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#61 Posted at 2011-04-11 07:52        
     
I like where this project is going.
Here are a few videos. Just for inspiration.

http://www.youtube.com/watch?v=kodNKq0pWx4 : Seal Delivery Vehicle (Extended)
http://www.youtube.com/watch?v=9pFJjp8JlMA : Navy SEALS SDV Strike

This post was edited by Boxter (2011-04-11 07:59, ago)


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#62 Posted at 2011-04-11 08:09        
     
Quick Update: I experimented with using an invisible pond to make vehicles dive. It kinda works. I tried the CRRC and the AAV. CRRC dives to depth, but as soon as I stop diving, it shoots to the surface pretty quickly like its buoyancy is set very high, which it is. So it won't hold depth for more than a second. I then tried the AAV and it stayed under for a longer period of time (three or four seconds), but it went back up rather quickly. Also, it rotated while rising sometimes as if it weren't very hydrodynamic, which it isn't. I tried to dive out from the AAV while it was submerged, which I was able to do. I ended up underneath the AAV. But then, the depth controller for the unit and the AAV seemed to cross over and with one control, I was able to change the depth of the AAV and the unit at the same time. Ug. I think it has something to do with getPos. I've read something about getPos requests going heywire when there are two planes near each other and/or above or below each other. The debate was in a forum thread linked to the ModelToWorld description in the BIS Wiki.

Have to use modelToWorld or WorldToModel or something instead if I plan to incorporate more than one diver at the same time. I'm still learning about that stuff, so I'll see what I can do about incorporating those two commands instead of getPos. Looks a little complicated to me. Anyone on here know about it and want to explain it in simple childlike terms to me?


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#63 Posted at 2011-04-11 09:24        
     
Don't have an answer but i love what you do! It will be awesome to be able to be a swedish attackdykare ;).

IF you manage to get the vehicle right and IF you're able to get this SDV in the mod, Could you script so maybe an CRRC can be deployed from that vehicle?

Just a thought and not a request. Keep on going. Looks awesome!


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#64 Posted at 2011-04-11 09:50        
     
SDV can't hold a crrc as far as i know. Its got barely enough room for 6(?) guys total. The ASDV can hold a crrc i believe.

Edit: The following models are made using Autodesk Inventor 2011. This is my 2nd model using this software. I thought I better use Inventor over Solidworks due to the need to export to 3dsmax format.

Btw here's a screen shot of the SDV mk8 model i threw together with some rough dimensions and going by a few pics.
April 10th


Made a little progress today. April 11th


Photonic and ESM Masts, Rail for Sliding Doors Added. April 12th

This post was edited by eightball024 (2011-04-13 02:45, ago)


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#65 Posted at 2011-04-11 12:10        
     
Feint:
That's awesome. You should release that. It looks really cool!
Surely in new the pack object ADO for AO, but not of date still of exit too much job still to be made on the units and weapons.

I had to always begin also a PSM (propellant submarine) with the stop but now…

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#66 Posted at 2011-04-12 08:02        
     
# Reisdal : Don't have an answer but i love what you do! It will be awesome to be able to be a swedish attackdykare ;).

IF you manage to get the vehicle right and IF you're able to get this SDV in the mod, Could you script so maybe an CRRC can be deployed from that vehicle?

Just a thought and not a request. Keep on going. Looks awesome!
FYI, there's an addon on this site that allows you to pack and then deploy a CRRC. Once you deploy it, you can position it wherever you want and then you can release it into the water or wherever. It's called O'Halley's Boats.

Added 24 minutes later:

UPDATE:
I was able to completely change the way I was handling the air and depth and how they were related to each other. Now the way air is handled is exactly how it is in real life (for open circuit traditional scuba diving).

The way I originally had it was:
breathing time = available air - some air over time

The way I have it now is:
breathing time = (available cylinder pressure * cylinder volume) / (rate of air consumption at surface) * (ambient pressure)

In other words, the deeper you go, the less time you have to breathe your carried air because the deeper you go, the deeper the breaths that you take (regulated by the regulator). It's complicated if you have no experience with scuba diving (like me) but I'll make a tutorial which hopefully will explain the concept. Basically, you can be swimming at 5 meters and have 124 minutes left of air. But if you dive down to say 50 meters, that same amount of air will only last you for 20 minutes. And if you are down there at 50 meters and you only have 5 minutes of air left, you can ascend to 10 meters and have like 50 minutes of air to breath. I'm just throwing fake numbers out there, but hopefully you get the idea.

I've also set up some user-settable variables:
  • starting air pressure (in bars) - simulates partially filled tanks
  • size of cylindertanks (in liters) - simulates different tank sizes and number of tanks
  • battery level - once it runs out, the diving computer won't work
  • unlimited air setting - if you don't want to bother with scuba diving details, you can just swim around

SCREENSHOTS:
Here you can see the new and improved SCUBA MODE (not to be confused with the REBREATHER MODE) which measures gas cylinder pressure as well as remaining air time. There are also indicators for partial pressure of oxygen (which is fixed in the scuba open circuit version of this addon) and a tissue loading bar graph (which is not implemented at this time).


Here you can see the new DEPTH MODE which indicates depth, ambient pressure on your body, your maximum dive depth (which holds the number even if you start to ascend), and a decompression (deco) ceiling, also known as a safety stop. If you dive below 5 meters for any length of time, the DECO CEILING indicates that you should stop for five minutes at -5 meters in order to equalize to the lower pressures at sea level (if you plan to continue to the surface). So far, I've not implemented any "depth damage" caused by getting the bends (aka DCS), but I've not ruled it out either. If I do implement it, I'll probably have a way to turn it off if you just want to dive around with no real world limits.


Sharp eyes will notice that I've eliminated the BATTERY MODE screen. I've just put the battery level on the other two MODE screens at the lower right side of each screen.

My intention is to make this as realistic as possible but still keep it fun. They say scuba diving is like 69 times more dangerous than driving a car or something. So I'm hoping to simulate some of those dangers, but allow players to not worry about any of that if they don't want to bother learning how to scuba dive.

Next step is to finalize a few more changes to the diving computer startup screens. Then I'd like to work on a rebreather version of this system. So that means I have to learn what I can about rebreathers (thank you Wikipedia!).

Added 5 minutes later:

Great job everyone on the models. Please keep in mind my previous post about limitations with using this system on vehicles. But it's nice to see new things!

This post was edited by Feint (2011-04-12 09:01, ago)


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#67 Posted at 2011-04-12 18:58        
     
Well besides the bailing out leading to the player going to the surface, it sounds like its setup good enough to control a sub. Especially there being a buoyancy variable. Make some crude control on a already made vehicle, lets say a helo. Instead of using the collector to control engine power, wire directly up to the buoyancy variable to simulate ballast tanks. If this is just nonsense in the arma2 engine then sorry. I haven't mod'd a game in a decade and am pretty much only useful for modeling and general ideas.

As for the swimming. I think its going great. I would like to see the addition of an attack board and not using arms to swim. Seems like you got the air supply/consumption parts pretty much set. Need a rebreather model or attack board made?

edit: Btw i'll just keep updating the SDV renders in that post above instead of adding a new post daily. I guess I'm off to work on the periscope and ESM masts that fold into the top of the SDV.


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#68 Posted at 2011-04-13 02:59        
     
# eightball024 : Well besides the bailing out leading to the player going to the surface, it sounds like its setup good enough to control a sub. Especially there being a buoyancy variable. Make some crude control on a already made vehicle, lets say a helo. Instead of using the collector to control engine power, wire directly up to the buoyancy variable to simulate ballast tanks. If this is just nonsense in the arma2 engine then sorry. I haven't mod'd a game in a decade and am pretty much only useful for modeling and general ideas.

As for the swimming. I think its going great. I would like to see the addition of an attack board and not using arms to swim. Seems like you got the air supply/consumption parts pretty much set. Need a rebreather model or attack board made?

edit: Btw i'll just keep updating the SDV renders in that post above instead of adding a new post daily. I guess I'm off to work on the periscope and ESM masts that fold into the top of the SDV.

Not sure if that would work, but it's worth a try. I have no idea how to do that. Not sure it would be necessary. Really, if a vehicle were to mimic the settings of a regular unit, the dive script I'm working on should then work for a vehicle. Might be a mass or weight or center of gravity setting. I have no idea. The CRRC seems to always stay horizontal to the water, even after it snaps above the surface. I suspect shennigans by the engine.

Attack boards/swim boards would be great. I think ideally it would be something similar to the compass and watch that already exist in the game. Both of those items even have night lume which could be adapted to the cyalume chem lights that I believe they use in dive boards. The dive boards aren't much more than what already exists in the vanilla game: compass, digital watch, depth meter, notes area with mission plan. But having it in the shell of the game would help with that feeling of immersion. Pun intended.

SUPERQUICK UPDATE: I'm learning a little more about limitations on diving. Seems that most of the limitations have to do with nitrogen narcosis, oxygen toxicity and DCS (decompression sickness a.k.a. the bends). Most of the equipment out now, especially the closed circuit systems, will allow you to stay down long enough to kill yourself without running out of air. I think I have figured out a way to simulate oxygen toxicity. There are three kinds of Oxygen Toxicity, by the way: CNS, Pulmonary and Ocular. CNS is the one that most effects divers. Ocular effects divers who are diving for 4+ hours for more than 18 consecutive days, something that most players won't do. So I can focus on the CNS symptoms which are, "tunnel vision," "ringing in ears," "seisures," and "unconsciousness". I think I can simulate all of those except seisures. I know the ACE guys have simulated almost all of those things when explosions go off too close to your head.


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#69 Posted at 2011-04-13 04:11        
     
definitely do-able symptoms there. Although a solution/fix for them would need to be implemented. ie go to a higher depth, get out to the surface, do a decompression stop etc.

As for the attack board. That video i commented on today (using the cryengine) seems to have a decent design implemented. It would be nice to be able to make a big ol compass like on the board, use a digital watch (not the crappy analog arma2 default one), and implement a proper depth gauge with the green, yellow, red zones indicating the depth range for a re-breather.



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#70 Posted at 2011-04-13 05:29        
     
an example of a diving board TAC-100
Documents TAC-100 ...




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#71 Posted at 2011-04-13 05:53        
     
QUICK UPDATE:
I was able to get sound effects in the game tonight. This is a first for me and I'm feeling pretty happy with how it turned out. For the open circuit sound effect, when you are swimming forward, the bubble sound seems to come from behind me when in first person (I have 5.1 speakers). And when I'm idle, the sounds are more in front of me. It's a cool effect. I didn't set it up that way, it's just how sounds are played from the player's unit when doing the swimming animation. Sounds only play when you are underwater and you have air to breath.

Added 29 minutes later:

Updated the first post with new, revised and completed goals.

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#72 Posted at 2011-04-13 07:33        
     
ADO GMC, thanks for the reference pics, using the term "attack board" was getting me nowhere with google. Thats the only way I've ever heard it named but I guess its more commonly referred to as a "swim" or "dive" board. Anyways I had a question, that bar in the middle, is that a chem light stick holder? Or some other form of illumination? EDIT: Nevermind, found the answer in the pdf.

Edit again, can't sleep so I started work on the tac-100. Just wish i could find a nice high res side view and a couple other angles.


And an hour or so layer we have...

.....


4/16/2011: Added rough design of Casio Gshock dive watch and my own compass dial b/c previous one was low res from images of tac-100's.


4/19/2011: Watch body about 90% done now, also added the watch face with a faux illumination. I need to see the in-game options for displaying the 7-segment characters on the watch to form the day of week, month - day, and time. Also theres a set of arrows which i assume do a 5 sec count. Then above that the 'lap' functionality which ought to remain unused.


edit: Just learned how to "decal" an object so i got the text etc wrapped onto the watch. pretty much just the band left and some minor touch-ups on the decals.


Edit 4/23/2011: Did a rough workup of a depth gauge and added it to the tac board. Now to get working on actual implementation of the 3 devices + the tac board itself. If ADO GMC's depth gauge will work without a lot of modifications, I may install it later on the tac board, but for now I'm using this rough model as a placeholder and for testing depth gauge coding.

This post was edited by eightball024 (2011-04-23 20:00, ago)


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#73 Posted at 2011-04-13 19:30        
     
Feint:
I have find in my file, an animation of plunger which I had to produce (hands united to hold some things in hands and beat of feet), but I it is not integrates it in ARMA2 OA if you need I give you the .RTM, contacts me by P.M

eightball024:
pretty job, cheer.
You the object in which category ITEM classifies?

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#74 Posted at 2011-04-14 04:26        
     
That looks awesome!

Added 25 minutes later:

# ADO GMC : Feint:
I have find in my file, an animation of plunger which I had to produce (hands united to hold some things in hands and beat of feet), but I it is not integrates it in ARMA2 OA if you need I give you the .RTM, contacts me by P.M

Thanks! I'm going to put that on the back burner for now so I can concentrate on releasing something without adding too much. But I'll definitely try to include new animations in the 2.0 version of this all.

QUICK UPDATE: I was given permission by CSJ, author of the shark, snakes and a few other awesome addons to use/modify his script of snake venom (dizzy.sqf). So that should drastically shorten my development time when it comes to simulating nitrogen narcosis and oxygen toxicity. Of course, I don't know much about post process effects. So I'm going to look for some sort of tool which will help me understand what is possible and what isn't in terms of blur and narrowing of vision.

Added 2 hours 14 minutes later:

Found this Postprocess Editor. Very cool!

I was able to add a subtle and simple water on the lens effect whenever you surface from the water. It only works if you have Post Processing Effects on, but if you do, it's kind of a cool little effect. Took about 30 minutes to make and implement.

Also, I should be able to implement "darkness with depth" effects using this method instead of the setAperture which was pretty unreliable. This should just darken the light level whatever it is.

This post was edited by Feint (2011-04-14 07:07, ago)


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#75 Posted at 2011-04-16 10:03        
     


I come from carried out a test with fish to see returned in plays and I find that correct.
Now, I do not have any idea for configured that like the gulls or other insects in AO.
Let us pair random and logical in the sea.
If somebody know the step and also how integrated animations on standard of objects I am taking.

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