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Found 13 results

  1. With JDog's kind permission here comes a preview release of the Nimitz in Arma3. Please download the mod from: http://www.armaholic.com/page.php?id=23049 [Update 2017-10-15] New release video: Grumpy Old Man's loadout script support: [Update 2017-01-21] Jacky created a tutorial and documentation video on the Nimitz that explains the carrier operations: The curent version is 0.98 and available on Armaholic (soon), Steam Workshop (soon), and PWS. CREDITS KNOWN ISSUES WORK AROUND Changelog Enjoy, TeTeT
  2. Please use this thread for discussion specific to the Jets DLC. Content is already available on Dev-Branch for you to try and if you have any feedback or suggestions please feel free to post them below. Please remember that the content is still in beta and the preferred method of reporting issues is the Feedback Tracker. Thanks!
  3. Three AI helicopters will not land on the USS Freedom if I give them a waypoint to land on the deck. Each waypoint is to a different location on the flight deck, and each waypoint is in line with the flight deck. If I change the waypoints to a 'get out' waypoint, one helicopter will successfully land and the other two will nervously watch, then fly back to the nearest beach to land. There are planes and such on the deck, but more than enough space for multiple pilots to land. I realize that the AI is their own breed of unintelligence, but I am enthusing any options that simply get them to land on the carrier, like setting their fuel to 0 when the get close or something like that (for the record, I have not gotten this option to work).
  4. Hey guys i was wondering if its possible to place the jet catapult seperatly from the USS Freedome. I was trying to make a relay short runway so i thoght a catapult on a sperat runway on land would be cool. Fast help needed every answer could be helpfull :)
  5. http://steamcommunity.com/sharedfiles/filedetails/?id=898614428 I cannot share much more as I am having troubling figuring out how to link my p3ds together (and I assume you don't want to see disjointed hull sections) but LODS are done on all of them just need the damn thing textured.
  6. Hi everyone, I am enjoying the Jets DLC so far, but I can't seem to find the U.S.S. Freedom in the 3D editor. Can someone tell me where I could find it please? I looked in boats, and everything else. Thanks! LTthom
  7. Hello all. I'm trying to set up a simple Zeus template mission using the Nimitz as a base. I'm having issues with player and vehicle respawn. Player Respawn: I'm using the respawn module and have set the following parameters. My problem is players respawn under the carrier at ocean level. If I sync the players to the respawn module, they respawn where they die despite having the "respawn on custom position" selected. I've also tried setting an invisible heli pad as a respawn point but to no avail. What am I doing wrong? Vehicle Respawn: Vehicles respawn on their original position as they are supposed to however they start with their engine on as if I spawned them in the air even thought they are empty. Settings and screencap of the problem below. Any help is appreciated. Thanks. :)
  8. So it doesn't look "bad" however it isn't as pretty as other carrier models. This is the port from the Mukcep free planes pack. Colors are washed out (probably just needs some RVMAT tweaks) and the deck isn't walkable past 60m due to the way the INIT script attaches the roadway models. AND the hull has no bottom :D I might work on this some this year. I have a lot on my plate but since this is a free model it should be accessible by anyone... which begs the question whether anyone else is working on a Russian carrier?
  9. Nice surprise I just got this morning! My Steam version of the game got updated to 1.6.0004. I'm eager to put this one to the test. :cool: The first thing that struck me, is that Walrus AI definitely seems to be better. Well, I haven't played long with it but so far, they're following pretty smoothly. As for the lighting issue, I can't tell yet, because I'm currently in the campaign, at one of those snowy islands. Thus, not very sunny... Well, good work BI. Thanks a bunch for the continuing support! :)
  10. It has been a while so we have decided to roll out new version of beta patch for CCGM: Carrier_Command_Patch_1.06_0004_Beta_SDK.zip CRC-32: 9c9d5d7f MD4: 3118af22585f4a7c09e79261df707846 MD5: 6d7a4d75a6894693d012e25d44699020 SHA-1: af99c358dde314af05de53bff22cd3b0ddc26ff0 Patch 1.06.0004 Changelog --------------------------------------------------------------------- - Fixed Enemy carrier units were sometimes missing equipped weapons. - Fixed When the enemy finished building a Command Center on player's current island, player was unable to shut down firewalls. - Fixed Assert when enemy starts Command Center creation on player's current island. - Fixed Enemy carrier deployed units too far from player's carrier in a fight (and they don't take part in a fight). - Added Turbo and forsage and manta shield visualization into 3rd person view. - Fixed Units are destroyed directly after "yes" selection in "Abandon Units" dialog (not in tutorial mission till Outpost in GM Campaign). - Fixed Bug when player's carrier units dock instantly. - Fixed Current task setting in both campaigns. - Fixed "No Generic Mission" no longer visible in island info, shiplog screen etc. - Fixed New manta added to command bar (from carrier stock ) always has full fuel. - Fixed After capturing island which is changing its alignment the process is stopped. - Fixed After capturing island the autoaim no longer sticks on friendly target. - Fixed Objective "Build Command Center" will not be marked as complete when enemy builds a Command Center on the player's current island. - Fixed Island alignment icon will be hidden when the player leaves the island without a connection to his island. - Fixed Waypoints displaying in firewall mission when recapturing an island. - Fixed The strategy game will not end in an untimely manner - the player has to recapture all islands again (if the enemy takes some over after the player conquers all islands and doesn't sink the enemy carrier). - Added new tech level step on strategy campaign starting screen (4) - all items available. - Fixed Removed some turrets on fulcrum island (Command Center Base). - Added "+" and "-" signs for production and mining in IslandInfo Screen in Gaea Campaign. - Improved Walruses from garages can be fitted with a weapon in the second slot (plasma, AA Gun etc.). - Fixed One turret on Bacchus is no longer under enemy control when the island is under the player's control. - Fixed Removed walrus from neutral Avernus. - Improved AI walrus pathfinding. - Fixed Missions with Firewalls and shield boosters can sometimes reduce telemetry range of carrier Download from CarrierCommand.com
  11. Is there any kind soul there that can explain in Layman terms how to use a Joystick with this game, i can get a simple guide anywhere, usually i go to U Tube, but its all reviews there, kinda difficult to play the game as i have lost a few fingers, i thought i had got the wrong game when it looked like at first a FPS game, thanks. Cabunag60
  12. Hi all, We hope you're enjoying our brand new game Carrier Command: Gaea Mission. We've already seen many people posting their experiences, suggestions and issues on the forums and we hope you continue to do so! In the meantime, if you're playing the Windows PC version of the game, make sure to keep track of the official Carrier Command website, Facebook, Twitter and forums, so you'll know when a new patch has been released: Update 1.02 Released 28-09-2012 Fixes include save game corruption bug fixed, improved stability, various Walrus AI improvements, numerous localization fixes, and various campaign script fixes and improvements (complete README file is included with the download). Please note that save games made with a previous version are not compatible with this patch. Steam versions receive this update automatically. Update 1.03 Released 07-12-2012 Fixes include improved stability, improvements to Walrus AI and island navigation data and fixed achievements (for the complete list check out the README file provided with the installer). Steam versions receive this update automatically. Update 1.04 Released 15-02-2013 Various game and campaign fixes, improved support for modding, DRM is removed and there is a separate patch version for the SDK installer (for the complete list check out the README file provided with the installer). Steam versions receive this update automatically.
  13. Twenty four years after the original Carrier Command was released, it's modern-day successor is finally here: Carrier Command: Gaea Mission is now available in stores worldwide for both Windows PC and the Xbox 360®! Bohemia Interactive's Carrier Command: Gaea Mission offers a blend of first- and third-person vehicular combat with tactical and strategic elements. In a massive sandbox, consisting of 33 unique islands hosting 6 distinct climatic zones, players are put in command of a futuristic military carrier holding multiple remotely controllable and customizable units. By traversing the seas and establishing a strategic network of island bases for mining, production and defense, players will set sail for a titanic game of conquest. Unlike the original, Carrier Command: Gaea Mission also features a story-driven campaign. Alternatively, people can go head on with a mode similar to the original Carrier Command, named Strategy Game. The full release announcements can be found here and here. We've also just shipped the game's launch trailer: 8A6twsbdDzE For more videos and intel on where to order the game, be sure to visit http://www.carriercommand.com/buy - welcome back on board!
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