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Thread: [WIP] AI Carrier Flight Operations

  1. #1

    [WIP] AI Carrier Flight Operations

    This is a WIP... AI Carrier Flight Operations - launching and
    recovery of aircraft on USS Nimitz Aircraft Carrier.
    I am looking for a person or persons with scripting knowledge who would be willing to help out
    on this project. Most is complete, but needs finishing touches, suggestions, and clean up.
    Also looking for testers, as I am always looking for new ideas/bug finding.

    Scripts adapted for Carrier Flight Operations launching and recovery of aircraft by panther42.
    Uses modified parts of script by JDog with use of Mandoble's mando_takeoff2.sqf and mando_land.sqf(also both modified).
    Mando Heliroute is also used, but only sidechat messages have been changed at this point.

    JDog has given permission to use his scripts, but I have not been able to contact Mandoble.

    For use with JDog's Nimitz aircraft carrier. Can be modified to work with other carriers.
    These scripts will move, position and align aircraft on catapult prior to takeoff.
    Aircraft will be launched via catapult, after which, AI takes over control of aircraft.
    Launch and recovery VTOL aircraft.

    Aircraft can also be recovered on the Nimitz carrier. Landing script and arrestor wires are implemented.

    List of objectives:
    Spoiler:


    Notes:
    Spoiler:


    These videos are the first I have made. Unfortunately, my system needs a serious upgrade. While recording, my FPS goes to crap. The actions in real time are more fluid and the sound in these videos is very bad. Take off is quicker while not recording, and landing distance is shorter also. Seems like my drop in FPS really affects the scripts...





    I have more videos, but it takes forever to upload these to Youtube. Will post more when I have time.
    Last edited by panther42; Mar 24 2012 at 04:39.

  2. #2
    panther42 Awesome work,I need For this


  3. #3
    Realy great stuff here panther, Arma2 misses a lot of potential atmosphere in missions.

    Airports on maps have similar simple "automatic" systems but are frustratingly hard to work with. Potentially weeks of work just to make it look normal and active.

    The mission maker has to do all the precise work specific to each single mission.
    We need more similar modules/ FSM whatever to encourage "natural" behavoiurs. A bit like the random civilian modules they take away the artificial feel of many maps.

    This is the next step, combining many of the best functions/ mods/ scripts.
    AI airtrafic control is the next hurdle.

    kheiro - equally impressive work. Can't wait to blow it up.
    - "Welcome to your infinite trip down the Rabbit Hole! "

  4. #4
    First Lieutenant Kremator's Avatar
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    I have made AirTrafficControlRabbit script that restricts aircraft from entering the runway on landbased runways, if they are in use (landing or takeoff)

    Totally agree about natural behaviours. MSO does go some way towards this, but I'm not sure how this works on carriers!

  5. #5
    you should make it so that the planes will accelerate before landing so that if they miss the rope they won't die. I've been waiting forever for something like this. With it I'll make a mission with Gnat's Frigates and Kunetzov and this and have a massive naval battle.

  6. #6
    Nice work there panther42 it looks great,

    I wish you made this about 6 months ago, it would have saved me a lot of pain : P

    I did some similar things in my Carrier Operations -Duala campaign and had a few problems which I should mention.

    If you use the "playMove" command, then be aware that tides seem to effect to posASL of Nimitz. This can have implications on the playback of your recorded moves in different months of the year (because the tides are different). Your wheels on an aircraft can be half buried in the carrier deck on move playback for example. I found when launching off a catapult, the AI aircraft really shudder and shake, and a player controlled aircraft can on some conditions all most stop dead when the catapult lets go.

    I only found the issue late in my campaign development because I used the first mission as a template with the intention of just copying the mission, editing it as required then changing the dates to suit my campaign timeframe.

    Anyway I am not sure if its going to be a problem for you, I hope not but I thought I better mention it : )

    Thanks

    Rough Knight.
    Last edited by Rough Knight; Apr 2 2012 at 06:01.

  7. #7
    Awesome! Looking forward to this! I hope you can keep it so simple yet efficient in scripting load so that I can use it later with my OPFORPLANNER suite and just place a carrier on map with planes onboard so that AI will be able to do the shuffling about on its own, launch and recover as needed!

    I suppose there is no "LAND" Eventhandler that you can intercept for redirecting landing planes automatically to the CVN?

    Good Luck with this project!

  8. #8
    Awesome work mate, but i think there might be something wrong with the sound on the videos, if you can try upload as mp4 to you tube, i found this helps when it gets compressed.
    Regards
    Bp



  9. #9
    Hi again Panther

    As you know im not great with scripting lol, but i can hlp with testing for sure if you still need someone. I can run FRAPS at 1080p solid 30 fps on my rig too if u need someone to grab some more footage. Just let me know. This is defiantly an addon i want to see available so i'd be happy to hlp however i can.

    Kydo

  10. #10
    Just an update for those interested.
    I keep getting sidetracked with new and different ideas... Although all the takeoff and landing scripts work fine, I am trying to find easier ways for the user to implement.

    Here are some screen shots of the Nimitz Spawner for placing vehicles on the deck of JDog's USS Nimitz. This is based off of Mondkalb's LHD Vehicle Spawner, and permission has been given to update his work.

    Pic #1 of empty deck, positions for spawn are shown:
    Spoiler:


    Pic #2 of some aircraft placed on the deck:
    Spoiler:


    This spawner works where ever the Nimitz is placed in the editor. Dialog config has been changed to work with different aspect ratios.(I hope)
    I would like to get some ideas on deck placement, and directional positioning...ie "it needs more spawn points." "this position should face this way" etc.

    Aircraft which should be included in the list of available for spawn?
    Last edited by panther42; Oct 11 2012 at 02:36.

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