[VEHICLE][WIP]USS Nathan James DDG-151 (US Navy Destroyer)
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@nathanjamesddg151 We just didn't do it
I started with it when I was bored but never finished it. I even modded in a Tomahawk model.
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@Oskar Oh yeah... I think I remember you posting about that. I think we were all bummed we couldn't get the gun working fully and we just kinda gave up.
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@nathanjamesddg151 But yeah, this update could be a game changer for the mod if we could get the gun fully working.
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@Oskar It would be. It would allow us to do so much more and make it work so much better, and hopefully make it run so much smoother.
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@Oskar it also occurs to me that we should check the handling file for the boat. That’ll give us more insight
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@Oskar @SkylineGTRFreak I think I managed to find the weapons data in the handling file. It's been years since I looked at handling data, but this seems a bit more advanced than what I remember. Take a look and tell me your thoughts.
<Item type="CVehicleWeaponHandlingData">
<uWeaponHash>
<Item>VEHICLE_WEAPON_TURRET_PATROLBOAT_50CAL</Item>
<Item>VEHICLE_WEAPON_PATROLBOAT_DUALMG</Item>
<Item />
<Item />
</uWeaponHash>
<WeaponSeats content="int_array">
3
2
0
0
</WeaponSeats>
<fTurretSpeed content="float_array">
10.000000
15.000000
0.000000
0.000000
</fTurretSpeed>
<fTurretPitchMin content="float_array">
-1.000000
-1.000000
0.000000
0.000000
</fTurretPitchMin>
<fTurretPitchMax content="float_array">
0.707000
0.707000
0.000000
0.000000
</fTurretPitchMax>
<fTurretCamPitchMin content="float_array">
-0.500000
-0.500000
0.000000
0.000000
</fTurretCamPitchMin>
<fTurretCamPitchMax content="float_array">
0.000000
0.000000
0.000000
0.000000
</fTurretCamPitchMax>
<fBulletVelocityForGravity content="float_array">
0.000000
0.000000
0.000000
0.000000
</fBulletVelocityForGravity>
<fTurretPitchForwardMin content="float_array">
-1.000000
-1.000000
0.000000
0.000000
</fTurretPitchForwardMin>
<fUvAnimationMult value="0.000000" />
<fMiscGadgetVar value="0.000000" />
<fWheelImpactOffset value="0.000000" />
</Item>
<Item type="NULL" />
</SubHandlingData>
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@nathanjamesddg151 Could please also grab the handling file of the sub? I currently don't have OpenIV installed
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@Oskar Here ya go
<Item type="CHandlingData">
<handlingName>KOSATKA</handlingName>
<fMass value="20000.000000" />
<fInitialDragCoeff value="5.000000" />
<fPercentSubmerged value="50.000000" />
<vecCentreOfMassOffset x="0.000000" y="0.00000" z="0.000000" />
<vecInertiaMultiplier x="2.000000" y="2.000000" z="2.000000" />
<fDriveBiasFront value="0.000000" />
<nInitialDriveGears value="1" />
<fInitialDriveForce value="5.250000" />
<fDriveInertia value="2.00000" />
<fClutchChangeRateScaleUpShift value="1.300000" />
<fClutchChangeRateScaleDownShift value="1.300000" />
<fInitialDriveMaxFlatVel value="75.000000" />
<fBrakeForce value="0.400000" />
<fBrakeBiasFront value="0.600000" />
<fHandBrakeForce value="0.700000" />
<fSteeringLock value="20.000000" />
<fTractionCurveMax value="0.000000" />
<fTractionCurveMin value="0.000000" />
<fTractionCurveLateral value="1.000000" />
<fTractionSpringDeltaMax value="0.100000" />
<fLowSpeedTractionLossMult value="0.000000" />
<fCamberStiffnesss value="0.000000" />
<fTractionBiasFront value="0.950000" />
<fTractionLossMult value="1.000000" />
<fSuspensionForce value="1.000000" />
<fSuspensionCompDamp value="3.000000" />
<fSuspensionReboundDamp value="0.000000" />
<fSuspensionUpperLimit value="0.100000" />
<fSuspensionLowerLimit value="0.100000" />
<fSuspensionRaise value="0.000000" />
<fSuspensionBiasFront value="0.000000" />
<fAntiRollBarForce value="0.000000" />
<fAntiRollBarBiasFront value="0.000000" />
<fRollCentreHeightFront value="0.000000" />
<fRollCentreHeightRear value="0.000000" />
<fCollisionDamageMult value="0.200000" />
<fWeaponDamageMult value="0.2000000" />
<fDeformationDamageMult value="0.5000000" />
<fEngineDamageMult value="0.500000" />
<fPetrolTankVolume value="250.000000" />
<fOilVolume value="10.000000" />
<fSeatOffsetDistX value="0.000000" />
<fSeatOffsetDistY value="0.000000" />
<fSeatOffsetDistZ value="0.000000" />
<nMonetaryValue value="40000" />
<strModelFlags>0</strModelFlags>
<strHandlingFlags>C000000</strHandlingFlags>
<strDamageFlags>20</strDamageFlags>
<AIHandling>AVERAGE</AIHandling>
<SubHandlingData>
<Item type="CSubmarineHandlingData">
<fPitchMult value="0.100000" />
<fPitchAngle value="4.000000" />
<fYawMult value="0.080000" />
<fDiveSpeed value="0.180000" />
<fRollMult value="0.000000" />
<fRollStab value="0.500000" />
<vTurnRes x="2.5000000" y="1.550000" z="2.750000" />
<fMoveResXY value="20.000000" />
<fMoveResZ value="80.000000" />
</Item>
<Item type="CVehicleWeaponHandlingData">
<uWeaponHash>
<Item>VEHICLE_WEAPON_KOSATKA_TORPEDO</Item>
<Item />
<Item />
</uWeaponHash>
<WeaponSeats content="int_array">
0
0
0
</WeaponSeats>
<fTurretSpeed content="float_array">
0.000000
0.000000
</fTurretSpeed>
<fTurretPitchMin content="float_array">
0.000000
0.000000
</fTurretPitchMin>
<fTurretPitchMax content="float_array">
0.000000
0.000000
</fTurretPitchMax>
<fTurretCamPitchMin content="float_array">
0.000000
0.000000
</fTurretCamPitchMin>
<fTurretCamPitchMax content="float_array">
0.000000
0.000000
</fTurretCamPitchMax>
<fBulletVelocityForGravity content="float_array">
0.000000
0.000000
</fBulletVelocityForGravity>
<fTurretPitchForwardMin content="float_array">
0.000000
0.000000
</fTurretPitchForwardMin>
<fUvAnimationMult value="0.000000" />
<fMiscGadgetVar value="0.000000" />
<fWheelImpactOffset value="0.000000" />
</Item>
<Item type="NULL" />
</SubHandlingData>
</Item>
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@Oskar The guided missile function for the submarine is kinda cool. You don’t select a coordinate on the map but rather you actually steer the missile like a drone. There are also homing missiles you can control when the sub is moving. This might give us native homing missiles on boats, which would be nice.
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@nathanjamesddg151 Yeah, like I thought. The guided missile isn't a native weapon.
I bought a submarine in GTA Online today (was too poor for sonar and the guided missiles). It's still hella fun roaming around the map and sinking other subs with torpedo attacks.
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@Oskar Lol yeah. It would still be pretty cool to add those missiles to the James if possible. I was watching a vid of the submarine and saw that they have a lot of interior details that could be added, like a galley/mess deck (cafeteria), sleeping quarters, engine room, and so on
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@Oskar there’s also a weaponized dingy, I’ll try and find the handling data for that as well.
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@Oskar Weapons handling data for the dinghy:
<Item type="CVehicleWeaponHandlingData">
<uWeaponHash>
<Item>VEHICLE_WEAPON_TURRET_DINGHY5_50CAL</Item>
<Item />
<Item />
</uWeaponHash>
<WeaponSeats content="int_array">
4
0
0
</WeaponSeats>
<fTurretSpeed content="float_array">
10.000000
0.000000
</fTurretSpeed>
<fTurretPitchMin content="float_array">
-0.90000
0.000000
</fTurretPitchMin>
<fTurretPitchMax content="float_array">
0.707000
0.000000
</fTurretPitchMax>
<fTurretCamPitchMin content="float_array">
-1.707000
0.000000
</fTurretCamPitchMin>
<fTurretCamPitchMax content="float_array">
0.000000
0.000000
</fTurretCamPitchMax>
<fBulletVelocityForGravity content="float_array">
0.000000
0.000000
</fBulletVelocityForGravity>
<fTurretPitchForwardMin content="float_array">
-0.080000
0.000000
</fTurretPitchForwardMin>
<fUvAnimationMult value="0.000000" />
<fMiscGadgetVar value="0.000000" />
<fWheelImpactOffset value="0.000000" />
</Item>
<Item type="NULL" />
</SubHandlingData>
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@Oskar I heard from @SkylineGTRFreak. Apparently (previously) Rockstar had actively blocked weapons from the boat class (for whatever reason). he's waiting for the scripthook update so he can test it, but if it works, then I think we'll be in business.
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@nathanjamesddg151 Great!
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@Oskar Yeah. Apparently another user found out about Rockstar actively blocking weapons on the boat class and he created a script to counteract it, although it was somewhat buggy. Hopefully, with this update, we won't need a script to make the weapons work.
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@Oskar The missile launch animation from the submarine looks dope. Do you think we can use it for the James? Also, I'm not sure, but I think they did some updates to the water, particularly the wake around the boats.
EDIT: Scripthook has been updated, so we should find out soon enough if this will work.
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Does anyone know if the submarine is classified as a boat or is it a separate class?
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@nathanjamesddg151 I doubt we'll be able to use GTA Online scripts but I actually never tried so maybe. At least it should be possible to recreate it.
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@Oskar that’s good. Like I mentioned in the above post, I think they updated the water interaction or something. It looks somewhat different. I’m not sure if this will affect anything but it’s worth noting. I guess what I’m getting at is that I remember the James having rough handling, and since the sub is by far the largest water vehicle, it’s possible they updated how the water interacts with boats.
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@nathanjamesddg151 Did you hear anything new from Skyline yet?
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@Oskar not yet. He was waiting for the script hook update, which only came out yesterday, so I think he may be working on it. We’ll find out soon enough though. I’ll contact him after Christmas if we don’t hear anything.
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@Oskar do you know if we can do custom animations yet? It’s been a while and I’m not sure what has changed with zmodeler or openiv. It would be cool if we could animate a torpedo coming out of the torpedo tubes.
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@nathanjamesddg151 Uhh I really don't know, haven't been into GTA modding for a long time :P
Another thing, as far as I can remember the last version of the James already had a really good handling but we could maybe make use of the submarine as it handles pretty well in the water (well it's the first bigger naval vehicle in GTA).
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@Oskar hmm... I also haven’t played gta in a while. Maybe my memory of the handling is a bit fuzzy. As for the animations, I guess we’ll find out soon enough.
As for the sub handling, I guess we could, although I’m not entirely sure if the sub is classified as a boat or is it’s own class of vehicle.