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Work In Progress

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About this blog

Formerly Known as "WIP Wednesdays".  Now its probably best to think of this as "When we get chance Wednesday".

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Rock

NOTE: Straight away let me say they project is a LONG WAY OFF.

The sole reason I'm posting these screenshot is that the BETA was leaked a few weeks back. I've been told today that the model is being offered to at least two UK themed clans/mod teams.  So by posting these pics I'm hoping that the next person that gets offered the model might recognise it as mine.

The model is being offered in MLOD and FBX formats by a German lad, ~20 ish.  Real name is Michael Farkas.  aka "Faust", "Greeba" and "Luftmaan"

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One thing to note is the stolen model does not currently have the inflight refueling probe and has absolutely no UV unwrapping done in the cockpits. And a few other bits are also purposely missing. I'd appreciate anyone letting me know if they get offered it and by whom.  

Thanks

Rock

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Rock

 Bonus points for early identification. #rksl #sideproject #wip #Arma3

Da12thmonkey won out yet again and correctly identified it.  its a Sa'ar IV Corvette hull.  Its a custom job for Wld427 and the @ProjectRacs mod.  They will customise it to their needs and eventually I'll release a slightly different version for OPFOR.  The RKSL made RN need something to shoot at.
 

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Rock

DS30B - Bit more progress - Some DS30B-Wip-010a.jpgLabels applied. More detailing to go. #wip #rksl #Arma3

DS30B - Even more progress - I've been asked why I'm posting unfinished shots. The best way I can think of to demonstrate progress is showing shots at various stages of development. ? Proper update article coming soon #wip #rksl #Arma3

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Rock

Late night job #5311: DS30B - 30mm Cannon for the RN Ships. The later version of the DS30M with the Bushmaster will follow at some point. And there will be a version with the Enhanced config, the one with the martlets #wip #rksl #Arma3
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Rock

If you follow any of our social media or are part of the RKSL Discord you may have already seen some or most of these. But may not understand whats actually going on.

Recently MikePhoenix approach me asking about doing a joint project. A completely new Queen Elizabeth carrier.  Something we both think the game needs.  The more British kit the better.

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Now this is a big project.  Its over 280m long, 73m wide, Is a bloody awkward shape to model and it's going to use a lot of polygons.  Mike and I are splitting the load between us.  Mike is doing the two islands and I'm doing the hull.  After that we are sharing the load and making parts and details as needed.

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 To answer some of the questions people have already asked.

Q1) Will he have a hanger deck?
A1) Yes.

Q2) Will it have capaults?
A2) Yes and no.  The real carrier does not.  but due to game engine/AI limits there will probably have to be a "'mock' catapult so that mission makers can launch planes etc.

Q3) Does the ramp actually work?
A3) Yes. But there are limits.  Planes either need to be given reinforced landing gear and setup for it or be speed limited to prevent explosions.

Q4) Will it be moveable?
A4) No, its simply too big its a static object just like the BI Carrier.

Q5) Will it have all the rooms and bays?
A5) Nope.  it's just too much work to do that.  but it will have some keys areas, the Hanger deck, briefing rooms. Boat bays and other practical areas.

Q6) Is it going to be armed?
A6) Yes, Phalanx, 30mm Cannon, GPMG and if we get time M134 Miniguns.

Q7) Do we get an F-35B with it at release?
A7) Probably not at the same time.  But there is one coming.

Check out Mike's Twitter for updates from him https://twitter.com/MikePhoeniX  and mine from me. https://twitter.com/RKSL_Rock

And feel free to join our discord channels for the latest stuff.

RKSL Discord - https://discordapp.com/invite/YegMy24

Mike's Polygon Factory - https://discord.gg/nxxMRZG

Thanks for looking.

Mike and Rock

Rock

I discovered a new forum - at least previously unknown to me - where someone was loudly broadcasting his mistaken belief that I have lied about the LPD.  So for my loyal and possibly disloyal followers is the old ALPHA ingame.

Its fair to say my focus has been a bit all over the show recently. And that's for various reasons you aren't really interested in.  But needless to say the LPD has never really been out of WIP.  Its just been slow going.  Trying to find ways around the game engine limits and issues.

Right now the main issue is roadways.  For those not of the modding persuasion these are the defined areas that you may walk or drive upon in a model.  Now the issue here is that once you place a roadway on top of another the game engine doesn't like it.  At least for some things.

So lets imagine this.  Each deck has a roadway:

_______________ Flight Deck _____________

_______________ Deck 1 ________________

_______________ Well deck ____________                                  \___LCU MK10____/ or \__LCVP__/

Either a Vehicle-In-Vehicle enabled LCU or LCVP carrying a vehicle enters the well deck.  Try to unload and the game engine can't work out which deck to put it on and spawns it (typically) off to the right of the ship above the water.  You are now down one vehicle.  This is a bit of a problem,  Its one that can't be solved when using VIV without a game engine change.

The fix is to rely on PhysX.  Now this comes with problems too.  Depending on the speed of your PC results may vary.  Dodgy physx calcs can result in the LCU and vehicle its carrying being fired across the map... cue hilarious A3 video montage of flying tanks and subs. etc.

Aside from the usual issue of geometry limits, dodgy configs, scripting and a myriad of other things this problem is the reason i haven't released the LPD or had much motivation to work on it as a priority.

Anyway, here's some WIP pics.

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I was asked about how practical it is.  The answer is that you can get a full size HAM HX60 or HX58 down the flight deck ramp.  You can fit 4x LCU mk10s in the welldeck and it carries 4x LCVPs on the davits...Practical enough?

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Rock

Been quiet for a while...again. Wildcat is still plodding on. I've recently had an unplanned & unwanted 'holiday' cut off from my project drive but i've not wasted my time while confined to bed. Managed to get a few other bits done & started more floaty things #rksl #arma3 #wip
 

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Rock

Several people have been asking for an AW159 update.  I don't have anything pretty that demonstrates progress so here is the Project summary sheet.

Phases:

  • ALPHA : Two blocks to reach alpha.  #1 Model/Script/Config created and #2 ingame = Alpha.
  • BETA: Three blocks. #1intial Testing #2 Reworks #3 Testing.  If the testing fails it reverts to the previous block.
  • RC (Release Candidate): #1 Textures and Scripts working as spec. #2Play testing. #3Reworks and improvements.
  • GOLD: #1 Final release standard QA #2 Play testing #3 Reworks and improvements.
  • PUBLIC: Final QA phase and that's it for release.

All the bars go green and it out for release.

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NOTES:

  1. The winch option is reliant on a script that is only just a simple concept at this time and may not make it into the first release.
  2. I haven't done the AH1 model changes yet because there is no point until the HMA2 is complete as the AH1 is pretty much a HMA2 with bits deleted.
  3. The CRV7 and LAU pods are still in RC as the pods need repainting
  4. Torpedos and Depth Charges are not show as they are not working at this time and will be included at a later release when ive got a decent solution for them.

Hope that satisfies.

Rock

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