Jump to content

Photo
- - - - -

AAN - ArmA Navy


  • Please log in to reply
597 replies to this topic
Thread Starter
-APS-Gnat
-APS-Gnat

    Captain

  • Members
  • 6401 posts

#1

Posted 07 January 2007 - 07:59

Posted Image
As a natural progression of my OFP addons;
See old OFP Navy thread
I'm porting these units into Armed Assault.

Per the original intent, I wish to create playable units in ArmA, both static, moving, SP and MP to fill the shortfall in Air, Land and Sea Warfare.
While ArmA's water units are a little better than OFP, there is still a need for larger, strategic water based units to both launch from, control from or attack.

While only my Frigates were released in OFP, the Submarines were 95% complete at ArmAs release and used CoC Torpedoes whiched quite well for both AI and Human players.
I was also 80% complete with a cruise missile launcher which used the OFP Scud launching code.
The Destroyers were only about 70% completed, but generally only textures were the main WIP.


>>> Submarines <<<
Posted Image
Los Angeles Class
- Aim to both Torpedos and Cruise Missiles as armourment.
- Aim to be able to launch/board from zodiacs


Posted Image
Akula Class
- Aim to Torpedos as armourment.
- Aim to be able to launch/board from zodiacs
- Might dump this and completely replace with the Delta IV


>>> Frigates <<<
Posted Image
OHP Class
- To have working CIWS, Torpedos and Missiles as armourment.
- Aim to be able to launch/board from zodiacs
- Able to get choppers on & off the deck


Posted Image
Krivak IV Class
- To have working CIWS, Torpedos and Missiles as armourment.
- Aim to be able to launch/board from zodiacs
- Able to get choppers on & off the deck


Its still very likely there will be limitations for ArmA model sizes and thus some major problems to overcome ... again.
At least it looks as though the multi-turret / multi-weapon aspect will be much easier in ArmA, but as with everything else for ArmA Navy, I will need the new tools from BIS before I can come close to releasing ...... oh and some nice new ArmA worthy textures *:tounge2:

Edited by [APS]Gnat, 11 April 2009 - 12:16.

Posted Image

Thread Starter
-APS-Gnat
-APS-Gnat

    Captain

  • Members
  • 6401 posts

#2

Posted 07 January 2007 - 08:01

>>> Destroyers <<<
Posted Image
Arleigh Burke Class
- To have working CIWS, Torpedos and Defence & Cruise Missiles as armourment.
- Aim to be able to launch/board from zodiacs
- Able to get choppers on & off the deck


Posted Image
Type 45 Class
- To have working CIWS, Torpedos and Defence & Cruise Missiles as armourment.
- Aim to be able to launch/board from zodiacs
- Able to get choppers on & off the deck


<span style='font-size:11pt;line-height:100%'>>>> Other WIP <<<</span>
Posted Image
Posted Image
Russian Delta IV Class Sub - WIP

Posted Image
Fast Attack Hyrofoils


Posted Image
Hybrid Close in Support Vessel

Edited by [APS]Gnat, 11 April 2009 - 12:17.

Posted Image

Boomer1985
Boomer1985

    Lance Corporal

  • Members
  • 59 posts

#3

Posted 07 January 2007 - 09:09

Hey gnat it's great to have you back in Navy business Posted Image i'm working on a Ticonderoga right now and i think i could need some help scripting them. maybe you could introduce me into the world of ship scripting Posted Image take a look at it here in the forums... there is a thread introducing the model to the community... drop me a pm if you have some time...

regards boomer
Posted Image

-SWAT-
-SWAT-

    Staff Sergeant

  • Members
  • 283 posts

#4

Posted 07 January 2007 - 12:40

Very very very..... very great news... GNAT, your ships are awesome

Will the ships be able to move on it?
OFPC.de & Armed-Assault.de - German News- and Fansite - visit us!
Armed-Assault.net - English ArmA Section!
Posted Image

Raynor
Raynor

    Sergeant

  • Members
  • 156 posts

#5

Posted 07 January 2007 - 13:07

Any plans to make the 688I class of Los Angeles boats? For ArmA it would be pretty much just a face lift but was just wondering since there your using 688.

J W
J W

    Warrant Officer

  • Members
  • 2108 posts

#6

Posted 07 January 2007 - 14:02

Looking very nice.

Hope to see some nice Navy for ArmA, it was really missed in OFP, atleast IMO.

Keep up the good work
JW
Posted Image

Al Simmons
Al Simmons

    Gunnery Sergeant

  • Members
  • 589 posts

#7

Posted 07 January 2007 - 14:26

nice to see u back here with the navy and hope to see more good news soon.

snake man
snake man

    Master Gunnery Sergeant

  • Members
  • 1225 posts

#8

Posted 07 January 2007 - 15:23

Gnat @ Jan. 07 2007,14:59)]I was also 80% complete with a cruise missile launcher which used the OFP Scud launching code.
Los Angeles Class
- Aim to both Torpedos and Cruise Missiles as armourment.

I do hope CoC will port over Unified Artillery with Tomahawk Cruise Missiles AND that your ships/subs will use these cruise missiles then.

At least I have tons of missions which could use the mentioned platforms.

PMC Tactical - http://tactical.nekromantix.com
PMC Editing Wiki opened for ArmA 3 information, guides, tutorials, etc!

PMC Tactical - Operation Flashpoint, Armed Assault and ArmA 2 addons / mods / missions.
PMC Editing Wiki for tutorials.

franze
franze

    Can't Shoot Straight

  • Members
  • 2665 posts

#9

Posted 08 January 2007 - 00:46

Hey Gnat, have you tried to see if the 64x64m geo lod limit is still there?

I'm assuming it is but even so, it'd be nice to have it confirmed. Posted Image
No more rotating signature images for you!!!

Scrub
Scrub

    Warrant Officer

  • Members
  • 2371 posts

#10

Posted 08 January 2007 - 02:00

Yes, please do confirm.  Posted Image

Edit: Thanks RockofSL.. bummer Posted Image




-Rabid Arma 3 fan-

Yes, like millions, I also throw my money at the BIS homepage and it refuses to take it.. Finally took it!

Guest_RKSL-Rock_*
Guest_RKSL-Rock_*
  • Guests

#11

Posted 08 January 2007 - 02:23

Its still there. I have managed to get an 80mx 80m block in and stable but the more complex the geo lod the less stable the geo lod.

Thread Starter
-APS-Gnat
-APS-Gnat

    Captain

  • Members
  • 6401 posts

#12

Posted 08 January 2007 - 07:34

Yep, and interestingly, there may be a new problem with "clipping" on large Resolution LODs.
I ported the Kuznetsoz across to ArmA and this model differs from the Nimitz in that it has 1 huge RLOD p3d for the complete length of the carrier deck (ie, what you see, but excluding the bridge). but I noticed while running around on the deck that the bow and stern of the ship can completely disappear from view at certain angles Posted Image
Was only a quick test, yet to research further.

@SWAT
Probably (but not while its moving) as the collision detection in ArmA is much better.

@raynorhiarro
Well ....... as far as the model is concerned its only the conning tower drive planes that are really significantly different (ie, not there) and I personally think the 688 look better Posted Image

Thanks for the comments guys Posted Image
Posted Image

Boomer1985
Boomer1985

    Lance Corporal

  • Members
  • 59 posts

#13

Posted 08 January 2007 - 12:44

Hey Gnat can you tell what the Polycount from the Krivak IV Class is? And maybe you could drop me a picture with a wireframe from it? let's see if i can save some polys on the hull of my ships and add some handtracks and some more detail stuff...

regards boomer
Posted Image

Thread Starter
-APS-Gnat
-APS-Gnat

    Captain

  • Members
  • 6401 posts

#14

Posted 08 January 2007 - 14:05

Posted Image
Posted Image

CBFASI
CBFASI

    Master Sergeant

  • Members
  • 783 posts

#15

Posted 08 January 2007 - 20:12

Look rather nice so far, seems there a few of us looking at doing nautical items for ArmA
CBF Ship Building Industry
Former leader of the now closed 1982: Flashpoint in the Falklands team
Permissions still required to use FLK models, all it takes is asking (via pm not a thread please)

marcusm_uk
marcusm_uk

    Lance Corporal

  • Members
  • 57 posts

#16

Posted 08 January 2007 - 21:21

Great to see some heavy duty addons being worked on. This will sell in ArmA better than anything else Posted Image.

marcus

Sniperwolf572
Sniperwolf572

    Chief Warrant Officer

  • Members
  • 3062 posts

#17

Posted 08 January 2007 - 21:23

Look rather nice so far, seems there a few of us looking at doing nautical items for ArmA

Would be a shame to let that nice water be there just for eye candy. Posted Image

Nice work Gnat.




Posted Image

marcusm_uk
marcusm_uk

    Lance Corporal

  • Members
  • 57 posts

#18

Posted 08 January 2007 - 22:37

This may seem like a stupid question but are the ships "solid" now? As in, no more falling through deck etc.

Marcus

barcode6
barcode6

    Corporal

  • Members
  • 67 posts

#19

Posted 09 January 2007 - 01:30

This may seem like a stupid question but are the ships "solid" now? As in, no more falling through deck etc.

Marcus

No. There is still a GEO limit and it is close to, if not the same as OFP. That's what gnat was talking about one page back.

I also have a WIP navy project of the Canadian Halifax Class frigate. I got it into ArmA last night and found that any collision problems (holes in the deck, etc) I was having in OFP seemed fixed. That is until I ran onto the foredeck and ended up swimming.

Incidentally, here is the ship:

Posted Image

The roadway works from the back all the way to the front of the bridge.

In OFP-land I had it as a static obj, and a moving ship, with a working phalanx and semi-working sparrows that wouldn't launch straight up and then guide, but would come out of the tubes at a bit of an angle. The main gun isnt done yet and the ArmA version will be a while to say the least.

I can't wait to see the Arleigh Burke... thats been something I've wanted since I saw a WIP of someone elses model a year or two ago. Looking great Gnat!




\"...They represent the stripping out of comments and extraneous crud, with bells on.\" - raP vs CPP definition from the BIS Wiki.

Espectro
Espectro

    Evil m00-c0w

  • Members
  • 3404 posts

#20

Posted 09 January 2007 - 10:52

This is awesome.

Anyway, I have some gameplay questions:

Will it be possible to use these as fleet combat? Like using them in a simple but the same form as the Janes simulaters? Like 688i Hunter Killer?

It would be awesome to have one player as the captain of the ship (controlling movement), one controlling the advanced weapons (such as missiles, divebombs and mines) while others could control the deck guns for close combat.

For submarines there will be one for movement, one for torpedoes/cruisemissiles and maybe a few for the deckguns when surfaced. (I assume the subs can dive?)

Will it be possible to simulate both active and passive sonar? Passive sonar could be simulated by placing two ingamme microphones 100m infront of the vehicle and 100m behind it, and then 'listen' for any activity on different bearings. Is this possible? The game should make these 'contacts' visible on a dialog-thingy for the weapon/sonar guy (should be the same guy operating both for playability), and the sound-graph for each class should be different and more and more faded out the longer the distance is between the ships. This shouldnt be much of a problem?
http://www.footballpredictor.eu - sports betting made easy!
\"A man without religion, is like a fish without a bicycle\"