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


    when is it going to be out for public? can't wait.

  • @xedro99 will take some time I guess...

    In the meanwhile here is a basic shot of the bridge wiring (NOT finished)

    alt text

  • @SkylineGTRFreak Is CVN-65 same as USS Enterprise? It is also the same carrier in GTA Online Heists. You just made it drivable?

  • @AKmaster CVN-65 is the USS Enterprise, and no, it is not the same aircraft carrier that was part of the heists update. It is a different model entirely.

  • @nathanjamesddg151 Ah ok. Well, hope this ship is done before Season 3 ends lol. #TheLastShip

  • @AKmaster Hopefully... but six months of progress and it still seems like we are only 60% done.

  • @SkylineGTRFreak Please upload a video on your Youtube channel when all weapons are successfully working.

  • @nathanjamesddg151 Just forgot to ask whether the lights are working on the ship?is it not do-able or is it not implented yet?Oh and where's the biology lab in the hanger lol ? Find it necessary after watching season 1 #TheLastShip

  • @Elope bio lab would be to difficult to implement due to both size and detail, so we're going with boxes of the cure instead like in Season 3. As for lighting, it's a feature that is partially missing on boats, meaning there are taillight coronas, but no beam or red light..

  • @AKmaster The weapons work...they're just really buggy. Mainly control issues.

  • @nathanjamesddg151 so....maybe implent the lights on the other model?on the fake turrent tank?and I think we can archive to get some leds work as well,by editing the material,to the blue glowing stipe on the Space docker,just change the colour and the led will change its.this way we might get LEDs and small lights on the radar on top of the ship,and maybe fake windows(windows with no real interiors)to bright up in the night

  • @Elope that might work.

  • @SkylineGTRFreak
    How does your work proceed?

  • @SkylineGTRFreak Collisions Make you Work Don't they. i mean at this large scale. watching you, i got motivated. i am working on a Chinese Carrier too.

  • @FoxtrotDelta @SkylineGTRFreak is making a Chinese aircraft carrier?

  • @nathanjamesddg151 no i am. he is making what he said. an American one. here is what i am talking about see the link below


  • Oh yeah, its ship season.

    @FoxtrotDelta : Liaoning Aircraft Carrier CV-16
    @SkylineGTRFreak : USS Nathan James DDG-151
    @CANAL-EMBRAER-GTA : Nae A-12 São paulo

  • @AKmaster don't forget the CVN-65 Enterprise ;)

  • @SkylineGTRFreak Hey ;)
    Which values you changed (in handling.meta and vehicles.meta), that your ship is working (swimming) correctly?

  • @KAFAROS Be more specific. If you want to check out the handling file, I can send it to you.

  • @KAFAROS The biggest problems the James' had was turning. To get her semi-properly settled in the water we changed the percent submerged to 290. With a mass of 3000.

  • @nathanjamesddg151 i went with mass of 150000 with my carrier. and percent submerged to 25

  • @nathanjamesddg151
    If you can send me your handling file I will test this on my Titanic ;)


    <Item type="CHandlingData">
    <fMass value="150000.000000" />
    <fInitialDragCoeff value="1.000000" />
    <fPercentSubmerged value="25.000000" />
    <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="40.500000" />
    <fDriveInertia value="1.500000" />
    <fClutchChangeRateScaleUpShift value="1.300000" />
    <fClutchChangeRateScaleDownShift value="1.300000" />
    <fInitialDriveMaxFlatVel value="25.000000" />
    <fBrakeForce value="0.400000" />
    <fBrakeBiasFront value="0.600000" />
    <fHandBrakeForce value="0.700000" />
    <fSteeringLock value="35.000000" />
    <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="0.000000" />
    <fSuspensionForce value="0.000000" />
    <fSuspensionCompDamp value="0.000000" />
    <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="1.000000" />
    <fWeaponDamageMult value="1.000000" />
    <fDeformationDamageMult value="1.500000" />
    <fEngineDamageMult value="1.500000" />
    <fPetrolTankVolume value="2.000000" />
    <fOilVolume value="3.000000" />
    <fSeatOffsetDistX value="0.000000" />
    <fSeatOffsetDistY value="0.000000" />
    <fSeatOffsetDistZ value="0.000000" />
    <nMonetaryValue value="40000" />
    <Item type="CBoatHandlingData">
    <fBoxFrontMult value="0.800000" />
    <fBoxRearMult value="0.800000" />
    <fBoxSideMult value="0.700000" />
    <fSampleTop value="0.100000" />
    <fSampleBottom value="0.500000" />
    <fAquaplaneForce value="9.500000" />
    <fAquaplanePushWaterMult value="10.600000" />
    <fAquaplanePushWaterCap value="3.500000" />
    <fAquaplanePushWaterApply value="0.001250" />
    <fRudderForce value="1.500000" />
    <fRudderOffsetSubmerge value="-0.300000" />
    <fRudderOffsetForce value="0.000000" />
    <fRudderOffsetForceZMult value="0.800000" />
    <fWaveAudioMult value="4.000000" />
    <vecMoveResistance x="13.000000" y="480.000000" z="100.000000" />
    <vecTurnResistance x="1.850000" y="1.100000" z="0.040000" />
    <fLook_L_R_CamHeight value="4.000000" />
    <fDragCoefficient value="11.000000" />
    <fKeelSphereSize value="0.000000" />
    <fPropRadius value="0.200000" />
    <fLowLodAngOffset value="0.016630" />
    <fLowLodDraughtOffset value="0.300003" />
    <fImpellerOffset value="0.600000" />
    <fImpellerForceMult value="0.000000" />
    <fDinghySphereBuoyConst value="0.000000" />
    <fProwRaiseMult value="0.200000" />
    <Item type="NULL" />
    <Item type="NULL" />

  • @KAFAROS Ah I tested james‘s handling on your previous released titanic and it acted horribly though

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