[VEHICLE][WIP]USS Nathan James DDG-151 (US Navy Destroyer)
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@SkylineGTRFreak @CANAL-EMBRAER-GTA @Oskar @Voltrock A couple of interesting (possibly useful) fun facts about the Integrated Catapult Control Station (ICCS), first, they were first implemented in 1975, second, they're not essential to launching the aircraft, and third, one of them can actually be retracted into the flight deck, which is why they have that deck piece on top of them (Not all of them have the deck piece, although I do know at least the Reagan and H.W. Bush have it). There are two ICCS stations. One is located between catapults 1 and 2, and the second one is located on the port side, left of catapult 4. They were installed to increase efficiency and safety.
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@nathanjamesddg151 never knew they could be lowered. The Stennis model has them
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Is this no longer about the nathan james but about an aircraft carrier
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@ISniffingWolf no. It's still about the James. It's just that nobody has started on an aircraft carrier yet, so there is no thread. As for the Nathan James, I don't think @SkylineGTRFreak sees it as a priority. Because if he did, then it would be done. Can't blame him though. Without weapons, what's the point? As I said earlier, I really stopped caring about this mod. @SkylineGTRFreak has all the components he'll need, so my job here is done. If he wants to finish it, great, if not, it'll be disappointing, but not the end of the world. He could give it to another modder like @CANAL-EMBRAER-GTA or @FoxtrotDelta and they could finish it, but that's @SkylineGTRFreak choice.
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@nathanjamesddg151 in first time try to separate texture file into 3 or 4 parts
One for flight deck, second and third for side and fourth for down
I ll need 2 weeks or 3 to respect really nice the carrier
actually my size
(10000 x 2638)
)
After reflection : cut into 2 decks
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@SkylineGTRFreak do you think you could take the ICCS stations and Jet Blast Deflectors from your John C. Stennis model and add them to my George H.W. Bush model? I believe I already sent you a link to my model. Also, it might be worth using the interior from the GTA V ICCS (since it has one, although primarily for LOD purposes.). I'll send you a link. And lastly, can you split up the texture file into two? One for the flight deck and the other for the rest of the boat? This should help @Voltrock
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@SkylineGTRFreak Whoever made the John C. Stennis model, certainly knew what they were doing. I found the ICCS inside the ship for some reason. There was a hole in the flight deck where it should have been.
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This post is deleted!
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Sorry,my words may annoyed you,I'm looking forward to your amazing work!
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@DTzzz to be honest, the Nathan James in its current form is not all that impressive.
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@nathanjamesddg151 It's such a big project.Besides the weapon,what's the problem?
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@DTzzz handling. That is also a small problem.
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@SkylineGTRFreak i suppose it's too early to ask, but with this update, you think it might be possible to get working weapons with sounds? @FoxtrotDelta
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@nathanjamesddg151 currently digging through the files
So far I have noticed a few things:
Vehicles in gunrunning have 4 weapon slots (since they have mod weapons, I am not yet sure if it's actually possible to add 4 at once)
One car has following flag in vehicles.meta: FLAG_USE_AIRCRAFT_STYLE_WEAPON_TARGETING
Together with a few added aircraft lock-on specific lines in weapon.meta files, it might be possible to add lock-on to ground vehicles
APC has a class called somethingsomthing_amphibious_automobile. Previously, the technical_aqua and blazer each had individual classes, so I hope that this amphibious_automobile is now a universal class, perhaps not being affected by the no-sound bugApart from that, I am still digging.
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@SkylineGTRFreak Fingers crossed. EDIT: 4 weapons would be nice...
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Does anybody know if the APCs ever get driven by NPCs in GTA:O? Or are they only ever driven by the player? So far it appears there's no way to get an AI driver to use an amphibious vehicle without driving like a complete dumbass.
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@PNWParksFan Probably not considering that you have to shell out like 3.5 million just to get one. I haven't gone inside Fort Zancudo, but I'm pretty sure they don't drive them.
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I'll look into it tonight after backing up my game. @SkylineGTRFreak 's finding are just awesome,
First thing would be to check a boat with weapons and see if it has a sound with add on method and new class defined.
2nd thing ground to air lock on.
3rd thing to look into would be , 4 weapon slots
That would be just awesome!
4th thing new flags or dummy names in the latest vehicles.
I'll make an add in dlc tonight to check em all.
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Well until ScriptHook updates it'll be a bit difficult to test add-ons since there's no way to spawn them.
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Seems like that the SAM launchers for the APC and the trailer can't lock on to stuff
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@PNWParksFan only for those who updated and didnt keep a back up. I can spawn them.
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@Oskar really? kind of a useless AA system then.
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Considering that there may be game engine changes, using the new vehicles with the previous game version may not show all the features correctly. Installing them as a DLC to the old patch won't give identical behavior to using them natively on the new patch.
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@PNWParksFan they work perfect for me.
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I'm not sure if someone brought this up before, but what if we made the bulk of the Nathan James a map object (The hull, interior, doors, lights, etc.) and put only the necessary parts on the vehicle object (the conn, propellers, and whatnot). We could then use a script to attach the two together. It would also allow us to add more detail (I'm not sure if map objects have a poly limit). Would this work? @FoxtrotDelta @Oskar @PNWParksFan @SkylineGTRFreak