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Found 24 results

  1. 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. 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?
  2. 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
  3. WIP Well Deck Ramp looking forward

    From the album Albion Class LPD

    © RKSL Studios 2017

  4. WIP of Version 3 Internal Decks

    From the album Albion Class LPD

    © RKSL Studios 2017

  5. From the album Albion Class LPD

    © RKSL Studios 2017

  6. LPD Deck Crane

    From the album Albion Class LPD

    Before I went travelling, I (nearly) finished texturing the Deck Crane for the Albion Class LPDs. For the sake of my sanity and practicality I'm broken the LPD down into a series of sub-assemblies and I'm working my way through them, bit by bit. Q: Will this be useable? A: I'm not sure yet. Probably not. But never say never

    © RKSL Studios 2017

  7. Goalkeeper CWIS

    From the album Albion Class LPD

    Goalkeeper CWIS on the forecastle of the LPD

    © RKSL Studios 2017

  8. Goalkeeper CWIS near final render

    From the album Albion Class LPD

    The nearly finished model of the Albion/Bulwark's CWIS. The reason i say 'nearly' finished is that i was stupid enought o ask the opinion of someone that works on Goalkeeper systems. The list of inaccuracies was not long but it was detailed

    © RKSL Studios 2017

  9. Ok so it seems some people are still peed off at me for the Landing Platform Duck April fools Joke. I say that because I'm hearing stories that several groups mistook it for a real LPD and wanted to add it to their mod pack. And when they found out it was a 40m long Rubber Duck they got quite upset. Very upset apparently. So then came the nasty stories..."There is no LPD. Hes not making one..." you get the picture. So here I am beavering away in my dimly lit office working on creating phantoms of my imagination. Which is pretty much the only true part of the story. The 'phantom' part anyway You see I'm having to make up a lot of the internal structure of the Albion Class ships due to lack of internal reference. Now this isn't really a big deal and I'm not in the habit of compromising the UK's security so having a realistic internal layout wasnt ever going to be on the cards. But it is becoming a bit of a challenge to make it feel realistic. I have plenty of pictures of the Well Deck so thats not a problem. The issue is getting you from the welldeck to the Heli deck and other key areas of the ship. Flyco, the Bridge and CIC etc for Weapons Control and access to other features. A bit of history. The Albion-class landing platform dock (known also as an "amphibious assault ship") was the newest type of amphibious warfare ship in service with the Royal Navy. The class consists of only two vessels, HMS Albion and HMS Bulwark, ordered in 1996 to replace the ageing Fearless class. Both ships were built by BAE Systems Marine at the former Vickers Shipbuilding and Engineering yard in Barrow-in-Furness. Albion was commissioned in 2003 and Bulwark in 2004. Each of the ships has a crew of 325 and can accommodate up to 405 troops. Thirty-one large trucks and thirty-six smaller vehicles and main battle tanks can be carried inside the vehicle deck. To disembark troops and vehicles, the vessels are equipped with eight landing craft. The Albion class LPDs have a length of 176 metres (577 ft), a breadth of 28.9 metres (95 ft), and a draught of 7.1 metres (23 ft). They have a normal displacement of 14,000 tonnes (14,000 long tons; 15,000 short tons), 19,560 tonnes (19,250 long tons; 21,560 short tons) at full load and 21,000 tonnes (21,000 long tons; 23,000 short tons) when the dock is flooded. The ships have a crew of 325 and can accommodate up to 405 troops, including their vehicles and combat supplies, in overload conditions. The aft flight deck has two landing spots for aircraft the size of a Chinook, although it has no hangar or aircraft storage facility. Below the flight deck is the dock and vehicle deck. The latter has the capacity to hold thirty-one large trucks and thirty-six smaller vehicles or six Challenger 2 tanks and thirty armoured personnel carriers. The dock can hold four Landing Craft Utility MK10, each large enough to carry vehicles up to main battle tank size, which are then launched by flooding of the dock area. Four smaller LCVP MK5 that can carry thirty-five men or two light trucks are carried on davits, two each side of the ship's superstructure. Each ship also carries a fifty-two ton tracked beach recovery vehicle for assisting with landing craft recovery, as well as two tractors: one that can lay a track-way across a landing beach, and the second fitted with an excavating bucket and forks. For defence against missile attack, the Albion class LPDs have two 30 mm Goalkeeper CIWSs mounted fore and aft on the superstructure and two 20 mm guns. Defensive countermeasures include the Outfit DLJ decoys, eight Seagnat radar reflection / infra-red emitting decoy launchers and a BAE Systems DLH off-board decoy. Planned Features of this Addon Placeable Static Ship 176m Long It will NOT be drivable. 2x Goal Keeper CWIS (Same cannon as an A10!) 2x Oerlikon 20 mm/85 KAA on a GAM-BO1 mount (So I'm told) Various mounted 7.62 GPMG Mounts Well deck. Dock side vehicle ramp. Dockside Personnel ramp. Enterable Interior Storage Areas Breifing Room Action Information Centre aka CIC Bridge 4x Deployable LCVP mk5 Landing Craft. PhysX compliant Large Helideck Possibly a working deck Crane* Possibly a working Overhead Welldeck crane* *Dependant on a functional crane script solution. I have an old one but ive not really tested in a while. One of the many hurdles to overcome at a later date. So with the advent of the Jets DLC sensor upgrade I'm also thinking about Radar...Air Defence and game play. I'm really at an early stage in the config. Only just a basic prototype really but i have some grand plans for the enhancements the Helo and Jets DLC bring to the table. More on that another time. Status and Progress The original LPD model was really only ever 60% there. I made it in the ArmA1 era so thats circa 2007/2008 and because of the limitation of that game engine (Poor geometry interaction) I didnt really feel it was really worth the investment in time back then. it made cameo appearences in a couple of the RKSL Youtube vids of he time. The best view was in the "Puma HC1 with DRS" video. If you take a look you'll see it wasnt really anywhere near complete back then and It hadn't really progressed much until recently. In the middle of March 2017 I went looking for the old model as a result of a conversation with some ArmA mates. Now, the game engine has changed. Polygon budgets for single objects have changed, we now have PhysX and the interaction of vehicle and object types becomes less of a problem... most of the time. It seemed like a good time to revisit the model. Not to mention with April 1st looming I got to finally - after 2 years of sitting on it - use the Landing Platform Duck model which is another story for another day. As is my usual habit, I picked up the old model and decided it was crap. So I started remaking it. (Hey, it has been nine or ten years since i first made it!) Its still in pretty bad state but it is slowly coming together. I had hoped to show you more actual pics but its not really at the stage I want to share. Just yet anyway. Its is pretty ugly right now and doesnt look thats good. But I have been making significant headway. Screenshots and renders really dotn do it justice. You can see that from the the image of the very sparse WIP Welldeck below. There will be many more updates as time goes one. Looking Aft in the welldeck with the ramp up to the flight deck in the foreground. Early Version of the LPD interior. You can see just how big the Welldeck and storage areas really are.. Landing Craft - LCVP Mk5 I've also made the LCVP this weekend which is a significant feature of the Albion class ships. The LCVP is a landing craft used by Royal Marines. The craft's primary role is putting ashore men and equipment. The Royal Marines also use the LCVP as a patrol boat and is armed with 2x 7.62mm GPMGs. It can carry up to 35 fully-laden Royal Marines and their equipment. Vehicles such as Land Rovers and Vikings can be carried and embarked by the Mk5 LCVP. The landing craft are usually stored on davits on on the sides of HMS Albion and HMS Bulwark. LCVPs feature aluminium hulls and are powered by twin waterjets. Their design includes a rigid and enclosed windowed canopy. LCVPs have a ramp at the bow that lowers for rapid unloading. GPMGs can be mounted when needed. During Operation Telic, the UK's invasion of Iraq in 2003, Royal Marines patrolled the waterways and marshes of the South in LCVPs (amongst other vessels). A tragic friendly-fire incident occurred when a LCVP operating along the Khawr Az Zubayr River, North of Umm Qasr, was mistaken for an Iraqi patrol boat and engaged by a 42 Commando Milan post, killing one Marine. LCVP Mk5 Specifications Engine: twin waterjet diesel Speed: 24 Kts - fully laden Range: 210 nautical miles Dimensions: Length : 15.7m Width : 4.3m Payload 3 crew + 35 fully-equipped Royal Marines + vehicle and trailer or 6+ tonnes of stores So thats it. More will follow closer to release or when I feel its relevant. Other things are progressing. Several addons are edging closer to escape...sit tight and keep an eye out. And I'll leave you with a little bit of advice: "If you can't say anything nice (or constructive), don't say anything at all." Have fun. Rock.
  10. Albion Class Landing Platform Dock

    From the album Albion Class LPD

    © RKSL Studios 2017

  11. Albion Class Landing Platform Dock

    From the album Albion Class LPD

    © RKSL Studios 2017

  12. Albion Class Landing Platform Dock

    From the album Albion Class LPD

    © RKSL Studios 2017

  13. shipint4.JPG

    From the album Albion Class LPD

  14. shipint2.JPG

    From the album Albion Class LPD

  15. LCVP in the WIP welldeck of the LPD

    From the album Albion Class LPD

    The Albion-class LPDs have a length of 176 metres (577 ft), a breadth of 28.9 metres (95 ft), and a draught of 7.1 metres (23 ft). They have a normal displacement of 14,000 tonnes (14,000 long tons; 15,000 short tons), 19,560 tonnes (19,250 long tons; 21,560 short tons) at full load and 21,000 tonnes (21,000 long tons; 23,000 short tons) when the dock is flooded. The ships have a crew of 325 and can accommodate up to 405 troops, including their vehicles and combat supplies, in overload conditions. Propulsion is provided by two Wärtsilä Vasa 16V 32E diesel generators driving two electric motors, two shafts, and a bow thruster. This is the first diesel electric propulsion system to be used in a Royal Navy surface ship. It reduces the engine room crew by about 66 per cent compared with the preceding Fearless class of ships. The diesel electric system can propel the ships to a maximum speed of 18 knots and have a range of 8,000 miles (13,000 km).

    © RKSL Studios 2017

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