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Rock

RKSL Team
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Rock last won the day on July 27

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About Rock

  • Rank
    Site Admin
  • Birthday 02/09/72

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  • Website URL
    http://www.rkslstudios.info/
  • Skype
    rksl-rockape

Profile Information

  • Gender
    Male
  • Location
    West Midlands
  • Interests
    Cat herding.

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  1. Yet another quick update. Ok so it’s not so quick and it’s not exactly what I was planning on talking about. This was going to be about helicopters. According to the plan, it should be about the helicopters but when I sat down to write it there simply wasn’t much interesting to write about. Simply put, things are proceeding slowly. They just arent visually interesting. Unless you want to know about hitpoints, rvmats and config settings. Woe is me. I’ve had some problems with my main PC recently, three hard drives dying one after another. Had to swap out the motherboard too, headset died, driver issues all sorts plaguing me. I’ve still got one bug that I just can’t shift. Random lock up – everything freezes and there is no coming back. You have to reset and it leaves nothing in the event logs. So, you can imagine, confidence that the system won’t just die on me when I’m baking or just modelling something isn’t too high. Progress has been slowed. But things are moving. The helos will follow soon enough. The LPD is still causing me no end of grief. Scripts, alignment, poly counts, proxies, damage simulation. Oh, woe is me, just don’t even go there. Typhoon is paused while i sort out the Air Weapons - more on that below. Helos are a bit tedious - all the unseen slog of damage, rvmats and texture tweaking. And a lot of other stuff. Hawks are flying So recently, I’ve been playing around with the Hawk T1A. Mainly because I had reached a point with the Typhoon that i didnt want to mess with the model and setup. It became obscenely complicated because of the pre-Jets DLC menu system I'd been developing I didn't want to deal with untangling all the bits while I tried to work out the new features. So the Hawk T1A has become my testbed for the new feature set. Success, mostly In this we have Success! Woohoo. If you aren’t a modder yourself you probably aren’t aware of some of the issues aircraft modders have been facing. The physX on the planes is a pain in the arse. The majority of people I’ve spoken too are having problems with it. Using Firewill’s tutorial doesn’t seem to help either. Mad things happen to the Hawk and others when I try to use it. I must be missing something but no one I know has got it working properly yet. I’ve had some ‘fun’ with the ejection seat setup too. Attempting to follow BIS’s setup didn’t work. First it was, "there is no seat". Then we had, "We have a seat but no pilot". Then we had "Spinal comression, my head is under my arse" (No jokes please) and finally we had sucess, albeit pressed a bit too far into the seat. Eddie aka WLD427 managed to sort it out for me in the end. As well as some problems with the ADEN 30 mm cannon pod on the Hawks. It proved a very frustrating setup but satisfying in the end. Without his help, I’d have gone back to making Rubber Ducks. It was just that frustrating. Down the Rabbit hole But it has led me down a huge rabbit hole or Air Weapons. I can’t tell you how much of a surprise this has been. Messing around with the Jets DLC has shown me that I needed to re-think some of my addons. Especially the weapons use. Then setting up the Hawk to use the new pylon system just pulled the rug out from under me. I’ve had to re-work and re-config all my weapons and make pylons, racks and rails for them. Given I had over 150 items in the pack to start with I now have 189. Some of which – like the rocket pods – I’m just going to have to remake. Sounds like fun doesn’t it. Given the Air Weapons pack is common to 80% of the addons sat in testing folder and since I haven’t yet find a way around actually doing the work properly. (Although, If I’m honest I’ve tried) ; I need to sort the pack out first. before trying to add the pylons setup to everything else. Procrastination is a true artform when done properly. And with that insightful note. I leave you be. Think of me sloggin through thousands of lines of config setting up all the weapons. Lots and lots of weapons... Have fun because one of us needs to. Rock 15 Aug 2017
  2. hermes450_render_UK_12.jpg

    Yes. Its still in the queue. The confis need updating and there is some work to do on the shlter and support units.
  3. Its many, many, weeks since I started this project and now it’s finally starting to move over to Object Builder. But honestly, it’s still not even close to getting in game. I can’t tell you how much of a struggle it’s been to get this far. But the biggest problem is with time and motivation. People complain about being teased and “oh why don’t you complete X”. And all I can assume is that they’ve never tried to make anything more than a box. If they even tried at all. Try committing 20-30+ hours a week ontop of a job, household chores and some level of (none internet enabled) social life. When you sit down and start to work on something like this it doesn’t actually hit you just how big a job it is until you get into it. Once the basic structure is done you start to look at what you are missing. Its then that the detail that you need to add that actually jumps out at you. Especially when you look at the real thing then look at your own model. Its odd things like pipes, light fittings, cabinets. All the things you ignore in daily life just because they are always there. Remove them and you suddenly notice and it makes a space feel empty and dead without them. Then suddenly you keep finding some little detail that you need to make then another and another. It does get repetative and kind of depressing. At some point you have to find something else to do to bring yourself out of the cycle of grinding out UV maps and textures. Moving the big stuff into Object builder is that for me. Textures arent final! The textures shown are just place holders. Don't judge yet. I've not really attempted to paint everything at this stage since the UV layout and texel count are changing all the time. My 'normal' work flow on this job has been thrown out of the window many weeks ago. After I made the basic hull I began focusing on features as shown in earlier updates, the CWIS and the Deck crane etc. But then i realised I was going to have to re-visit them to make sure they all fitted in to the hull's scaling and colours etc. So I've decided to go big first and then return to features. This will mean I get the Hull and interior done and unwrapped. Then I will detail it. Then return to make hi-poly/res models to properly texture, bake and create decent materials for the final product. It has been a completely messed up process so far but I am learning new things. And re-learning more than a few things I had forgotten over time. Go Big or Go Home! As of last night, there is 133,696 faces on the model in OB. This does not include the interior and more than half the detailing. The final figure is probably going to pass 280,000. Which is a lot but if you assume a lot of the recent planes when loaded up are 28,000-32,000 faces each is really only 10 planes. The killer, which shouldnt be a surprise to any addon maker, is the anchor chains. They are too big to use a texture trick, and too much of a feature to ignore them. But they do take nearly 17,000 faces. When you add over a kilometer of railings, post as well these things do add up really quickly. Now might be a good time to invest in that new GPU you've been thinking about... It’s at this point you realise that an obsession with detail may not be the best path to take. Before anyone panics too much I will LoD the hell out of this too to ensure the best performance I can. I really do miss the Ducks. So simple by comparison. The Albion class will be: Static – its just too big to be anything else given the limitations of the game engine. Made up of 4 blocks, each configured as “class house” to enable ladders lights etc Armed with 2x CWIS (more on that in a bit) 2x 30mm Cannon Numerous 7.62mm GPMG mounts Carrying: 4x LCVP mk 5 – two configured for ViV and 2 for personnel only. 2x LCU mk10 – ViV with some personnel capacity 2x RHIBs Mexefloat rafts Curse of the Real World In nearly every project I've ever worked on, in this community or in the real world the requirements change. One thing that is guarenteed to happen is that at the moment you think you have a good accurate model. And I do mean the exact moment you sit back and say to yourself, "I'm proud of that". Some b@#$%£* points out that its isnt actually correct anymore. In this case, a really nice person (yes that is sarcasm), told me that the Royal Navy in Albion's recent refit had replaced the Goalkeeper CWIS with the Phalanx. I really liked my Goalkeeper model. They also swapped out the main radar and a whole raft of other changes. You can imagine, I'm thrilled. Not only does it replace the CWIS but parts of the super structure have to be remade! WAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHH! Okay so its not that bad. More additions than huge alterations but it was a pain in the arse. I will probably release the Bulwark with the Goal keeper and and the Albion with the Phalanx. But the in-game reality isnt that different. Command & Control, Logistics I’ve not really attempted to do much regarding the config yet, but I do intend on making the ship as practical as the game engine will allow. This includes leveraging the radar capabilities and attempting to make the LPD a floating command post for all the Milsimers out there. The model does feature a C&C compartment. Which If I can get my head around the radar and some scripting should morph into something usefull ingame. I am also planning to create a series of resupply objects, material and weapons/ammo crate that can be loaded onto the HAM Trucks, LCU and LCVPs, even moved onto the deck and sling loaded, that will allow you to move your stores ashore to establish a base and re-supply from the ship as an when needed. Progress of a sort. Right at the start I said this was going to be a long job. I didn’t realise how difficult it would be either. The technical side isn’t too hard. But the LPD is pushing the limit of what the game engine can handle. It turns out its pushing my patience too. I’ve had to re-build and re-map the Hull three times. I don’t actually have decent hull reference so everything is guesstimated. Which the Engineer in me hates. I have photos and a really low res drawing but no proper drawings so not everything wanted to fit together. Eg the LCVs on the davits. The deck was too narrow on the first build. Meaning you couldn’t get to the LCVP to deploy them let alone get in. So, after a few weeks of frustration and no social life at all; I’m just focused on getting the external structure complete and then I’ll return to the interior spaces. But there is still a long way to go and a lot of detail to make. Wish me good luck. I am going to need it. Rock
  4. IP Theft and its impact on YOU!

    No reason to tolerate it. Given moves to monetise content in games I think its even more important to make a stand.
  5. When I say T Boat actually mean Trafalgar Class boats https://en.wikipedia.org/wiki/Trafalgar-class_submarine
  6. What you got? I'm trying to find a decent Astute and T Boat 3 view. I've only found poor quality, low res ones so far.
  7. Kilo Geometry

    From the album Project 636 "Kilo" Class Submarine

    © RKSL Studios 2017

  8. Project 636 "Kilo" Class Submarine

    The Kilo class is the NATO reporting name for a naval diesel-electric attack submarine that is made in Russia. The original version of the vessels were designated Project 877 Paltus (Halibut) in Soviet Union. There is also a more advanced version, designated as Improved Kilo-class submarine in the West, and Project 636 Varshavyanka in Russia. Given that the type is operated by several of the ASA (Opfor) Nations in the real world and it fits right in with the game engine limitations its perfect for IAP
  9. Kilo out of water Render

    From the album Project 636 "Kilo" Class Submarine

    © RKSL

  10. From the album Project 636 "Kilo" Class Submarine

    I had a little game with Facebook and Twitter followers

    © RKSL

  11. Weapons of the Kilo

    From the album Project 636 "Kilo" Class Submarine

    © RKSL

  12. From the album Project 636 "Kilo" Class Submarine

    You are NOT a Ballistic Missile Submarine... nor should you fly. Ok odd things happen in testing. i don't know why but they do... a lot. A hell of a lot.

    © RKSL

  13. In-game on the surface

    From the album Project 636 "Kilo" Class Submarine

    © RKSL

  14. ArmA3’s underwater features have always seemed a bit of an oddity to me. At release Bohemia made a big noise about being able to swim, dive and SDVs etc. But nothing was really made of it and the community has never embraced it very much either. Sure, there has been some subs but no one seemed to use them. Due to the game engine limits, they really aren’t practical either. Size does matter So, I thought I’d have a proper look at the capabilities and limitations. Leaving the actual model aside for a moment, it was the limitations that I wanted to get a grasp of. For those that don’t know ArmA has a geometry limit 50m x 50m x ?m (x,y,z) No object can exceed this if it has a roadway lod. 64m x 64m x ?m - If it doesn’t have a roadway. BUT! In some cases, it seems you can get even longer providing it’s not as wide. For unknown reasons volume comes into play. I don’t know how or why but it does. No solid rules in ArmA modding guys Moving on, the best OPFOR Sub that fits that statement (and the IAP requirements) seems to be the “Kilo” class sub. It’s 74m long, 9.9m at the beam (widest point on the hull) and thanks to the quirkiness of ArmA3’s game engine is modelled as a single piece and is completely solid in game. Why Submarines? For my IAP project I wanted a to have a hidden threat to shipping, a way to lob missiles onto ground targets without being seen and generally cause havoc. So, torpedoes and sub launched cruise missiles are going to be on the cards at some point. This in game version of the Kilo, is armed with the Russian Type 53-65 Torpedo and the 3M54 Klub Land attack missile. A limited mixed load should help with balance. The real sub can carry 18x 533mm weapons or missiles. If you assume a load out of 12 Torpedoes and 6 Land Attack Missiles that should be realistic for a full war time load…? Overkill? Not sure yet. But does it sink? Just like the Vanguard class subs the Kilo is still too large to sink using the stock controls. Simply put the game engine just doesnt liek any subs larger than the SDV. So as with the larger subs I'm going to give it some scripted assistance. Which to be honest I think will be much more fun to use. 'Rig for Submerged running!' 'Blow All ballast' 'Dive planes to 10 degrees' 'Make revolutions for 5 knots' C'mon you just read that in Sean Connery's voice didn't you! Hunt for red October: ArmA Edition anyway? Collaboration A few people that know me well enough know that I hate writing configs and I can’t write scripts well enough to do that much beyond the basics. So I’ve teamed up with someone else to do a trade models for coding skills. I’m going to let him out himself, but the end intent for him is to provide a naval weapons/anti-submarine package that addon makers can eventually incorporate into their own addons. So, the Kilo sub will not only be released un the RKSL/IAP tag but it will also see Steam release via my new partner. Should be good. I’m excited anyway. More later. Rock
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