:54
Amazing work. I see that you're planning to release another BLUFOR sub. May i suggest a RN Trafalgar class SSN ?

victim913
Mar 10 2011, 21:22
I know this thread has been dead, but I have a question. Can I put some kind of code in the init or waypoint that will tell the sub how far it should be under water. I know there is 10 meters down increments.
So just how can I tell it to stay under water. And how can I make it resurface.

Thanks

commanderjbug
Nov 19 2011, 00:22
my missiles don't hit anything, they just go up for a while and then land somewhere nearby. Help!

GiorgyGR
Nov 19 2011, 00:37
my missiles don't hit anything, they just go up for a while and then land somewhere nearby. Help!

Have you using it along with mando missile addon as 1st page post says? :j:

cyberneticus
Sep 25 2012, 08:19
Hello,

I joined this forum just to identify this annoying issue.

When I place a sub on a map it completely disables Mando Missiles (in-game) GUI's. However, all consoles still work. It doesn't matter whether that sub is empty, or for any side this error occurs. It would appear that while this addon claims it requires mando missiles it is incompatible with it.

Version 1.59.79384

Only addons activated are Mando Missiles and Extended Event Handles and GNATs submarines. I tried two ways, 1 with the BIS Folder method (just to say I did) and another using @<hidden> addon folders. The conflict does not lie with CBA (since it was tested with or without CBA). The conflict specifically occurs that Addon gnt_subs.pbo causes all mando missile autostart GUI's to fail. I even attempted to initialize the MMA script manual via the init.sqf, and several other ways.

I do not expect a response here, I am simply posting this notice in case someone else has the same issue and wonders why an addon the requires MMA, conflicts with it they perhaps can either come up with a fix or simply understand what is going wrong.

Sincerely,

~cyb~

Elena
Sep 25 2012, 08:33
Hi Cyberneticus.

I do have had this issue a while back, but it did never happen again after i installed MandoMissiles again. If you use an ArmA Launcher, make sure you load the Mando Missile mod before the Subs mod.

I only remember that i fixed it with placing the MMA Init and MMA Init Complete Modules on the Map, so you might want to try this instead of using init.sqf script.

And no, this addon cannot be incompatible with MMA, since Torpedoes and the Harpoon rockets wouldn't even work without it.

Das Attorney
Sep 25 2012, 08:48
Version 1.59.79384

Howcome you're running on an older build of Arma? Newest version is 1.62.

cyberneticus
Sep 25 2012, 11:05
I do have had this issue a while back, but it did never happen again after i installed MandoMissiles again. If you use an ArmA Launcher, make sure you load the Mando Missile mod before the Subs mod.

Elena,

Thank you for your prompt response.

In fact I tried setting the loading of MMA priority above Gnats Subs, unfortunately the same problem persisted. I considered it could be that I was using 1.56, do you think you were using 1.56 at the time of this incompatibility you experienced. Can you verify, that the problem does not persist now on your machine? If so, can you tell me what version you are using. If there is a fix on my end, to resolve my issue, there is a distinct probability that others as well may have the same problem, identifying this incompatibility on my machine could save others trouble when they are troubleshooting their own issue related to this.

[APS]Gnat
Sep 25 2012, 14:07
Works fine for me
Just the;
@<hidden>
and
@<hidden>
@<hidden>
@<hidden>

mods folders running.

cyberneticus
Sep 25 2012, 21:07
Perhaps it is the version then, I will update and see if that resolves anything.

ColonelColdest
Apr 25 2013, 15:54
im getting the same problem , it disable all mando Missle GUI planes , helicopters , .... I can't use the torpedo from Seahawk Addon By YuraPetrov link : http://forums.bistudio.com/showthread.php?124649-Seahawk-Addon-By-YuraPetrov , Is anyone accualy know how to fix this ?

[APS]Gnat
Apr 28 2013, 10:51
Sounds like someones been fiddling with Mando Missiles, and now doesnt work properly.
I'm using an older version.
Suggest you try the same, and post/report the problem in the Mando Missile thread.

yurapetrov
Apr 28 2013, 12:00
im getting the same problem , it disable all mando Missle GUI planes , helicopters , .... I can't use the torpedo from Seahawk Addon By YuraPetrov link : http://forums.bistudio.com/showthread.php?124649-Seahawk-Addon-By-YuraPetrov , Is anyone accualy know how to fix this ?
I just tested it. It works fine to me. I tried Submarine Pack beta 2 by Gnat (downloaded from the link on the first page this thread), my latest seahawk addon and mando missiles Version: 2.4b10.2 http://www.armaholic.com/page.php?id=8243.
I places SH-60B, SSN Akula and Mando Missile Init and Full from Game Logic section. Like that:
http://img809.imageshack.us/img809/2293/mmam.jpg

Then, dropped three sonobuoys by Left Windows key. Wait, while they finding the target, then switched to MK-54 HUD by CTRL key, locked the target TAB key, than fired torpedoes by Left Win key. That's works! Akula was hit.