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hi DG, i was thinking of hollowing out the ship and making more of it usable but that was beyond my capability, so i'm pleased as punch you've done this.

dunno if you're interested but i made all the weapon systems work on the LHD as well as adding some scripts to spawn boats, recover fallen sailors from sea and send crews to the AAA defences. I also opened up some of the upper decks and added ladders there etc.

http://forums.bistudio.com/showthread.php?181411-FRL_Air-mod-WIP&p=2956088&viewfull=1#post2956088

maybe we can exchange notes on it and help each other out?

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hi DG, i was thinking of hollowing out the ship and making more of it usable but that was beyond my capability, so i'm pleased as punch you've done this.

dunno if you're interested but i made all the weapon systems work on the LHD as well as adding some scripts to spawn boats, recover fallen sailors from sea and send crews to the AAA defences. I also opened up some of the upper decks and added ladders there etc.

http://forums.bistudio.com/showthread.php?181411-FRL_Air-mod-WIP&p=2956088&viewfull=1#post2956088

maybe we can exchange notes on it and help each other out?

Looks great! I'm liking that people have followed on from my LHD port... but I would so imagine that you two should agree re: licensing, and I do have a question for you in particular... does your SEASPARROW work anything like this?

If you can't or won't follow the link, but the TL;DR is that a simulated AN/SPY-1 radar scanned a defined area and set a _contactArray variable on the ship, a simulated MK 99 FCS (and/or a separate Tomahawk Weapon Control System) mapped targets from said variable to specific launchers/weapons (with said launchers having a loadout array), and then the missiles themselves could be automatically launched or manually be launched via script call (with the Exocet being only launched via script call). Amusingly, from its footnotes...

Currently deletes hit aircraft. Once VBS2 upgrades to the ARMA2 engine we need to use their damage model.

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re licenses: my mod is my own in A2, doesn't use any A3 work to date.

assuming DG acknowledges you, armatec and myke and me (if he uses my kit) it's all fine for him right?

for our content:

myke made our sea sparrow model.

pook and me worked on the CRAM function.

all the rest is my work on BIS samples.

if i back-port A3 LHD model content i would assume I can do same under SA?

re sea sparrow and radars... we are working on radar systems, pook has done loads of them in A2 for different SAMs, and we have SEAD ARM missiles that can track and kill radar from 10km+ inc the KH25/31 which would target this. I could add the radar as a static to replace the dummy just like the weapons systems, thus allowing the enemy air to target its radar.

currently control is manual by AI or player mounted in each weapon system, but i have plans to add a "UAV-type" control centre (am working on this for my 8x loadout UAV fleet in A2) so that you could enter the control or have AI do it, and it would auto-target and klll enemies.

we have the technology, probably don't need VBS scripts I think, but thanks for the link.

re the deck issue i replied here

http://forums.bistudio.com/showthread.php?193146-LHD-Spawn-Issue-(SetPos-CreateVehicle-and-Model-Segments)&p=2964907

Edited by eggbeast

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@Deltagamer. Have you considered opening more of the model up to increase storage space like Eggbeast commented on earlier? If you were to, would you consider adding other types of operational areas such as crew quarters, armouries, operations/briefing rooms etc? If so, could I suggest checking out AFDS' thread http://forums.bistudio.com/showthread.php?189929-Arctic-Fox-Defense-Solutions-FOB-Deployment-Specialist&highlight=AFDSI think some of his modules would fit nicely in the LHD for the purposes I mentioned above. He has stopped working on them for the time being, but said others could if they contacted him.

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Just the basic stuff that can be used in-game is all that is necessary. There is enough hollowed-out rooms in the LHD now that it needs very little additional effort. Making "crew quarters" means what exactly... a bunch of cots you can lay in? On the LHD just no real need for a bunch of rooms that are... well, rooms.

A working bridge or something else is where the SAM controllers could be. The idea being that the SAM / ADS "vehicle" getin/getout points is actually near a real door.

Egg's comment about a UAV CONTROL CENTER (damn UK spelling) is something else that would be viable.

Having an ATC kind of control room where the radar scripts could allow you to see all the radar contacts would be interesting. Same idea can be applied to AWACS type vehicles.

Armory could be as now, with just the ammo crates as the armory interface.

Deployable boats... we have that on Nimitz, and I recall a few mods in the past where a boat was ATTACHTO'ed on the sides. The rear submersible hangar could be used, for real. Needs extra geometry to keep from driving through the boat.

Anchor points for aircraft would be an ideal thing you could actually use. I did that on the ZUBR. Keeps vehicles from flopping off the deck when in motion.

I have made several grouped rooms for my boat pack and it is not only a PITA but you have to have a reason to make all those little pieces. I figure it would be nice for an "identify the cargo" kind of thing for a side mission, but that's on a freighter.

---------- Post added at 12:22 ---------- Previous post was at 12:07 ----------

Looks great! I'm liking that people have followed on from my LHD port... but I would so imagine that you two should agree re: licensing, and I do have a question for you in particular... does your SEASPARROW work anything like this?

If you can't or won't follow the link, but the TL;DR is that a simulated AN/SPY-1 radar scanned a defined area and set a _contactArray variable on the ship, a simulated MK 99 FCS (and/or a separate Tomahawk Weapon Control System) mapped targets from said variable to specific launchers/weapons (with said launchers having a loadout array), and then the missiles themselves could be automatically launched or manually be launched via script call (with the Exocet being only launched via script call). Amusingly, from its footnotes...

Since you need a CAC to download those I would seriously doubt they intend for their work to be used for non-military purposes.

Edited by hcpookie

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