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[VEHICLE][WIP]USS Nathan James DDG-151 (US Navy Destroyer)



  • @FoxtrotDelta I already updated, but I can wait. Also, does this mean we cannot use the features in the new gunrunning dlc? Or do we add it like any other addon content via the dlclist?



  • @nathanjamesddg151 we cant use gun running , until scripthook is updated.



  • @FoxtrotDelta damn...



  • @nathanjamesddg151 even if u uodated already use imnotmentals way from his website. You can downgrade ur game thru that.



  • @nathanjamesddg151 I slowly get the feeling that there's no way around fully scripted weapons anymore (if Rockstar doesn't decide to add a guided missile destroyer any time soon lol).



  • @Oskar well... fully scripted weapons are possible, albeit buggy...



  • @FoxtrotDelta I saw that, but I still occasionally play online. (I know, I'm a traitor).



  • @nathanjamesddg151 turret spining can be fixed i believe not 100% sure but i think me and @SkylineGTRFreak. Can do it. I have a. Few ideas. I think we can make it stable.

    @SkylineGTRFreak remember wiesel1 spinning out of control becuz of turret movement? I know it will he a bit different but we can fix the turrer for boats.



  • @nathanjamesddg151 It's probably possible to get them without being buggy but native solutions are always the best.



  • @Oskar at this point I really doubt it could work nativel :D



  • @FoxtrotDelta now that you mention it, I completely forgot about Wiesel. Now I only have to remember how I fixed that :thinking:



  • @SkylineGTRFreak you told me in pm, chat history, i can look once i have time



  • @SkylineGTRFreak just borrowing the topic to send you the A-10 handling

      <fMass value="13700.000000" />
      <fInitialDragCoeff value="2.000000" />
      <fPercentSubmerged value="75.000000" />
      <vecCentreOfMassOffset x="0.000000" y="0.000000" z="0.000000" />
      <vecInertiaMultiplier x="1.000000" y="1.000000" z="1.000000" />
      <fDriveBiasFront value="0.000000" />
      <nInitialDriveGears value="1" />
      <fInitialDriveForce value="0.001000" />
      <fDriveInertia value="0.100000" />
      <fClutchChangeRateScaleUpShift value="1.300000" />
      <fClutchChangeRateScaleDownShift value="1.300000" />
      <fInitialDriveMaxFlatVel value="328.600000" />
      <fBrakeForce value="0.80000" />
      <fBrakeBiasFront value="0.333" />
      <fHandBrakeForce value="0.900000" />
      <fSteeringLock value="35.000000" />
      <fTractionCurveMax value="0.900000" />
      <fTractionCurveMin value="0.900000" />
      <fTractionCurveLateral value="12.000000" />
      <fTractionSpringDeltaMax value="0.100000" />
      <fLowSpeedTractionLossMult value="0.000000" />
      <fCamberStiffnesss value="0.000000" />
      <fTractionBiasFront value="0.500000" />
      <fTractionLossMult value="1.000000" />
      <fSuspensionForce value="6.500000" />
      <fSuspensionCompDamp value="6.800000" />
      <fSuspensionReboundDamp value="6.800000" />
      <fSuspensionUpperLimit value="0.0600000" />
      <fSuspensionLowerLimit value="-0.060000" />
      <fSuspensionRaise value="0.000000" />
      <fSuspensionBiasFront value="0.600000" />
      <fAntiRollBarForce value="0.000000" />
      <fAntiRollBarBiasFront value="0.000000" />
      <fRollCentreHeightFront value="0.000000" />
      <fRollCentreHeightRear value="0.000000" />
      <fCollisionDamageMult value="0.30000" />
      <fWeaponDamageMult value="0.300000" />
      <fDeformationDamageMult value="4.000000" />
      <fEngineDamageMult value="1.500000" />
      <fPetrolTankVolume value="65.000000" />
      <fOilVolume value="5.000000" />
      <fSeatOffsetDistX value="0.000000" />
      <fSeatOffsetDistY value="0.000000" />
      <fSeatOffsetDistZ value="-1.000000" />
      <nMonetaryValue value="11700000" />
      <strModelFlags>0000000</strModelFlags>
      <strHandlingFlags>400100</strHandlingFlags>
      <strDamageFlags>20</strDamageFlags>
      <AIHandling>AVERAGE</AIHandling>
      <SubHandlingData>
        <Item type="CFlyingHandlingData">
          <fThrust value="0.8500" />
          <fThrustFallOff value="0.00000" />
          <fThrustVectoring value="0.000000" />
          <fYawMult value="-0.000020" />
          <fYawStabilise value="0.000020" />
          <fSideSlipMult value="0.020000" />
          <fRollMult value="0.002200" />
          <fRollStabilise value="-0.000000" />
          <fPitchMult value="0.000100" />
          <fPitchStabilise value="0.000010" />
          <fFormLiftMult value="0.000100" />
          <fAttackLiftMult value="0.00200" />
          <fAttackDiveMult value="0.00200" />
          <fGearDownDragV value="0.000000" />
          <fGearDownLiftMult value="1.0" />
          <fWindMult value="0.000002" />
          <fMoveRes value="0.04000" />
          <vecTurnRes x="1.40000" y="1.300000" z="0.600" />
          <vecSpeedRes x="0.6" y="0.100000" z="0.5" />
          <fGearDoorFrontOpen value="90.000000" />
          <fGearDoorRearOpen value="111.730003" />
          <fGearDoorRearOpen2 value="111.730003" />
          <fGearDoorRearMOpen value="111.730003" />
          <fTurublenceMagnitudeMax value="0.000000" />
          <fTurublenceForceMulti value="0.000000" />
          <fTurublenceRollTorqueMulti value="0.00000" />
          <fTurublencePitchTorqueMulti value="0.000000" />
          <fBodyDamageControlEffectMult value="0.100000" />
          <fInputSensitivityForDifficulty value="1.000000" />
          <fOnGroundYawBoostSpeedPeak value="1.000000" />
          <fOnGroundYawBoostSpeedCap value="3.000000" />
          <fEngineOffGlideMulti value="1.000000" />
          <handlingType>HANDLING_TYPE_FLYING</handlingType>
        </Item>


  • @nathanjamesddg151 @Oskar @PNWParksFan

    kinda good news, sounds for amphibious vehicles works after the recent update!



  • @SkylineGTRFreak so... all that needs to be fixed is the turret? EDIT: If you get that to work, are you going to put more time into this mod? Like remap it to use the HD textures?


  • MODERATOR

    @SkylineGTRFreak Amazing, great news no doubt! ;)



  • @SkylineGTRFreak plus we have four weapon slots now.

    Message me if u need any help with weapons or remaping ill try and help



  • @FoxtrotDelta are you sure that all the four slots can be used? cuz the vehicles in gunrunning with four weapon slots doesnt use all the four weapons at once,they use only one (or more) of the weapon lines and can change to another weapon via customing the vehicle in the bunker



  • @Elope if that's the case then there must be a native to switch which weapon it's using, which would also work if we can figure out what the native is.



  • @Elope oooo they can be used any way we want. ;) its like a regular weapon slot . im so happy today, openiv is back, scripthook is back, freakin sound works for nathan james. Good day so far!



  • @FoxtrotDelta oooooooh then that would be just too nice,It' must be a favour from R* (R*,not T2,T2's just an as*hole);)



  • @Elope all 4 weapons work at once, tested on the A-10...

    right now, it's possible to have:

    4 weapon 1 slots
    8 weapon 2 slots
    1 weapon 3 slot
    2 weapon 4 slots

    @nathanjamesddg151 ran a test with my "method" on the Bertholf (since that one was already set up for amhbibius vehicles class) and what can I say...

    Turret "works" kinda... It shoots and turns, but not in the direction you're looking at. It's almost as if it turns into the exact opposite direction.
    It works fine in 1st person.

    So... a little yay for now?



  • @SkylineGTRFreak yeah... but does it shoot in the right direction?



  • @nathanjamesddg151 sometimes yes... sometimes no. xD depends on what you mean with "right direction". The direction the turret is facing or the direction you're aiming it?

    Answer would be: both.



  • @SkylineGTRFreak does the projectile shoot in the direction you're aiming?


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