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



  • @nathanjamesddg151 We just didn't do it :P I started with it when I was bored but never finished it. I even modded in a Tomahawk model.



  • @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.



  • @nathanjamesddg151 But yeah, this update could be a game changer for the mod if we could get the gun fully working.



  • @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.



  • @Oskar it also occurs to me that we should check the handling file for the boat. That’ll give us more insight



  • @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>



  • @nathanjamesddg151 Could please also grab the handling file of the sub? I currently don't have OpenIV installed :P



  • @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>



  • @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.



  • @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.



  • @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



  • @Oskar there’s also a weaponized dingy, I’ll try and find the handling data for that as well.



  • @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>



  • @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.





  • @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.



  • @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.



  • Does anyone know if the submarine is classified as a boat or is it a separate class?



  • @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.



  • @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.



  • @nathanjamesddg151 Did you hear anything new from Skyline yet?



  • @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.



  • @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.



  • @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).



  • @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.


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