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Beer

Ffg Work In Progress

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New imagine if you will a Plane Guard...

In this case a Oliver Hazard Perry Class Frigate...

 

FFG7new.jpg

 

Cesar Pun and Beer looking at bringing you this one...

This sim has so much potential! Just imagine the combatants that professional graphic artists could make for this game!

 

Cheers

Beer

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Guest capun

A quick Popular vote.

Since there is a limitation to the number of active weapons on the ships, what is the preference: The mid-ship gun or the missile launcher?

I may decide to make two versions (via an ini change) for both options, but I need to concentrate on one first.

Let me know your opinions

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Great work Guys!!!! I think it would be different to have a ship launch a missile at you. It might give it more of a challenge to attack. I guess it would fire only one missle and be finished? Whatever you decide will be a welcome addition to the game. Thanks for taking the time to keep adding to SF.

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Guest capun

I'll start with the missile launcher model.

BTW, I have a modified Nanuchka II experiment able to launch a missile. It is not pretty but it works. If interested I can upload it here after the download section is up and running.

I did posted a couple of pictures a long time ago, one of the pics had a Tomahawk launching as a SAM as a proof of concept

CP

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Guest capun

I managed to get the missile launcher to work, it is just a one shot deal and not very smart. If you sit tight you'll get shot down, if you maneuver you can avoid the missile.

 

Unfortunately I don't a Web Site to post the pictures.

Now on to the Gun Model

CP

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Guest capun

Beer, et-al

I posted a couple of picture in this site's Picture Gallery

I also got the mid-ship gun to work and the muzzle flash looks much better than the Pegasus.

No on to try the Rear Gatling cannon

CP

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Hi Capun,

 

is it possible to add your fantastic add-on to every map or is is limited to the basic dessert terrain?

 

What I mean is there are so many superb add-ons for SFP1 so lets get them together with the best terrain maps.

 

Regards

 

Striker01

 

PS. Well done

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Very cool! So the Missiles work on one model and the other has the midships 5" working...

 

A great mission would be CAP over the FFG's and a watch the ships engage the MIGS with guns and missiles.

 

Model and Mapping needs tweaking.

 

Cheers

Beer

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Guest capun

Striker

 

I don't know if you can add the FFG to other terrains. As long as there is water and you know how to place the ships it should not be a problem

 

CP

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Guest capun

Beer

 

I got the Phalanx to work. Since the model is the same, you can create 3 different ground (naval) objects with different data ini files. One will have the missile, one the 5" gun and one with the Phalanx. I'll give it a try later

 

Yes, I know there is still work to be done on the model, I just can't resist loading it up and play around with it.

 

One thing I am looking at fixing it is making a 5" turret like the Perry's have. The current one was lifted from another ship.

 

CP

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Guest capun

I just posted 3 pictures in the Picture Gallery section.

I have 3 FFG's, one missile launcher, one 5" Gun and one Phalanx active.

I have a mission with all 3 going side by side and firing at you.

CP

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OK I am off to work so I may have time now to play with the FFG...

 

Here is what I propose, You work with the weapons (remodel the Guns and missile launchers and I will work on the Superstructure and mapping...

 

Here is a question...Can we use decals like the Planes so that the ships have different hull numbers???

I have no idea how to do it but it seems like it should be very possible...

 

Cheers

Beer

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Guest capun

Beer

 

Ok with me.

 

Do we want it to be as realistic as possible or as long as it is playable. For Example the mid-ship 5" gun in the current model looks good but it is not the same as the 5" gun in the Perry class

 

The Decal idea seems interesting, but I don't know if it will work. I did not see any decal variable in the dll module that has naval object variables.

 

CP

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Just researched the gun and its the 76 MM, same as the PHM. In theory just export the Gun from the PHM and place that in place of it.

Of course this is the gun that dont work in game...

 

Got some good photo's of FFG's I may start over, could not find any three views, just a side view.

 

Want to make the latticework for the mast (was not solid as current model), liferafts on bridgewing, add rescue boat and davits, add handrails, forecastle area needs work (deck fwd was not raised up).

 

Cheers

Beer

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Sounding good guys. Keep up the good work. Looking forward to these downloads and by the way THANKS for the time and effort put into the game.

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Guest capun

Beer

 

Yes, I found out that the Perry's use a OTO Melara 76mm Rapid Fire Gun.

I researched and have a turret that looks very nice, it was adapted from a twin-gun turret. I'll post a picture later on. The firing problem does not look too bad with this model, why I don't know.

I am also making a better looking Phalan CIWS, I can't find actual measurements so the current model has an oversize Phalax.

I'll start working on a better looking Missile launcher after I fix the Phalanx scale.

I'll look to see if I have any 3-D diagrams of the Perry, I'll mail them to you if I find any

BTW, the original model was a FSDS model by Bonzonie, I have sent him a mail requesting permission to use it as a formality.

 

ext

Thanks for the kind words.

 

Later

CP

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...Since there is a limitation to the number of active weapons on the ships...

Is this a proven fact? And if so, what is that limit 1, 2, 3 or more?

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Guest capun

Phlerp

 

Yes, some of the modders (Beer, Pasko, etc) have run into the same problem. It seems that the ground objects (which includes the ships) can have only one active weapon at the time and in some cases the weapons cannot be reloaded (mostly the missiles)

 

For example the tanks can only have a main gun active even if they could possible have also machine guns

 

Unless there is some hidden tricks how to do it we have not found it, as a matter of fact I recall an aswer from TK about this issue (but don't quote me)

 

CP

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FFGNov1.jpg

 

OK started the new model :), this is scratch built. Hopefully have a prototype to capun for weapons Sunday-Monday.

 

This is work in progress.

 

Cheers

Beer

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Beer

Looks good!! What's the current poly count w/o weapons? I want to see what I should use for the launcher. The Phalanx and OTO Melara guns used up lots of polys.

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FFGNov2.jpg

 

Lotta tweaks to be done...

 

Need to make a good main mast

add the Captains gig

add the booms on the bow

add the helodeck observation bubble

line things up mo better :)

 

Cheers

Beer

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Guest capun

Beer

Sent you mail with 3 max files for each weapon.

I did not find the Mk13 Launcher specs so I had to eyeball the design from pictures.

CP

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The Phalanax is WAY to detailed, 4000 polys ma thingys!, The dome should be toned down too, the barrels maybe 5 sided cylinders (maybe even 3 as small as they are). The axis's for the guns and missiles set up? I tried rotating some of the stuff and it was bad!

 

Anyway here is what I got so far.

 

FFGNov3.jpg

 

Cheers

Beer

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