Arma 3
USS Nimitz
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Update: Nov 7, 2020 @ 1:42pm

- correct bikey included
- removed debug output from plane launch

Update: Oct 31, 2020 @ 10:20am

Here comes another update for the Nimitz. It's more of an hotfix, as it addresses an incompatibility with ACE medical system.

From a visual point of view, the hangar was re-painted.

From a code point of view, the launch script now uses CBA key events (ctrl-l and ctrl-shift-l). It is also based on events now.

For the full changelog see:


2020-10-27 config
- replace init eh with CBA XEH to be compatible with ACE medical
2020-06-08 scripts
- nose up script less aggressive
- smooth tranisition from shooter idle to launch
- reduce steam particle duration
2020-05-31 scripts
- fix keyhandler and scripted event handlers to run on all clients for dedicated server/hosted server
- remove further key handling on cltr-l and ctrl-shift-l when the action is actually performed
2020-05-27 scripts
- use CBA keyhandler for launch (ctrl-l lower launchbar and shift-ctrl-l for salute)
- transition launch process to events, see Scripting the Nimitz google doc
- reduce debug output for landing statistics
2020-05-23 scripts, config
- remove debug message for c1shuttlestart
- fix sidewalk texture in hangar
- fix dimensions missing for AA assets
2020-05-22 scripts
- fix launch script
- reduce debug output for crane
2020-05-21 model
- reduce geo lod of shuttle
- improve hangars
2020-05-20 scripts
- attach shuttle in Eden
- make shuttle invulnerable
- disabled shuttle launch support, did not work correctly
2020-05-19 model, config
- make shuttle a plane
- change geo lod of shuttle
- change shuttle dampers
2020-05-18 scripts, config, model, textures
- applied new hangar textures by bludclot
- removed cat shuttle as it caused CTD
- re-added Nimitz radar
2020-05-17 scripts, config, model, textures
- add TheSn4k3 catapult shuttle to carrier spawn
- integrate catapult shuttle in start sequence
- remove NormalMap shader from bridge rvmats
- split internal nimlights into 9 p3ds, each max 6 lights
- add buoyancy lod and named attribute to nimtech aa
2020-05-12 scripts
- add support for Massi's US Navy units as deck crew
2020-05-08 scripts
- fix _despawn arg for arrest, no longer errors on landing
- increase Catapult Launch.ogg volume
- reduce volume in playSound3D for Catapult Launch.ogg to max of 5

Update: May 6, 2020 @ 1:24pm

new setting for distZ to determine if the wire catches you or not
landing stats
weapons cart and it's animation, also on weapons elevator
fix general quarters sound
LSO Platform by Joe
ctrl-wsqe for operating crane
added Belknap pole
Firewill's F-14 can be used via populate carrier now
added despawn option to ttt_fnc_arrest, will despawn AI and plane after landing
Fix Tilly attach/detach
Add reset wires and cat function to Tilly
Add custom virtual hangar garage
Add new bulletin boards by Snakebite

Update: Aug 10, 2018 @ 11:55pm

Update: Aug 10, 2018 @ 9:48am

Changelog:

2018-08-10 nimitzfunctions
- fix syncCatapult function
- fix ambiance 1 teleport to cat
2018-08-07 nimitzfunctions
- inline private in ttt_fnc_planeStart
2018-08-06 nimitzfunctions, model
- add *_shuttle_start mem points to nimspots
- use pos_launchbar and *_shuttle_start for a more precise catapult position
- remove waitUntil and log from fn_global
2018-08-04 nimitzfunctions
- ambiance means ambiance 1 module in the following changelog entry
- equip Tanker in ambiance with buddypod
- prefix alt with Tanker- for tanker planes in ambiance
- wait for plane to be airborne before calling land functions in ambiance
- add marker for SAR helo in ambiance
- teleport plane to elevator after towing, for safety, in ambiance
- raise tailhook after landing in ambiance
- disarm plane when on elevator in ambiance
- enable growler support if present in ambiance

Update: Aug 3, 2018 @ 11:30am

2018-08-03 config, nimitzfunctions
- re-enable syncLoop due to planes with overwritten init event handler
- enable TTT crew and Jets yellow shirt
2018-07-25 nimitzfunctions
- fix check for carrier compatibility config entry (isNil and isNull)
- fix numbers script if user did not select a number in Eden attributes
2018-07-14 nimitzfunctions
- try to fix ambiance 1
2018-07-11 config, scripts
- introduce event handlers for plane, man and helo functions
- deprecate syncLoop
2018-04-14 scripts
- repair ambiance 1 slightly

Update: Mar 29, 2018 @ 12:05pm

This is a major upgrade for the USS Nimitz in Arma 3. Please see the changelog for the changes of the last half year in detail. The highlights are:

The SAMs have been upgraded, so that the tubes are used one after each other. Also the modded missiles were replaced by vanilla RIM-116 and RIM-162 missiles. The AA crews are now responsive as they start on CombatMode Red.
A general quarters alarm was added to the Nimitz. It can be activated from the bridge or entrance of the island.
The displays and monitors on the bridge have now been made a hiddenselection, so they can be changed in a mission now.
The elevators are now settable to be lowered or raised when mission starts, check the Eden attribute for it. Unknown source to be attributed for the idea.
The launch crew and their animations have been overhauled thanks to Moose and NightIntruder. The launchcrew and shooter scripts can be overriden by a module attribute for the catapult module.
The landing sequence has been overhauled to play an alarm when a plane extends its tailhook in the carrier vincinity. The landing script is configurable via the arrest module.
The tailhook effect has been changed when a plane successfully traps, the hook is raised slightly now. Thanks to B10 for the template in the Jets DLC!
The Tilly is now drivable, albeit very crudely. It can also attach a plane or helo and release it.
The IFLOLS optical landing guidance system is now functional aboard the Nimitz. The IFLOLS script has been overhauled.
A new island texture has been provided by Odyseus and NightIntruder.
Drones likes the Sentinel should work with the catapult and arresting wire scripts now.
The ambiance module takes into account the carrier number and applies the appropriate F/A-18E/F skin from Jaentzen now.

Update: Oct 16, 2017 @ 8:47am

This is release 0.99 of the Nimitz in Arma 3. Over the last half year there have been many changes to the Nimitz.

First, the number and aftmast have been made configurable via Eden, so any of the existing Nimitz carriers can be impersonated to some degree. Note that doesn't include details like the different aft mast or changed island shapes. But we continue to explore this direction.

Next, the holes in the fore hull have been closed and do now contain deployable drawbridges. This should allow the Nimitz to stay in a port and make it accessible from the pier. A touchdown sound was added to the flightdeck when a plane lands. The anti-air weaponry received a textures update from the TheSn4k3, and the logos were updated by Odyseus. The briefing and map room now show the picture map of the island one plays on. The Tilly crash crane has now the ability to remove all Air, Land and Ship wrecks in the vincinity. Shockley did provide new hull textures, completely with all derivative textures. We hope you like the new look. With help of the Freedom technology the Nimitz stays now longer visible via the setting FeatureType = 2. The dynamic airport config also found it's way into the Nimitz, so players can now autoland on the carrier - don't forget to deploy the tailhook though! Further some air conditioning units and sounds were placed on the carrier, as well as a static engine sound at the aft of the carrier.

The final addition is the use of Grumpy Old Man's (GOM) aircraft loadout scripts via the weapons elevator. Any dynamic loadout capable plane can now be re-equiped at the weapons elevator.

The changelog since the last release:


2017-10-02 config, model
- create air conditioning unit
- place ac via init script
- add engine sound to hangar 4
- make logistics loadout for GOM adjustable
2017-10-01 config, model
- adjust dynamic airport for assisted landings
- modified nautical bridge to stop columns from peeking out
2017-09-30 config, model
- add weaponry to weapons elevator
- add Grumpy Old Man Aircraft Loadout support, rename to GOM AL Nimtech Edition
- remove under construction sign from island
- add geo lod to information wall
- fix corridor in 2nd deck
2017-09-24 config, model
- add driver proxy
- fix carrier_1 for deployable gangways
- use deck crew as crew
2017-05-20 config
- make init eventhandler stackable
- revert carrier_1.p3d
2017-05-01 config, scripts
- add JDG_dynamicAirportNimitz
2017-04-23 config, nimtech_aa, model
- use new featureType = 2 config. removing featureSize
- experiments with sensors for nimtech_aa
- update carrier_1 from TheSn4k3
2017-04-09 model, config, nimtech
- reverted medical bed to thingX from car_f
- removed patuxent from download, it's not finished yet
- added new textures from Shockley
2017-04-01 model, config
- remove aft wall in entrance, showing Joes's wall
- adjust weapons elevator to new 2nd floor height
- add geo lod mass to weapons elevator
2017-03-26 functions
- add pictureMap of terrain to area of operation in briefing and map room
2017-03-21 aa, functions
- update Phalanx model and textures from TheSn4k3, update shadow, geo and fire geo lods
- update aa defenses init, use the right variable name for crewing the AA
- have Tilly remove all Air, Land, Ship wrecks
2017-03-20 sounds, functions
- add touchdown sound, kudos to Jones
- call touchdown sound from arrest
2017-03-19 config, logos
- add new logos from Odyseus
- add author information to carrier and aligner
- fix geo lod for aftMast hiding
2017-03-04 model, config
- add drawbridge from Joe, animate it
2017-02-28 model, config
- make aft mast hideable: (this getVariable 'jdg_carrier_island') animate ['aftMast', 1, true];
2017-02-27 textures, config
- add numbers textures and Eden configuration
- can mimick any Nimitz class carrier now

Update: Feb 22, 2017 @ 1:25am

This is release 0.98 for the Nimitz in Arma 3. Some sounds stopped working on the carrier: elevator, jet blast deflector, wire trap and wire break and engine sound. But for the engine sound the sounds were able to be fixed. Further the air defenses in Eden are using attachTo again and hence don't fall overboard when moving and turning the carrier in Eden. Note that some anomalies can still be observed in game, as the setPos of the air defenses is not that reliable. Thanks to Foxone/TheSn4k3 a new test engine stand was added to the Nimitz objects.

The changelog since 0.97 is very short, the full changelog is available at http://tetet.de/arma/arma3/nimitz/Changelog.txt.

Update: Oct 24, 2016 @ 11:28am

This is release 0.97 for the Nimitz in Arma 3. The catapults in 0.96 were bugged due to an uninitialized variable. While it is sufficient to exchange the ttt_nimitzfunctions.pbo this release has been made available for ease of use.

Besides the bug fix for the catapults post processing effects, other fixes made it into the release: o playSound3D is now used, limiting the distance the plane launch and arrest sounds can be heard o the AI landing routine now uses a lower approach speed, reducing the amount of flight deck used when AI lands o the ambiance module now checks for Lesh's towing capability and will point out if a PBO for the tractor is missing o the CUP tractor is now supported in the ambiance module, albeit it does not work very well yet o the ttt_fnc_global has been made more robust

The changelog since 0.96 is really short, the full changelog is available at http://tetet.de/arma/arma3/nimitz/Changelog.txt.