Ships Config Guidelines – Arma 3

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[[Category:Arma 3: Editing]]
{{TOC|side}}
[[Category:ArmA: Modelling]]
{{Messagebox/BI|Important:|Please be aware of the [[Licenses|{{arma3}} Modding License]].}}
[[Category:Arma 3: Tutorials]]
==Intro==
'''101 - How to set up a ship for Arma 3'''


What's the difference between a boat and a ship? Well, a ship is usually large enough to carry a boat. Subs are also called boats, regardless of size. :)
So you want to build a boat in Arma 3? Well lets start with some basics...


Arma 3 has limitations when handling objects larger than 60m in any dimension. The main limitations from a boats/ships perspective is the inability for MAN class to stand on the object, so when getting out of a boat/vehicle onto a large object (ship), players will fall through the structure.
What's the difference between a boat and a ship?


For Arma purposes, lets call boats anything shorter than 60m and ships over 60m. Subs are subs!
- A ship is usually large enough to carry a boat. Subs are also called boats, regardless of size. :)


There are 2 approaches to ships and boats in Arma 3. Typically boats are modelled and implemented as "vehicles" where as ships historically have been implemented as "static" objects.
Creating boats in {{arma3}} seems to be reasonably straight forward. They exist today (Speedboat, Inflatable boat etc), Arma 3 Tools include a Boat "sample".
Creating ships in {{arma3}} is a little more challenging.


A few very brave modders have attempted to mix the two. USS Iowa (mod by AusSnipe73) - http://www.armaholic.com/page.php?id=27109 - defines a ship vehicle but then attaches many different static objects and turrets to the ship to build out a 270m long vessel (using an init script to attachto all the ship parts).
There are 3 main issues for creating ships (and to some extent boats):


Similar efforts have been used to attempt to get a driveable LHD (from Arma 2).
# {{arma3}} has limitations when handling objects larger than ~50m in any dimension. Greater than ~50m and the physical structure (Geo LOD and Roadway LOD) becomes unstable. <!--
-->This is the reason why the LHD in {{arma2}} is comprised of multiple objects attached together. <!--
-->In theory if the LOD is centred on the model it can extend 60m in each direction, therefore supporting ships that are ~100m in length.
# {{arma3}} has issues allowing certain classes to stand or move on a moving vehicle, so when getting out of a boat/vehicle or landing onto another vehicle (ship), players/vehicles will fall through the structure or become injured. <!--
-->Helicopters and aircraft require a Physx LOD, while Man class requires a roadway LOD. <!--
-->Physx ensures an amount of "stickiness" between aircraft and ship, but vehicles should be anchored via script. <!--
-->Man class requires a scripted solution to allow men to walk around moving ships.
# Ships push the limits from a model and config perspective, not just from a size perspective but also issues such as vertices, section and dynamic light maximum counts.
 
There are a couple of approaches to ships and boats to date in Arma 3:
 
# Typically boats or ships smaller than 100m are modelled and implemented as "vehicles" (that you cannot move men about on)
# Ships longer than 100m historically have been implemented as a single or multiple "static" objects stitched together (i.e. LHD, Fregata, Destroyer etc) that are walkable, but do not act as vehicles
# A few very brave modders have attempted to mix the two. <!--
-->{{Link|https://steamcommunity.com/sharedfiles/filedetails/?id{{=}}330941960|USS Iowa}} (mod by AusSnipe73) defines a ship vehicle but then attaches many different static objects and turrets to the ship to build out a 270m long vessel (using an init script to attachto all the ship parts). <!--
-->Results have been mixed with regards to being walkable and having other vehicles land on a ship.
 
There seems to be 3 areas of exploration within the modding community:
 
# PhysX ships larger than 100m (that you can land an aircraft on) - such as USS Nimitz, ATLAS LHD (both atm are static)
# PhysX ships and boats that MAN class can stand/move on - USS Iowa, LCS 1
# PhysX subs (that can dive and maneouvre like a real sub) - Collins submarine


Please be aware of the Arma 3 modding license:
http://community.bistudio.com/wiki/Arma_3_Modding_License


== Comparison to A2/OA ships ==
== Comparison to A2/OA ships ==


* PhysX support (ShipX, SubmarineX)
* PhysX support (ShipX, SubmarineX)
* Improved penetration materials
* Improved support for vehicles landing on objects/vehicles (PhysX interaction)
* Firing from Vehicles
* Support for Buoyancy LOD
* Picture in Picture - Render to texture (See [[Arma 3: Cars Config Guidelines#Picture in Picture for screens and mirrors]])
* Random visual variants (textures, accessories, doors) (See [[Arma 3: Cars Config Guidelines#Random visual variants]])
* Reflectors, markerlights and beacons (See [[Arma 3: Cars Config Guidelines#Reflectors.2C markerlights and beacons]])
* Improved penetration materials (See [[Arma 3: Tanks Config Guidelines#Armour plates setup]])
* More detailed Fire Geometry LODs
* More detailed Fire Geometry LODs
* Improved tweakability of HitPoints LODs
* Improved tweakability of HitPoints LODs


== Model requirements {p3d} ==
== Model requirements {p3d} ==
Thanks to Hatchet and the guys on the {{arma3}} Model Makers skype channel for much of this information.


=== General ===
=== General ===
The behavior of the ship in the water does not depend anymore on the LandContact points, but on the GEO and PHYSX LODs. The PHYSx LOD seems to represent the water displacement of the ship. If you put too much mass (a value over the displacement) the ship sinks. The PHYSx LOD must be similar in form and size, to the ship's hull. It must also follow the Geometry LOD rules (closed and convex) and must be composed of only one component (that's what BIS says in the VSB2 editing wiki)


GEO is very important. You must balance the mass in all axis (plural axes?) and keep the weight down so the ship doesn't turn and sinks. In subs it is specially important because it controls how it moves once submerged and how it maintains depth.
For ships greater than 100m, you should carve your model up into multple p3d's and use attachTo command on init to put the parts together.
This ensures stability for all parts of the ship and avoids engine limits (such as vertices count, lights count etc). Considerations for p3d's are:


=== LODs (included in Arma 3 boat p3ds)===
# A main p3d which has the overall Physx Buoyancy and Physx Geo LOD, Res LOD for midship, GEO LOD for midship, Roadway LOD for midship, View Cargo, View Pilot etc.
* Fire Geo
# Stern and bow p3ds including Res LOD, Physx Geo LOD, Geo LOD, Roadway LOD etc
* View Geo
# Ladders p3d - vehicles do not support ladders, so a separate house class object should be attachTo the ship for ladders
* HitPoints
# Cranes p3d - you may want to setup cranes as slingloading capable vehicles that are attachTo the ship.
* Land Contact
# Proxies - weapon systems such as CIWS, Torpedos, Harpoon and Radars
* Memory
# For really large ships (i.e. aircraft carriers) you may want to split up the ship into more sections, breaking out components such as lights, superstructure, interior etc
* Physx
* Bouyancy
* Geo
* View Cargo
* View Pilot
* View Gunner
* Resolution LODs 1-8
* ShadowVolume 0, 10, 1000, 1010


* A new PhysX LOD
The behavior of the ship in the water does not depend anymore on the LandContact points, but on the GEO and PhysX LODs.
** There needs to be a lod (4e13) consisting of convex components as simple as possible.
The PhysX Buoyancy LOD seems to represent the water displacement of the ship. If you put too much mass in the Geo LOD (a value over the displacement) the ship sinks.
*** Requires the latest Arma 3 Tools to binarize
The PhysX Buoyancy LOD must be similar in form and size, to the ship's hull.
It must also follow the Geometry LOD rules (closed and convex) and any part of the ship in the water should be composed of as few components as possible.


From VBS2 wiki...
GEO is very important. You must balance the mass in all axis (plural axes?) and keep the weight down so the ship doesn't turn and sinks.
In subs it is specially important because it controls how it moves once submerged and how it maintains depth.
One approach is to create 4 small boxes for the bow, port side, starboard and stern in the Geo LOD and use these as the source of mass for the object.


=== LODs (included in {{arma3}} boat p3ds)===
* Resolution LODs
** Anti-water rvmat required - a plane that will hide the water shader. so in a boat, you'd want it below the 'players viewpoint', and it will hide the water below that. so if bouncing thru waves or whatever, the bottom of your hull would remain visible.
** Mirrors and screens should have RTT texture: #(argb,256,512,1)r2t(rendertargetX,1.0) - where X in rendertarget should be a number
** Lights should have a face that has an emissive RVMAT. A3 has several default RVMATs in data_f/lights
** named selections for all animated parts, areas that can be retextured, lights (emissive face) etc
* ShadowVolume 0, 10, 1000, 1010
* {{sic|Bouyancy}} LOD (BIS spelling!) Pictured right. [[File:mkv_bouy_lod.PNG|Buoyancy LOD|400px|right]]
** You must add a named property called buoyancy = 1.
** buoyancy LOD can contain more than one component (convex/closed/tris). but for components in the water (especially all the time), they really should be a single component with physx geometry in general, it is usually best to have no intersecting geometry. especially with the bouy lod. as it will double physx calcs in the water. Outside of that.. nothing really special about it. you want to keep the face count as low as possible. but honestly it can handle a lot before you actually see performance hits in a typical environment.
** "you can have more than one bouy component, the behavior can be really odd depending on where the geometry resides in the object space. so generally speaking, i'd would keep it a single piece. and adjust the geometry as i did on the front of the example boat (pictured right) where i lowered the bouy lod to adjust how it sits in the water. as weighting it that way, had negative influences on the physx."
From VBS2 wiki...
Ensure that the geometry is accurate to the shape of the ship, with accurate mass distribution and realistic Center of Mass.
Create a simplified copy of the geometry, for use in the displacement LOD.
  The displacement LOD should adhere to these rules:
  The displacement LOD should adhere to these rules:
 
* Have as few faces as possible - high face counts will have a negative impact on performance.
    * Have as few faces as possible - high face counts will have a negative impact on performance.
* Convex components must not penetrate each other if possible (especially on permanently immersed parts). If they penetrate, then their volume and surface is calculated twice.
    * Convex components must not penetrate each other if possible (especially on permanently immersed parts). If they penetrate, then their volume and surface is calculated twice.
* Convex components must not even touch each other. Merge them together if possible. (especially on permanently immersed parts). If they touch, then their surface is calculated twice. This is not that big a problem on not permanently immersed parts.
    * Convex components must not even touch each other. Merge them together if possible. (especially on permanently immersed parts). If they touch, then their surface is calculated twice. This is not that big a problem on not permanently immersed parts.
* Inside areas must not be modeled. Volume is not calculated for this area and inside surface is then added, which we do not want.
    * Inside areas must not be modeled. Volume is not calculated for this area and inside surface is then added, which we do not want.
* Volume of the object represents what will generate buoyancy. Do not model parts which can instantly fill with the water.
    * Volume of the object represents what will generate buoyancy. Do not model parts which can instantly fill with the water.
* Surface of the object represents what will generate resistance in water. Create only one convex component for permanently immersed part.
    * Surface of the object represents what will generate resistance in water. Create only one convex component for permanently immersed part.
 
  The ideal displacement LOD is built of a single component which matches (approximately) the shape of the hull. It is important that the volume be reasonably close to the real volume of the ship, as this is used for buoyancy calculations.
  The ideal displacement LOD is built of a single component which matches (approximately) the shape of the hull. It is important that the volume be reasonably close to the real volume of the ship, as this is used for buoyancy calculations.
  The displacement LOD adheres to the normal rules for geometry LODs.
  The displacement LOD adheres to the normal rules for geometry LODs.
 
* A new PhysX LOD - Pictured right[[File:mkv_physx_lod.PNG|PhysX LOD|400px|right]]
* Bouyancy LOD
** ensure this LOD is tris "/"
 
** There needs to be a lod (4e13) consisting of convex components as simple as possible.
*** Requires the latest Arma 3 Tools to binarizE
* Memory LOD
* Memory LOD
** See Model.cfg for a list of memory points
** See Model.cfg for a list of memory points
** Additionally the placement of the engine effects is important. They must be below the waterline. Worth noting, if those memory points come out of the water in the simulation ... the engine will shut off (or wont turn on). These points are also where the 'thrust' is applied to the model. So there is a bit of a balancing act that can go on, depending on the speed/size of the vessel and relative weather conditions (eg.. 30 setWaves 1).
** Mirrors and screens should have PIP pos and dir memory points.
** Reflectors require a pos and dir memory points (maximum of 12 lights per model)
** Markerlights require a memory point - nav lights and landing lights (group lights by colour)
** Water effects should be placed at the bow wave location and can also be placed at the stern to create the wake effect.
* Geo
** ensure the LOD has sharp edges - press U in OB
** You must add a named property called buoyancy = 1.
** '''Regarding the GEO LOD, it is very important that the autocenter=1 property is set in the properties tab of the GEO LOD. Otherwise the ship will inmediately sink.'''
** The basic concept/goal is to weight the vehicle accurately, the 'center of mass' should be about center vertically, and towards the rear of the vessel. This makes the vessel sit a little deeper aft when idle. What is important to note, is that the weighting is being applied to the Geometry LOD, but you need to balance the 'center of mass' around the shape of the PhysX GEO LOD.
** What is also important to note is that the amount of weight you enter must counter the 'displacement' of the PhysX GEO LODs. I say LODs because I can't recall exactly if the Buoyancy LOD was actually responsible for that calculation. Either way, one of the PhysX LODs assumes a certain amount of displacement, and your total amount of mass must be balanced against that.
* Roadway
** Needed for Non Physx actors such as man class to walk on ship surface.
** Will become unstable if beyond 50m from centre of model.
* View Cargo
** Ideally this LOD is used as the interior for troop carrying component of a ship.
* View Pilot
** Ideally used for the bridge of a ship


== Model Config {model.cfg} ==
== Model Config {model.cfg} ==


* Example from the Armed Speed Boat in Arma 3:
* Nothing specific to boats/ships in model.cfg, suggest that you follow the example provided in arma 3 tools boat samples
<nowiki>
class cfgSkeletons
{
class Default
{
isDiscrete = 1;
skeletonInherit = "";
skeletonBones[] = {};
};
class Boat_Armed_01_hmg_F : default
{
SkeletonBones[]=
{
"damagehide", "",
"rearturret", "damagehide",
"reargun", "damagehide",
"drivewheel", "damagehide",
"otocvez", "",
"otochlaven", "otocvez",
"commanderview", "otochlaven",
"zasleh_gmg", "otochlaven",
"volant", "",
"radar", "",
"kompas", "",
"fuel", "",
"mph", "",
"rpm", "",
"amps", "",
"oil", "",
"trim", "",
"tmp", "",
"volt", "",
"otocvez2", "",
"otochlaven2", "otocvez2",
"otochlaven2_shake", "otochlaven2",
"z_gatlingr", "otochlaven2_shake",
"recoil", "otochlaven2",
"bolt", "recoil",
"gunnerview2", "otochlaven2",
"magazine", "otochlaven2",
"ammo_belt2", "magazine",
"bullet006", "ammo_belt2",
"bullet005", "bullet006",
"bullet004", "bullet005",
"bullet003", "bullet004",
"bullet002", "bullet003",
"bullet001", "bullet002",
"zasleh2", "otochlaven2",
"otochlaven2_static", "otocvez2",
"positionlights", ""
};
};
};


class CfgModels
{
class Default
{
sections[] = {};
sectionsInherit="";
skeletonName = "";
};
class Boat_Armed_01_hmg_F:Default
{
skeletonName="Boat_Armed_01_hmg_F";
sections[]=
{
"otochlaven",
"otochlaven2",
"engine",
"p svetlo",
"camo",
"camo2",
"camo3",
"zbytek"
};
/*potential axis=
otochlaven
otocvez2
otochlaven2
magazine
recoil2
damagehide
otochlaven2_shake
engine
karoserie
p svetlo
konec hlavne
usti hlavne
recoilhlaven_axis
osahlavne
osaveze2
konec hlavne2
usti hlavne2
eye2
osahlavne2
bolt_axis2
marker_light1
magazine2
gunnerview2
pilot2
ammo_belt_axis2
drivewheel_axis
watereffectl
watereffectr
engineeffectl
engineeffectr
pos driver
pos driver dir
pos cargo
pos cargo dir
pos gunner
pos gunner dir
commanderview
mph_axis
rpm_axis
tmp_axis
amps_axis
volt_axis
oil_axis
fuel_axis
trim_axis
marker_light2
pip0_pos
pip0_dir
pip3_pos
pip3_dir
pip2_pos
pip2_dir
konec p svetla
machinegun_eject_pos
machinegun_eject_dir
positionlight_red_1_pos
positionlight_green_1_pos
slingloadcargox
slingloadcargo1
slingloadcargo2
slingloadcargo3
slingloadcargo4
slingloadcargo5
slingloadcargo6
otocvez
drivewheel
mph
rpm
tmp
amps
volt
oil
fuel
trim
recoil
camo
camo2
camo3
zbytek
zasleh2
zasleh_gmg
positionlights
bolt
bullet001
bullet002
bullet003
bullet004
bullet005
bullet006
ammo_belt2
*/
class Animations
{
class Damagehide
{
type="hide";
source="damage";
selection="damagehide";
// sourceAddress = clamp;// (default)
minValue = 0.0;//rad 0.0
maxValue = 1.0;//rad 57.29578
hideValue = 1.0;
// unHideValue = -1.0;//(default)
animPeriod = 0.0;
initPhase = 0.0;
};
class Barrel_recoil
{
type="translation";
source="ReloadAnim";
selection="recoil";
axis="recoil_axis";//*probably*
sourceAddress = mirror;
minValue = 0.0;//rad 0.0
maxValue = 0.5;//rad 28.64789
offset0 = 0.0;
offset1 = -0.05;
animPeriod = 2.8026e-045/*#DEN*/;
initPhase = 0.0;
// memory = true;//(default assumed)
};
class Bolt_recoil
{
type="translation";
source="ReloadAnim";
selection="bolt";
axis="bolt_axis";//*probably*
sourceAddress = mirror;
minValue = 0.0;//rad 0.0
maxValue = 0.5;//rad 28.64789
offset0 = 0.0;
offset1 = -0.25;
animPeriod = 2.8026e-045/*#DEN*/;
initPhase = 0.0;
// memory = true;//(default assumed)
};
class Turret_shake
{
type="translation";
source="ReloadAnim";
selection="otochlaven2_shake";
axis="otochlaven2_shake_axis";//*probably*
sourceAddress = mirror;
minValue = 0.0;//rad 0.0
maxValue = -0.2;//rad -11.459156
offset0 = 0.0;
offset1 = 0.2;
animPeriod = 2.8026e-045/*#DEN*/;
initPhase = 0.0;
// memory = true;//(default assumed)
};
class Turret_shake_aside
{
type="translation";
source="ReloadAnim";
selection="otochlaven2_shake";
axis="otochlaven2_shake_axis";//*probably*
sourceAddress = mirror;
minValue = 0.0;//rad 0.0
maxValue = 0.65;//rad 37.242256
offset0 = 0.0;
offset1 = 0.2;
animPeriod = 2.8026e-045/*#DEN*/;
initPhase = 0.0;
// memory = true;//(default assumed)
};
class Magazine_hide
{
type="hide";
source="reloadMagazine";
selection="magazine";
// sourceAddress = clamp;// (default)
minValue = 0.0;//rad 0.0
maxValue = 1.0;//rad 57.29578
hideValue = 0.28;
unHideValue = 0.72;
animPeriod = 0.0;
initPhase = 0.0;
};
class MainTurret
{
type="rotationY";
source="mainTurret";
selection="otocvez";
axis="otocvez_axis";//*probably*
// sourceAddress = clamp;// (default)
minValue = -6.2831855;//rad -360.0
maxValue = 6.2831855;//rad 360.0
angle0 = -6.2831855;//rad -360.0;
angle1 = 6.2831855;//rad 360.0;
animPeriod = 0.0;
initPhase = 0.0;
// memory = true;//(default assumed)
};
class DamageHideOtocVez
{
type="hide";
source="damage";
selection="otocvez";
// sourceAddress = clamp;// (default)
minValue = 0.0;//rad 0.0
maxValue = 1.0;//rad 57.29578
hideValue = 1.0;
// unHideValue = -1.0;//(default)
animPeriod = 0.0;
initPhase = 0.0;
};
class MainGun
{
type="rotationX";
source="mainGun";
selection="otochlaven";
axis="otochlaven_axis";//*probably*
// sourceAddress = clamp;// (default)
minValue = -6.2831855;//rad -360.0
maxValue = 6.2831855;//rad 360.0
angle0 = -6.2831855;//rad -360.0;
angle1 = 6.2831855;//rad 360.0;
animPeriod = 0.0;
initPhase = 0.0;
// memory = true;//(default assumed)
};
class DamageHideOtocHlaven
{
type="hide";
source="damage";
selection="otochlaven";
// sourceAddress = clamp;// (default)
minValue = 0.0;//rad 0.0
maxValue = 1.0;//rad 57.29578
hideValue = 1.0;
// unHideValue = -1.0;//(default)
animPeriod = 0.0;
initPhase = 0.0;
};
class RearTurret
{
type="rotationY";
source="rearTurret";
selection="otocvez2";
axis="otocvez2_axis";//*probably*
// sourceAddress = clamp;// (default)
minValue = -6.2831855;//rad -360.0
maxValue = 6.2831855;//rad 360.0
angle0 = -6.2831855;//rad -360.0;
angle1 = 6.2831855;//rad 360.0;
animPeriod = 0.0;
initPhase = 0.0;
// memory = true;//(default assumed)
};
class RearGun
{
type="rotationX";
source="RearGun";
selection="otochlaven2";
axis="otochlaven2_axis";//*probably*
// sourceAddress = clamp;// (default)
minValue = -6.2831855;//rad -360.0
maxValue = 6.2831855;//rad 360.0
angle0 = -6.2831855;//rad -360.0;
angle1 = 6.2831855;//rad 360.0;
animPeriod = 0.0;
initPhase = 0.0;
// memory = true;//(default assumed)
};
class muzzleFlash
{
type="hide";
source="muzzle_source";
selection="zasleh_gmg";
// sourceAddress = clamp;// (default)
minValue = 0.0;//rad 0.0
maxValue = 1.0;//rad 57.29578
hideValue = 0.0;
unHideValue = 0.1;
animPeriod = 0.0;
initPhase = 0.0;
};
class zaslehROT
{
type="rotationZ";
source="muzzle_source_rot";
selection="zasleh_gmg";
axis="zasleh_gmg_axis";//*probably*
sourceAddress = loop;
minValue = 0.0;//rad 0.0
maxValue = 4.0;//rad 229.18312
angle0 = 0.0;//rad 0.0;
angle1 = 6.2831855;//rad 360.0;
animPeriod = 1.4013e-045/*#DEN*/;
initPhase = 0.0;
// memory = true;//(default assumed)
};
class muzzleFlash2
{
type="hide";
source="muzzle2_source";
selection="zasleh2";
// sourceAddress = clamp;// (default)
minValue = 0.0;//rad 0.0
maxValue = 1.0;//rad 57.29578
hideValue = 0.0;
unHideValue = 0.8;
animPeriod = 0.0;
initPhase = 0.0;
};
class zasleh2ROT
{
type="rotationZ";
source="muzzle2_source_rot";
selection="zasleh2";
axis="zasleh2_axis";//*probably*
sourceAddress = loop;
minValue = 0.0;//rad 0.0
maxValue = 4.0;//rad 229.18312
angle0 = 0.0;//rad 0.0;
angle1 = 6.2831855;//rad 360.0;
animPeriod = 1.4013e-045/*#DEN*/;
initPhase = 0.0;
// memory = true;//(default assumed)
};
class fuel
{
type="rotation";
source="fuel";
selection="fuel";
axis="fuel_axis";//*probably*
// sourceAddress = clamp;// (default)
minValue = 0.0;//rad 0.0
maxValue = 1.0;//rad 57.29578
angle0 = 0.5235988;//rad 30.0;
angle1 = -0.5235988;//rad -30.0;
animPeriod = 0.0;
initPhase = 0.0;
// memory = true;//(default assumed)
};
class mph
{
type="rotation";
source="speed";
selection="mph";
axis="mph_axis";//*probably*
// sourceAddress = clamp;// (default)
minValue = 2.0;//rad 114.59156
maxValue = 25.0;//rad 1432.3945
angle0 = 2.7925267;//rad 160.0;
angle1 = -2.7925267;//rad -160.0;
animPeriod = 0.0;
initPhase = 0.0;
// memory = true;//(default assumed)
};
class rpm
{
type="rotation";
source="rpm";
selection="rpm";
axis="rpm_axis";//*probably*
// sourceAddress = clamp;// (default)
minValue = 0.0;//rad 0.0
maxValue = 1.0;//rad 57.29578
angle0 = 2.7925267;//rad 160.0;
angle1 = -2.7925267;//rad -160.0;
animPeriod = 0.0;
initPhase = 0.0;
// memory = true;//(default assumed)
};
class amps_random
{
type="rotation";
source="rpm";
selection="amps";
axis="amps_axis";//*probably*
// sourceAddress = clamp;// (default)
minValue = 0.0;//rad 0.0
maxValue = 1.0;//rad 57.29578
angle0 = 0.17453292;//rad 10.0;
angle1 = -0.17453292;//rad -10.0;
animPeriod = 0.0;
initPhase = 0.0;
// memory = true;//(default assumed)
};
class oil_random
{
type="rotation";
source="rpm";
selection="oil";
axis="oil_axis";//*probably*
// sourceAddress = clamp;// (default)
minValue = 0.0;//rad 0.0
maxValue = 1.0;//rad 57.29578
angle0 = -0.17453292;//rad -10.0;
angle1 = 0.17453292;//rad 10.0;
animPeriod = 0.0;
initPhase = 0.0;
// memory = true;//(default assumed)
};
class trim_random
{
type="rotation";
source="speed";
selection="trim";
axis="trim_axis";//*probably*
// sourceAddress = clamp;// (default)
minValue = 0.0;//rad 0.0
maxValue = 1.0;//rad 57.29578
angle0 = 0.08726646;//rad 5.0;
angle1 = -0.08726646;//rad -5.0;
animPeriod = 0.0;
initPhase = 0.0;
// memory = true;//(default assumed)
};
class tmp_random
{
type="rotation";
source="rpm";
selection="tmp";
axis="tmp_axis";//*probably*
// sourceAddress = clamp;// (default)
minValue = 0.0;//rad 0.0
maxValue = 1.0;//rad 57.29578
angle0 = -0.08726646;//rad -5.0;
angle1 = 0.08726646;//rad 5.0;
animPeriod = 0.0;
initPhase = 0.0;
// memory = true;//(default assumed)
};
class volt_random
{
type="rotation";
source="speed";
selection="volt";
axis="volt_axis";//*probably*
// sourceAddress = clamp;// (default)
minValue = 0.0;//rad 0.0
maxValue = 1.0;//rad 57.29578
angle0 = 0.2617994;//rad 15.0;
angle1 = -0.2617994;//rad -15.0;
animPeriod = 0.0;
initPhase = 0.0;
// memory = true;//(default assumed)
};
class DrivingWheel
{
type="rotation";
source="drivingWheel";
selection="drivewheel";
axis="drivewheel_axis";//*probably*
// sourceAddress = clamp;// (default)
minValue = -1.0;//rad -57.29578
maxValue = 1.0;//rad 57.29578
angle0 = 2.000147;//rad 114.59999;
angle1 = -2.000147;//rad -114.59999;
animPeriod = 0.0;
initPhase = 0.0;
// memory = true;//(default assumed)
};
class Ammo_Belt_2_Rotation_prep
{
type="translation";
source="ReloadAnim";
selection="ammo_belt2";
axis="ammo_belt2_axis";//*probably*
// sourceAddress = clamp;// (default)
minValue = 0.0;//rad 0.0
maxValue = 0.0001;//rad 0.005729578
offset0 = -1.0;
offset1 = 0.0;
animPeriod = 0.0;
initPhase = 0.0;
// memory = true;//(default assumed)
};
class Ammo_Belt_2_Rotation_main
{
type="translation";
source="ReloadAnim";
selection="ammo_belt2";
axis="ammo_belt2_axis";//*probably*
// sourceAddress = clamp;// (default)
minValue = 0.3;//rad 17.188734
maxValue = 0.999;//rad 57.238483
offset0 = 0.0;
offset1 = -1.0;
animPeriod = 0.0;
initPhase = 0.0;
// memory = true;//(default assumed)
};
class Ammobelt_Hide
{
type="hide";
source="reloadMagazine";
selection="ammo_belt2";
// sourceAddress = clamp;// (default)
minValue = 0.0;//rad 0.0
maxValue = 1.0;//rad 57.29578
hideValue = 0.09;
unHideValue = 1.0;
animPeriod = 0.0;
initPhase = 0.0;
};
class Bullet001_2_Hide
{
type="hide";
source="revolving";
selection="bullet001";
sourceAddress = mirror;
minValue = -1.0;//rad -57.29578
maxValue = 0.0;//rad 0.0
hideValue = 0.975;
// unHideValue = -1.0;//(default)
animPeriod = 2.8026e-045/*#DEN*/;
initPhase = 0.0;
};
class Bullet002_2_Hide
{
type="hide";
source="revolving";
selection="bullet002";
sourceAddress = mirror;
minValue = -1.0;//rad -57.29578
maxValue = 0.0;//rad 0.0
hideValue = 0.98;
// unHideValue = -1.0;//(default)
animPeriod = 2.8026e-045/*#DEN*/;
initPhase = 0.0;
};
class Bullet003_2_Hide
{
type="hide";
source="revolving";
selection="bullet003";
sourceAddress = mirror;
minValue = -1.0;//rad -57.29578
maxValue = 0.0;//rad 0.0
hideValue = 0.985;
// unHideValue = -1.0;//(default)
animPeriod = 2.8026e-045/*#DEN*/;
initPhase = 0.0;
};
class Bullet004_2_Hide
{
type="hide";
source="revolving";
selection="bullet004";
sourceAddress = mirror;
minValue = -1.0;//rad -57.29578
maxValue = 0.0;//rad 0.0
hideValue = 0.99;
// unHideValue = -1.0;//(default)
animPeriod = 2.8026e-045/*#DEN*/;
initPhase = 0.0;
};
class Bullet005_2_Hide
{
type="hide";
source="revolving";
selection="bullet005";
sourceAddress = mirror;
minValue = -1.0;//rad -57.29578
maxValue = 0.0;//rad 0.0
hideValue = 0.995;
// unHideValue = -1.0;//(default)
animPeriod = 2.8026e-045/*#DEN*/;
initPhase = 0.0;
};
class Bullet006_2_Hide
{
type="hide";
source="revolving";
selection="bullet006";
sourceAddress = mirror;
minValue = -1.0;//rad -57.29578
maxValue = 0.0;//rad 0.0
hideValue = 1.0;
// unHideValue = -1.0;//(default)
animPeriod = 2.8026e-045/*#DEN*/;
initPhase = 0.0;
};
class Muzzle1_shake
{
type="translation";
source="ReloadAnim";
selection="recoil";
axis="recoil_axis";//*probably*
// sourceAddress = clamp;// (default)
minValue = 0.85;//rad 48.701412
maxValue = 1.0;//rad 57.29578
offset0 = -1.0;
offset1 = 0.0;
animPeriod = 0.0;
initPhase = 0.0;
// memory = true;//(default assumed)
};
class Muzzle1_shake_back
{
type="translation";
source="ReloadAnim";
selection="recoil";
axis="recoil_axis";//*probably*
// sourceAddress = clamp;// (default)
minValue = 0.0;//rad 0.0
maxValue = 0.85;//rad 48.701412
offset0 = 0.0;
offset1 = -1.0;
animPeriod = 0.0;
initPhase = 0.0;
// memory = true;//(default assumed)
};
class Bolt_move_2
{
type="translation";
source="ReloadAnim";
selection="bolt";
axis="bolt_axis";//*probably*
sourceAddress = mirror;
minValue = 0.0;//rad 0.0
maxValue = 1.0;//rad 57.29578
offset0 = 0.0;
offset1 = 0.5;
animPeriod = 2.8026e-045/*#DEN*/;
initPhase = 0.0;
// memory = true;//(default assumed)
};
class PositionLights
{
type="hide";
source="collisionLights";
selection="positionlights";
// sourceAddress = clamp;// (default)
minValue = 0.0;//rad 0.0
maxValue = 1.0;//rad 57.29578
hideValue = 0.0;
unHideValue = 1.0;
animPeriod = 0.0;
initPhase = 0.0;
};
};//Animations
};//modelclass
};//CfgModels
</nowiki>
== About shipX and submarineX ==
*


== Config (config.cpp) ==
== Config (config.cpp) ==


===Ship/Boat Config Classes in Arma 3===
=== Ship/Boat Config Classes in {{arma3}} ===


* Base class is Ship (inherits AllVehicles) and uses simulation = "ship". There are 4 child classes:
* Base class is Ship (inherits AllVehicles) and uses simulation = "ship". There are 4 child classes:
Line 816: Line 147:
**** SDV_01_base_F uses simulation submarineX and is used as the basis for all SDVs in Arma 3.
**** SDV_01_base_F uses simulation submarineX and is used as the basis for all SDVs in Arma 3.


===Example Config for Armed Speedboat===
=== Submarine and Ship Config Detail ===
 
Thanks to Mankyle for the following explanation and sample Sub.
 
airCapacity = 1209600;
Quite important for submarines. Determines the time the crew inside the ship can be below the surface before dying suffocated for lack of air.
It seems that when using class submarinex, the engine sets the crew as if they were below the water
 
verticalTurnCoef = 20.2;
This line seems to control the speed for ascending/descending.
 
waterSpeedFactor = 3.0;
No idea of what this does. I have tried a couple of values and I have not seen changes
 
periscopeDepth = 15.5;
This is the depth the sub mantains when you activate the "Mantain periscope Depth" Action.
It is important to know that for big models (not a SDV sized submarine) that this depth DOES NOT coincide with the depth marker in the left upper corner of the screen
 
idleRpm = 1000;
Self explaining
 
redRpm = 4000;
 
thrustDelay = 2;
thrustDelay is the time the engine needs from 0 thrust to 1 thrust (or 0% to 100%). Time is in seconds.
 
simulation = "submarinex";
simulation = "shipx";
PhysX simulation classes
 
overSpeedBrakeCoef = 0.8;
Brake effectivity. If you follow VBS 2 explanations, this value is (overSpeedBrakeCoef * enginePower). The higher the value, the better it brakes
 
enginePower = 3278;
Engine power in kW. 1hp is 0.746kW.
 
engineShiftY = 2;
This lines tells where the engine applies the force related to the origin of the model.
Essentially what one mus calculate is the distance in the vertical axis between the Y value of center of mass of the model and the Y Value of the propeller, waterjet or whatever moves the ship.
Negative values tend to make the bow rise when you accelerate and positive values tend to make it dive.
From vbs2 wiki - Adjust the height at which the engine force is applied to the hull, relative to the model origin, in m.
Used for large ships, this will cause the ship to lean more/less in fast turns.
 
waterLeakiness = 1000;
This parameter determines the quantity of water (M^3 x S) that will fill the volume of the PhysX LOD per second.
Tipically lower vaues for boats, higher for bigger ships. Modifies the sinking rate of a ship when this suffers damage.
From BIS Cars Config "WaterLeakiness should be amount of water in liters that goes into selected object per second.
This is set to zero by engine for all vehicles with simulation of a ship or having <syntaxhighlight lang="cpp" inline>canFloat = 1;</syntaxhighlight> (unless they are toppled of destroyed, then config value takes precedence).
<syntaxhighlight lang="cpp" inline>WaterLeakiness = 10;</syntaxhighlight> seems to be a good value to start with for all kinds of vehicles no matter the size (which is a bit spooky, but it works).
 
waterResistanceCoef = 0.01;
Represents the resistance if the hull. The higher the value the higher the resistance. This affects acceleration and maximum speed.
 
waterLinearDampingCoefX = 10.0;
This value represents lateral movements produced by waves. Higher values will make the ship corner better and slide less to the sides.
 
waterLinearDampingCoefY = 1.2;
This one represents vertical movements depending on the waves. Higher values will modify how much the ship sinks/goes down depending on the waves.
It can also affect the flotation line maintaining the ame Ship mass. Higher values will also make a ship sink slower
 
waterAngularDampingCoef = 8.0;
Smooth the angular movement in all axis, higher values will reduce swinging/swaying, but may cause strange behavior in turns/rolling over waves.
 
rudderForceCoef = 12;
Set how effective the rudder is, small boats are typically 0.5 - 5, large ships are typically 100 - 200.
 
rudderForceCoefAtMaxSpeed = 15;
How the rudder works. The higher the value the more the ship will turn, BUT the more it will incline when turning.
Values to high could even make a ship turn upside down (and sink) when turning. If you are transporting non scripted vehicles the can easily fall if this value is set too high.
 
There are two values. The first one is for low speed (usually ships turn better when sailing faster than a certain speed) and the second one when going at MEDIUM or FAST speed.
 
<syntaxhighlight lang="cpp">
memoryPointsLeftWaterEffect = "waterEffectR";
memoryPointsRightWaterEffect = "waterEffectL";
memoryPointsLeftEngineEffect = "EngineEffectL";
memoryPointsRightEngineEffect = "EngineEffectR";
</syntaxhighlight>
 
These are points in the memory LOD that represent the spawning points for water particle FX.
The first ones represent bow FX, the last ones represent the foam generated by the engine propeller.
See [[Arma 3: Particle Effects: Config Parameters#leftFastWaterEffect .2F rightFastWaterEffect|Arma 3 Particle Effects: Config Parameters - leftFastWaterEffect / rightFastWaterEffect]].
 
Example Collins class submarine that uses submarinex simulation class:
 
http://www.freeuploadsite.com/uploads/13725721431.rar
 
=== Example Config for Armed Speedboat ===


Key noted items from Boat_Armed_01_base_F
Key noted items from Boat_Armed_01_base_F


<nowiki>
<syntaxhighlight lang="cpp">
radarType = 8;
radarType = 8;
steerAheadSimul = 0.5;
steerAheadSimul = 0.5;
Line 841: Line 259:
engineEffectSpeed = 5;
engineEffectSpeed = 5;
waterFastEffectSpeed = 28;
waterFastEffectSpeed = 28;
</nowiki>
</syntaxhighlight>
 
==== Engine parameters ====


====Engine parameters====
For indepth information about engine parameters see RedPhoenix's awesome BIF post http://forums.bistudio.com/showthread.php?165390-Tutorial-Creating-Custom-Engine-Gearbox-and-Suspension-Vehicle-config&p=2518019&viewfull=1#post2518019


Key noted items from Boat_Armed_01_base_F
Key noted items from Boat_Armed_01_base_F


<nowiki>
<syntaxhighlight lang="cpp">
thrustDelay = 0.2;
thrustDelay = 0.2;
overSpeedBrakeCoef = 0.2;
overSpeedBrakeCoef = 0.2;
Line 856: Line 276:
class complexGearbox
class complexGearbox
{
{
GearboxRatios[] = {"R1",-0.782,"N",0,"D1",2,"D2",1.85,"D3",1.75};
GearboxRatios[] = { "R1", -0.782, "N", 0, "D1", 2, "D2", 1.85, "D3", 1.75 };
TransmissionRatios[] = {"High",1};
TransmissionRatios[] = { "High", 1 };
gearBoxMode = "auto";
gearBoxMode = "auto";
moveOffGear = 1;
moveOffGear = 1;
Line 864: Line 284:
reverseString = "R";
reverseString = "R";
};
};
</nowiki>
</syntaxhighlight>


===Config Comparison with USS Iowa (mod by AusSnipe73)===
=== Config Comparison with USS Iowa (mod by AusSnipe73) ===


Inherits from Ship_F
Inherits from Ship_F
<nowiki>
<syntaxhighlight lang="cpp">
radarType = 4;
radarType = 4;
                simulation = "shipx";
simulation = "shipx";
maxSpeed = 61;
maxSpeed = 61;
overSpeedBrakeCoef = 0.8;
overSpeedBrakeCoef = 0.8;
Line 894: Line 314:
predictTurnPlan = 0.8;
predictTurnPlan = 0.8;
predictTurnSimul = 0.6;
predictTurnSimul = 0.6;
class complexGearbox
class complexGearbox
{
{
GearboxRatios[] = {"R1",-0.782,"N",0,"D1",2.0,"D2",1.85,"D3",1.75};
GearboxRatios[] = { "R1", -0.782, "N", 0, "D1", 2.0, "D2", 1.85, "D3", 1.75 };
TransmissionRatios[] = {"High",1.0};
TransmissionRatios[] = { "High", 1.0 };
gearBoxMode = "auto";
gearBoxMode = "auto";
moveOffGear = 1;
moveOffGear = 1;
Line 904: Line 325:
reverseString = "R";
reverseString = "R";
};
};
</nowiki>
</syntaxhighlight>


===Config for SDV in Arma 3===
=== Config for SDV in {{arma3}} ===


Inherits from Boat_F
Inherits from Boat_F


<nowiki>
<syntaxhighlight lang="cpp">
radarType = 8;
radarType = 8;
                verticalTurnCoef = 0.05;
verticalTurnCoef = 0.05;
turnCoef = 0.5;
turnCoef = 0.5;
steerAheadSimul = 0.5;
steerAheadSimul = 0.5;
Line 939: Line 360:
rudderForceCoef = 0.2;
rudderForceCoef = 0.2;
rudderForceCoefAtMaxSpeed = 0.05;
rudderForceCoefAtMaxSpeed = 0.05;
</nowiki>
</syntaxhighlight>


===Submarine and Ship Config Detail===
=== Weapon Systems ===


Thanks to Mankyle for the following explanation and sample Sub.
==== Turret Config ====
<syntaxhighlight lang="cpp">
class Turrets : Turrets
{
class FrontTurret : NewTurret
{
class HitPoints
{
class HitTurret
{
armor = 0.8;
material = 60;
name = "otochlaven";
visual = "otochlaven";
passThrough = 1;
};


airCapacity = 1209600;
class HitGun
Quite important for submarines. Determines the time the crew inside the ship can be below the surface before dying suffocated for lack of air. It seems that when using class submarinex, the engine sets the crew as if they were below the water
{
armor = 0.6;
material = 60;
name = "otochlaven";
visual = "otochlaven";
passThrough = 1;
};
};


verticalTurnCoef = 20.2;
stabilizedInAxes = 4;
This line seems to control the speed for ascending/descending.
body = "MainTurret";
gun = "MainGun";
animationSourceBody = "mainTurret";
animationSourceGun = "mainGun";
gunnerAction = "gunner_Mrap_01";
gunnerGetInAction = "GetInMedium";
gunnerGetOutAction = "GetOutMedium";
ejectDeadGunner = 0;
outGunnerMayFire = 1;
inGunnerMayFire = 1;
soundServo[] = { "A3\sounds_f\dummysound", 0.00562341, 1 };
gunBeg = "usti hlavne";
gunEnd = "konec hlavne";
weapons[] = { "GMG_40mm" };
magazines[] = { "200Rnd_40mm_G_belt" };
discreteDistance[] = { 100, 200, 300, 400, 600, 800, 1000, 1200 };
discreteDistanceInitIndex = 2;
gunnerName = "Commander";
memoryPointGunnerOptics = "commanderview";
gunnerOpticsModel = "\A3\weapons_f\reticle\Optics_Gunner_02_F";
turretInfoType = "RscOptics_crows";
gunnerForceOptics = 0;
startEngine = 0;
commanding = 2;
primaryGunner = 0;
primaryObserver = 1;
LODTurnedIn = 1100;
LODTurnedOut = 1100;
usePip = 1;
minElev = -15;
maxElev = 40;
initElev = 5;
minTurn = -135;
maxTurn = 135;
initTurn = 0;


waterSpeedFactor = 3.0;
class ViewOptics : RCWSOptics
No idea of what this does. I have tried a couple of values and I haven't seen changes
{
};


periscopeDepth = 15.5;
class ViewGunner : ViewOptics
This is the depth the sub mantains when you activate the "Mantain periscope Depth" Action. It is important to know that for big models (not a SDV sized submarine) that this depth DOES NOT coincide with the depth marker in the left upper corner of the screen
{
initAngleX = -15;
minAngleX = -45;
maxAngleX = 45;
initFov = 0.9;
minFov = 0.42;
maxFov = 0.9;
visionMode[] = {};
};
};


idleRpm = 1000;
class RearTurret : FrontTurret
Self explaining
{
class HitPoints
{
class HitTurret
{
armor = 0.8;
material = 60;
name = "otochlaven2";
visual = "otochlaven2";
passThrough = 1;
};


redRpm = 4000;
class HitGun
{
armor = 0.6;
material = 60;
name = "otochlaven2";
visual = "otochlaven2";
passThrough = 1;
};
};


thrustDelay = 2;
stabilizedInAxes = 0;
Delay after we start executing a movement and the ship/submarine starts the actual movement
body = "RearTurret";
gun = "RearGun";
animationSourceBody = "RearTurret";
animationSourceGun = "RearGun";
gunnerAction = "gunner_standup01";
gunnerGetInAction = "GetInMedium";
gunnerGetOutAction = "GetOutMedium";
ejectDeadGunner = 0;
soundServo[] = { "A3\sounds_f\dummysound", 0.00562341, 1 };
gunBeg = "usti hlavne2";
gunEnd = "konec hlavne2";
memoryPointGunnerOptics = "gunnerview2";
weapons[] = { "HMG_01" };
magazines[] = { "200Rnd_127x99_mag_Tracer_Green", "200Rnd_127x99_mag_Tracer_Green", "200Rnd_127x99_mag_Tracer_Green" };
gunnerName = "Rear gunner";
gunnerOpticsModel = "\A3\weapons_f\reticle\Optics_Commander_02_F";
gunnerForceOptics = 0;
proxyIndex = 2;
startEngine = 0;
commanding = 1;
primaryGunner = 1;
primaryObserver = 0;
LODTurnedIn = 1000;
LODTurnedOut = 1000;
usePip = 0;
gunnerLeftHandAnimName = "OtocHlaven2_Shake";
gunnerRightHandAnimName = "OtocHlaven2_Shake";
minElev = -5;
maxElev = 60;
initElev = 5;
minTurn = -360;
maxTurn = 360;
initTurn = -181;


simulation = "submarinex";
class ViewOptics : ViewOptics
simulation = "shipx";
{
PHYSx simulation classes
initAngleX = 0;
minAngleX = -30;
maxAngleX = 30;
initAngleY = 0;
minAngleY = -100;
maxAngleY = 100;
initFov = 0.7;
minFov = 0.25;
maxFov = 1.1;
};


overSpeedBrakeCoef = 0.8;
class ViewGunner : ViewOptics
Brake effectivity. If you follow VBS 2 explanations, this value is (overSpeedBrakeCoef*enginePower). The higher the value, the better it brakes
{
initAngleX = 5;
minAngleX = -65;
maxAngleX = 85;
initAngleY = 0;
minAngleY = -150;
maxAngleY = 150;
initFov = 0.7;
minFov = 0.25;
maxFov = 1.1;
};


enginePower = 3278;
maxHorizontalRotSpeed = 1.8;
Engine power in HPs
maxVerticalRotSpeed = 1.2;
};
};
</syntaxhighlight>


engineShiftY = 2;
==== Weapons ====
This lines tells where the engine applies the force related to the origin of the model. Esentially what one mus calculat is the distance in the vertical axis between the Y value of center of mass of the model and the Y Value of the propeller, waterjet or whaterver moves the shipcuando pegamos un acelerón y valores positivos que se hunda. Negative values tend to make the bow rise when you accelerate and positive values tend to make it dive


waterLeakiness = 1000;
<syntaxhighlight lang="cpp">
This parameter determines the quantity of water (M^3 x S) that will fill the volume of the PHYSx LOD per second. Tipically lower vaues for boats, higher for bigger ships. Modifies the sinking rate of a ship when this suffers damage.
class Boat_Armed_01_base_F
{
model = "\A3\Boat_F\Boat_Armed_01\Boat_Armed_01_minigun_F.p3d";
picture = "\A3\boat_f\Boat_Armed_01\data\ui\Boat_Armed_01_minigun.paa";
Icon = "\A3\boat_f\Boat_Armed_01\data\ui\map_boat_armed_01_minigun.paa";
displayName = "Speedboat Minigun";
class AnimationSources : AnimationSources
{
class muzzle2_source
{
source = "reload";
weapon = "LMG_Minigun";
};


waterResistanceCoef = 0.01;
class muzzle2_source_rot
Represents the resistance if the hull. The higher the value the higher the resistance. This affects acceleration and maximum speed.
{
source = "ammorandom";
weapon = "LMG_Minigun";
};


waterLinearDampingCoefX = 10.0;
class ReloadAnim
This value represents lateral movements produced by waves. Higher values will make the ship corner better and slide less to the sides.
{
source = "reload";
weapon = "LMG_Minigun";
};


waterLinearDampingCoefY = 1.2;
class ReloadMagazine
This one represents vertical movements depending on the waves. Higher values will modify how much the ship sinks/goes down depending on the waves. It can also affect the flotation line mantaining the ame Ship mass. Higher values will also make a ship sink slower
{
source = "reloadmagazine";
weapon = "LMG_Minigun";
};


waterAngularDampingCoef = 8.0;
class Revolving
Smooth the angular movement in all axis, higher values will reduce swinging/swaying, but may cause strange behavior in turns/rolling over waves.
{
source = "revolving";
weapon = "LMG_Minigun";
};
};


rudderForceCoef = 12;
class Turrets : Turrets
rudderForceCoefAtMaxSpeed = 15;
{
How the rudder works. The higher the value the more the ship will turn, BUT the more it will incline when turning. Values to high could even make a ship turn upside down (and sink) when turning. If you are transporting non scripted vehicles the can easily fall if this value is set too high.
class FrontTurret : FrontTurret
{
};


There are two values. The first one is for low speed (usually ships turn better when sailing faster than a certain speed) and the second one when going at MEDIUM or FAST speed.
class RearTurret : RearTurret
{
weapons[] = { "LMG_Minigun" };
magazines[] = { "2000Rnd_65x39_belt_Tracer_Red" };
LODTurnedIn = 1000;
LODTurnedOut = 1000;
gunBeg = "z_gunR_muzzle";
gunEnd = "z_gunR_chamber";
gunnerOpticsModel = "";
};
};
};
</syntaxhighlight>


      memoryPointsLeftWaterEffect = "waterEffectR";
=== Ship Attachments ===
      memoryPointsRightWaterEffect = "waterEffectL";
      memoryPointsLeftEngineEffect = "EngineEffectL";
      memoryPointsRightEngineEffect = "EngineEffectR";
These are points in the memory LOD that represent the spawning points for water particle FX. The first ones represent bow FX, the last ones represent the foam generated by the engine propeller


Example Collins class submarine that uses submarinex simulation class:
Example from Fregata CfgSkeletons:


http://www.freeuploadsite.com/uploads/13725721431.rar
"proxy:\ca\water2\fregata\amg_84_harpoon_launcher.001",
"",
"proxy:\ca\water2\fregata\amg_84_harpoon_launcher.002",
"",
"proxy:\ca\water2\fregata\crane.001",
"",
"proxy:\ca\water2\fregata\rhib.001",
"proxy:\ca\water2\fregata\crane.001",
"proxy:\ca\water2\fregata\crane.002",
"",
"proxy:\ca\water2\fregata\rhib.002",
"proxy:\ca\water2\fregata\crane.002",


==Damage handling==


Boats/Ships offer differing protection levels for themselves and crew inside, depending on place you hit them. Balancing damage is usually most time-consuming task for armored vehicles.
== 101 Getting a Boat in Game ==


===Basic config===
Don't forget to open and use the sample Boat p3d from Arma 3 Tools samples for reference.


<nowiki>
=== Object Builder ===


armor = 30;
# Create your boat model using your favourite modelling app. Blender can export to arma format using AlWarren's Arma Toolbox for Blender. Object Builder can also import 3DS Max or OBJ format.
# In the Resolution 0 LoD create a face(s) that follows the outline of any opening in the boat where players maybe sitting. Assign the anti-water texture to this face.
# Add textures and materials as necessary. Ensure any beacons/lights use materials that emit light.
# Ensure you have simplified LoDs for shadowvolume, geo lod, fire lod etc
# Setup proxies for Pilot, Commander, Gunner and Cargo
# Create View Pilot, View Cargo, View Gunner LoDs as necessary
# Create the Hit Points LoD
# Create the Memory points LoD. Ensure you have points for the engine axis, propeller axis, waterEffects right and left, fastWaterEffects left and right, EngEffectSmall left/right, engineEffect points for each engine and position of lights (usually green, red and white navigation lights on naval vessels). Optionally, if creating a boat add slingloading points 1, 2, 3, 4 at the corners of the boat.
# Copy the geo lod for the physx lod
# For the geo lod ensure the mass is evenly distributed around the geo lod components.
# Copy the four GEO LOD Boxes from the sample boat to your geo lod. Adjust as necessary.
# For the Physx geo lod, merge all components into a single component. Remove any textures, mass etc
# Copy the physx geo lod to create the buoyancy lod. Ensure that all components are convex.
# Remove any autocenter=0 entries.


class Damage
=== Config ===
{
tex[] = {};
mat[] = {"A3\boat_F\Boat_Armed_01\data\Boat_Armed_01_ext.rvmat","A3\boat_F\Boat_Armed_01\data\Boat_Armed_01_ext_damage.rvmat","A3\boat_F\Boat_Armed_01\data\Boat_Armed_01_ext_destruct.rvmat","A3\boat_F\Boat_Armed_01\data\Boat_Armed_01_int.rvmat","A3\boat_F\Boat_Armed_01\data\Boat_Armed_01_int_damage.rvmat","A3\boat_F\Boat_Armed_01\data\Boat_Armed_01_int_destruct.rvmat","A3\boat_F\Boat_Armed_01\data\Boat_Armed_01_ctrls.rvmat","A3\boat_F\Boat_Armed_01\data\Boat_Armed_01_ctrls_damage.rvmat","A3\boat_F\Boat_Armed_01\data\Boat_Armed_01_ctrls_destruct.rvmat","A3\Static_F_Gamma\data\staticturret_01.rvmat","A3\Static_F_Gamma\data\StaticTurret_01_damage.rvmat","A3\Static_F_Gamma\data\StaticTurret_01_destruct.rvmat","A3\Static_F_Gamma\data\staticturret_02.rvmat","A3\Static_F_Gamma\data\StaticTurret_02_damage.rvmat","A3\Static_F_Gamma\data\StaticTurret_02_destruct.rvmat","a3\boat_f\Boat_Armed_01\data\Minigun.rvmat","A3\boat_f\Boat_Armed_01\data\Minigun_damage.rvmat","A3\boat_f\Boat_Armed_01\data\Minigun_destruct.rvmat","a3\boat_f\Boat_Armed_01\data\Minigun_Boat_Armed_01_add.rvmat","A3\boat_f\Boat_Armed_01\data\Minigun_Boat_Armed_01_add_damage.rvmat","A3\boat_f\Boat_Armed_01\data\Minigun_Boat_Armed_01_add_destruct.rvmat","a3\Data_F\Vehicles\Turret.rvmat","A3\Data_F\Vehicles\Turret_damage.rvmat","A3\Data_F\Vehicles\Turret_destruct.rvmat"};
};
</nowiki>


===Hitpoints===
Example Ship specific config entries to use for RHIB type boat


Hitpoints represent '''weak points''' in structure of ships: turret servos, ammo storages, engine. They can also improve internal penetration handling.  
<syntaxhighlight lang="cpp">
simulation = "shipx"; /// all ships should have this simulation
maxSpeed = 90; /// top speed of the vehicle
overSpeedBrakeCoef = 0.8; /// how much does the vehicle itself brake in case it goes faster than maxSpeed
enginePower = 235; /// power of engine in kW
engineShiftY = 0.1; /// relative virtual position of engine for PhysX, affects lateral ship slope during turns
waterLeakiness = 1.0; /// amount of litres per second that leaks into ship if under water, destroyed or turned upside down
turnCoef = 0.25; /// how well is the ship able to turn
thrustDelay = 2; /// initial delay to cause lesser slip when on 1st gear - thrust goes from zero to full in this time
waterLinearDampingCoefY = 2; /// affect how fast does the ship go through waves down - higher values make it drift more on top of waves
waterLinearDampingCoefX = 2.0; /// affects sliding of the ship in turns
waterAngularDampingCoef = 1.2; /// increase this for smoother movement, but beware too high values
waterResistanceCoef = 0.015; /// how much does water slow the ship down
rudderForceCoef = 0.100000; /// increase this to gain more turning on lower speeds
rudderForceCoefAtMaxSpeed = 0.003000; /// increase this to gain more turning on higher speeds
idleRpm = 200; /// revolutions per minute at which the engine idles
redRpm = 1200; /// maximum revolutions per minute of the engine


Example from Boat_Armed_01_base_F
class complexGearbox
 
<nowiki>
class HitPoints
{
{
class HitBody
GearboxRatios[] = { "R1", -0.782, "N", 0, "D1", 2.0, "D2", 1.85, "D3", 1.75 };
{
TransmissionRatios[] = { "High", 1.0 }; // Optional: defines transmission ratios (for example, High and Low range as commonly found in offroad vehicles)
armor = 0.7;
gearBoxMode = "auto"; //gearbox can be of type: full-auto (only requires 'W' or 'S'), auto (requires shift between drive and reverse), semi-auto, manual
material = 50;
moveOffGear = 1; // defines what gear an automatic or semi-automatic gearbox will move off from stationary in. 1 by default.
name = "karoserie";
driveString = "D"; // string to display in the HUD for forward gears.
visual = "zbytek";
neutralString = "N"; // string to display in the HUD for neutral gear.
passThrough = 1;
reverseString = "R"; // string to display in the HUD for reverse gears.
};
class HitEngine
{
armor = 0.12;
material = -1;
name = "Engine";
visual = "";
passThrough = 1;
};
class HitTurret
{
armor = 0.7;
material = -1;
name = "otochlaven";
visual = "otochlaven";
passThrough = 1;
};
};
};
</nowiki>


====Hitpoint categories====
waterEffectSpeed = 5;
There are 3 common hitpoint categories in Arma 3's vehicles:
engineEffectSpeed = 5;
* '''HitHull''', handling internal penetration - when damaged over 0.9, vehicle will explode.
waterFastEffectSpeed = 28;
* '''HitEngine''', handling damage of engine
 
leftEngineEffect = "LEngEffectsSmall"; /// Particle effect class for engine particles
rightEngineEffect = "REngEffectsSmall";
leftFastWaterEffect = "LFastWaterEffects"; /// defines what class of water effect is going to be used while sailing fast
rightFastWaterEffect = "RFastWaterEffects"; /// defines what class of water effect is going to be used while sailing fast


Turrets have their own class HitPoints, coontaining info about how easy it is to damage given turret:
// These are points in the memory LOD that represent the spawning points for water particle FX. The first ones represent bow FX,
* '''HitTurret''', horizontal rotation
// the last ones represent the foam generated by the engine propeller
* '''HitGun''', vertical rotation - this should handle any event that renders tank guns inoperable, f.e. hit to servos
memoryPointsLeftWaterEffect = "waterEffectR";
memoryPointsRightWaterEffect = "waterEffectL";
memoryPointsLeftEngineEffect = "EngineEffectL";
memoryPointsRightEngineEffect = "EngineEffectR";


====New attributes====
brakeDistance = 3; /// how many internal waypoints should the AI plan braking in advance
Hitpoints gained two important config attributes in Arma 3:
* '''radius''', defining size of “hitpoint sphere” around each vertice in Hit Points LOD assigned to given hitpoint’s selection
* '''explosionShielding''', multiplying damage inflicted by indirect damage. The smaller it is, the less damage hitpoint will receive.


====Internal damage====
slingLoadCargoMemoryPoints[] = { "SlingLoadCargo1", "SlingLoadCargo2", "SlingLoadCargo3", "SlingLoadCargo4" };
Internal damage is handled by HitHull class. When KE round penetrates the armor plates, it passes the damage to HitHull hitpoints array as seen in example model. The hitpoint vertices are set up in such way that the nearest distance between them equals RADIUS attribute in HitHull class, and they cannot be activated by rounds that fail to penetrate armor.
</syntaxhighlight>


During implementation of internal damage handling it is important to tweak following attributes:
* '''armor'''
* '''explosionShielding'''
* '''radius'''


If the results of config tweaking are not satisfying, consider adding greater detail to Hit Points and Fire Geometry LODs.
{{GameCategory|arma1|Modelling}}
{{GameCategory|arma3|Tutorials}}
{{GameCategory|arma3|Vehicle Configuration}}

Latest revision as of 10:38, 6 May 2024

bi symbol white.png
Important:
Please be aware of the Arma 3 Modding License.

So you want to build a boat in Arma 3? Well lets start with some basics...

What's the difference between a boat and a ship?

- A ship is usually large enough to carry a boat. Subs are also called boats, regardless of size. :)

Creating boats in Arma 3 seems to be reasonably straight forward. They exist today (Speedboat, Inflatable boat etc), Arma 3 Tools include a Boat "sample". Creating ships in Arma 3 is a little more challenging.

There are 3 main issues for creating ships (and to some extent boats):

  1. Arma 3 has limitations when handling objects larger than ~50m in any dimension. Greater than ~50m and the physical structure (Geo LOD and Roadway LOD) becomes unstable. This is the reason why the LHD in Arma 2 is comprised of multiple objects attached together. In theory if the LOD is centred on the model it can extend 60m in each direction, therefore supporting ships that are ~100m in length.
  2. Arma 3 has issues allowing certain classes to stand or move on a moving vehicle, so when getting out of a boat/vehicle or landing onto another vehicle (ship), players/vehicles will fall through the structure or become injured. Helicopters and aircraft require a Physx LOD, while Man class requires a roadway LOD. Physx ensures an amount of "stickiness" between aircraft and ship, but vehicles should be anchored via script. Man class requires a scripted solution to allow men to walk around moving ships.
  3. Ships push the limits from a model and config perspective, not just from a size perspective but also issues such as vertices, section and dynamic light maximum counts.

There are a couple of approaches to ships and boats to date in Arma 3:

  1. Typically boats or ships smaller than 100m are modelled and implemented as "vehicles" (that you cannot move men about on)
  2. Ships longer than 100m historically have been implemented as a single or multiple "static" objects stitched together (i.e. LHD, Fregata, Destroyer etc) that are walkable, but do not act as vehicles
  3. A few very brave modders have attempted to mix the two. USS Iowa (mod by AusSnipe73) defines a ship vehicle but then attaches many different static objects and turrets to the ship to build out a 270m long vessel (using an init script to attachto all the ship parts). Results have been mixed with regards to being walkable and having other vehicles land on a ship.

There seems to be 3 areas of exploration within the modding community:

  1. PhysX ships larger than 100m (that you can land an aircraft on) - such as USS Nimitz, ATLAS LHD (both atm are static)
  2. PhysX ships and boats that MAN class can stand/move on - USS Iowa, LCS 1
  3. PhysX subs (that can dive and maneouvre like a real sub) - Collins submarine


Comparison to A2/OA ships

Model requirements {p3d}

Thanks to Hatchet and the guys on the Arma 3 Model Makers skype channel for much of this information.

General

For ships greater than 100m, you should carve your model up into multple p3d's and use attachTo command on init to put the parts together. This ensures stability for all parts of the ship and avoids engine limits (such as vertices count, lights count etc). Considerations for p3d's are:

  1. A main p3d which has the overall Physx Buoyancy and Physx Geo LOD, Res LOD for midship, GEO LOD for midship, Roadway LOD for midship, View Cargo, View Pilot etc.
  2. Stern and bow p3ds including Res LOD, Physx Geo LOD, Geo LOD, Roadway LOD etc
  3. Ladders p3d - vehicles do not support ladders, so a separate house class object should be attachTo the ship for ladders
  4. Cranes p3d - you may want to setup cranes as slingloading capable vehicles that are attachTo the ship.
  5. Proxies - weapon systems such as CIWS, Torpedos, Harpoon and Radars
  6. For really large ships (i.e. aircraft carriers) you may want to split up the ship into more sections, breaking out components such as lights, superstructure, interior etc

The behavior of the ship in the water does not depend anymore on the LandContact points, but on the GEO and PhysX LODs. The PhysX Buoyancy LOD seems to represent the water displacement of the ship. If you put too much mass in the Geo LOD (a value over the displacement) the ship sinks. The PhysX Buoyancy LOD must be similar in form and size, to the ship's hull. It must also follow the Geometry LOD rules (closed and convex) and any part of the ship in the water should be composed of as few components as possible.

GEO is very important. You must balance the mass in all axis (plural axes?) and keep the weight down so the ship doesn't turn and sinks. In subs it is specially important because it controls how it moves once submerged and how it maintains depth. One approach is to create 4 small boxes for the bow, port side, starboard and stern in the Geo LOD and use these as the source of mass for the object.

LODs (included in Arma 3 boat p3ds)

  • Resolution LODs
    • Anti-water rvmat required - a plane that will hide the water shader. so in a boat, you'd want it below the 'players viewpoint', and it will hide the water below that. so if bouncing thru waves or whatever, the bottom of your hull would remain visible.
    • Mirrors and screens should have RTT texture: #(argb,256,512,1)r2t(rendertargetX,1.0) - where X in rendertarget should be a number
    • Lights should have a face that has an emissive RVMAT. A3 has several default RVMATs in data_f/lights
    • named selections for all animated parts, areas that can be retextured, lights (emissive face) etc
  • ShadowVolume 0, 10, 1000, 1010
  • Bouyancysic LOD (BIS spelling!) Pictured right.
    Buoyancy LOD
    • You must add a named property called buoyancy = 1.
    • buoyancy LOD can contain more than one component (convex/closed/tris). but for components in the water (especially all the time), they really should be a single component with physx geometry in general, it is usually best to have no intersecting geometry. especially with the bouy lod. as it will double physx calcs in the water. Outside of that.. nothing really special about it. you want to keep the face count as low as possible. but honestly it can handle a lot before you actually see performance hits in a typical environment.
    • "you can have more than one bouy component, the behavior can be really odd depending on where the geometry resides in the object space. so generally speaking, i'd would keep it a single piece. and adjust the geometry as i did on the front of the example boat (pictured right) where i lowered the bouy lod to adjust how it sits in the water. as weighting it that way, had negative influences on the physx."
From VBS2 wiki...
Ensure that the geometry is accurate to the shape of the ship, with accurate mass distribution and realistic Center of Mass.
Create a simplified copy of the geometry, for use in the displacement LOD.
The displacement LOD should adhere to these rules:
* Have as few faces as possible - high face counts will have a negative impact on performance.
* Convex components must not penetrate each other if possible (especially on permanently immersed parts). If they penetrate, then their volume and surface is calculated twice.
* Convex components must not even touch each other. Merge them together if possible. (especially on permanently immersed parts). If they touch, then their surface is calculated twice. This is not that big a problem on not permanently immersed parts.
* Inside areas must not be modeled. Volume is not calculated for this area and inside surface is then added, which we do not want.
* Volume of the object represents what will generate buoyancy. Do not model parts which can instantly fill with the water.
* Surface of the object represents what will generate resistance in water. Create only one convex component for permanently immersed part.
The ideal displacement LOD is built of a single component which matches (approximately) the shape of the hull. It is important that the volume be reasonably close to the real volume of the ship, as this is used for buoyancy calculations.
The displacement LOD adheres to the normal rules for geometry LODs.
  • A new PhysX LOD - Pictured right
    PhysX LOD
    • ensure this LOD is tris "/"
    • There needs to be a lod (4e13) consisting of convex components as simple as possible.
      • Requires the latest Arma 3 Tools to binarizE
  • Memory LOD
    • See Model.cfg for a list of memory points
    • Additionally the placement of the engine effects is important. They must be below the waterline. Worth noting, if those memory points come out of the water in the simulation ... the engine will shut off (or wont turn on). These points are also where the 'thrust' is applied to the model. So there is a bit of a balancing act that can go on, depending on the speed/size of the vessel and relative weather conditions (eg.. 30 setWaves 1).
    • Mirrors and screens should have PIP pos and dir memory points.
    • Reflectors require a pos and dir memory points (maximum of 12 lights per model)
    • Markerlights require a memory point - nav lights and landing lights (group lights by colour)
    • Water effects should be placed at the bow wave location and can also be placed at the stern to create the wake effect.
  • Geo
    • ensure the LOD has sharp edges - press U in OB
    • You must add a named property called buoyancy = 1.
    • Regarding the GEO LOD, it is very important that the autocenter=1 property is set in the properties tab of the GEO LOD. Otherwise the ship will inmediately sink.
    • The basic concept/goal is to weight the vehicle accurately, the 'center of mass' should be about center vertically, and towards the rear of the vessel. This makes the vessel sit a little deeper aft when idle. What is important to note, is that the weighting is being applied to the Geometry LOD, but you need to balance the 'center of mass' around the shape of the PhysX GEO LOD.
    • What is also important to note is that the amount of weight you enter must counter the 'displacement' of the PhysX GEO LODs. I say LODs because I can't recall exactly if the Buoyancy LOD was actually responsible for that calculation. Either way, one of the PhysX LODs assumes a certain amount of displacement, and your total amount of mass must be balanced against that.
  • Roadway
    • Needed for Non Physx actors such as man class to walk on ship surface.
    • Will become unstable if beyond 50m from centre of model.
  • View Cargo
    • Ideally this LOD is used as the interior for troop carrying component of a ship.
  • View Pilot
    • Ideally used for the bridge of a ship


Model Config {model.cfg}

  • Nothing specific to boats/ships in model.cfg, suggest that you follow the example provided in arma 3 tools boat samples


Config (config.cpp)

Ship/Boat Config Classes in Arma 3

  • Base class is Ship (inherits AllVehicles) and uses simulation = "ship". There are 4 child classes:
    • SmallShip - not used
    • BigShip - not used
    • FloatingStructure_F
      • FloatingStructure_F uses simulation ShipX.
      • Submarine_01_F inherits from FloatingStructure_F but is defined as vehicleClass="submerged" and does not appear to be implemented as a "vehicle".
      • C_Boat_Civil_04_F inherits from FloatingStructure_F is defined as vehicleClass="submerged" and does appear to be implemented as a "vehicle" but you cannot interact with it (get in etc).
    • Ship_F
      • Boat_F is the basis of most of the "boats" in Arma 3.
        • Boat_Armed_01_base_F uses simulation shipX.
        • Boat_Civil_01_base_F uses simulation shipX.
        • Rubber_duck_base_F uses simulation shipX.
        • SDV_01_base_F uses simulation submarineX and is used as the basis for all SDVs in Arma 3.

Submarine and Ship Config Detail

Thanks to Mankyle for the following explanation and sample Sub.

airCapacity = 1209600;

Quite important for submarines. Determines the time the crew inside the ship can be below the surface before dying suffocated for lack of air. It seems that when using class submarinex, the engine sets the crew as if they were below the water

verticalTurnCoef = 20.2;

This line seems to control the speed for ascending/descending.

waterSpeedFactor = 3.0;

No idea of what this does. I have tried a couple of values and I have not seen changes

periscopeDepth = 15.5;

This is the depth the sub mantains when you activate the "Mantain periscope Depth" Action. It is important to know that for big models (not a SDV sized submarine) that this depth DOES NOT coincide with the depth marker in the left upper corner of the screen

idleRpm = 1000;

Self explaining

redRpm = 4000;
thrustDelay = 2;

thrustDelay is the time the engine needs from 0 thrust to 1 thrust (or 0% to 100%). Time is in seconds.

simulation = "submarinex";
simulation = "shipx";

PhysX simulation classes

overSpeedBrakeCoef = 0.8;

Brake effectivity. If you follow VBS 2 explanations, this value is (overSpeedBrakeCoef * enginePower). The higher the value, the better it brakes

enginePower = 3278;

Engine power in kW. 1hp is 0.746kW.

engineShiftY = 2;

This lines tells where the engine applies the force related to the origin of the model. Essentially what one mus calculate is the distance in the vertical axis between the Y value of center of mass of the model and the Y Value of the propeller, waterjet or whatever moves the ship. Negative values tend to make the bow rise when you accelerate and positive values tend to make it dive. From vbs2 wiki - Adjust the height at which the engine force is applied to the hull, relative to the model origin, in m. Used for large ships, this will cause the ship to lean more/less in fast turns.

waterLeakiness = 1000;

This parameter determines the quantity of water (M^3 x S) that will fill the volume of the PhysX LOD per second. Tipically lower vaues for boats, higher for bigger ships. Modifies the sinking rate of a ship when this suffers damage. From BIS Cars Config "WaterLeakiness should be amount of water in liters that goes into selected object per second. This is set to zero by engine for all vehicles with simulation of a ship or having canFloat = 1; (unless they are toppled of destroyed, then config value takes precedence). WaterLeakiness = 10; seems to be a good value to start with for all kinds of vehicles no matter the size (which is a bit spooky, but it works).

waterResistanceCoef = 0.01;

Represents the resistance if the hull. The higher the value the higher the resistance. This affects acceleration and maximum speed.

waterLinearDampingCoefX = 10.0;

This value represents lateral movements produced by waves. Higher values will make the ship corner better and slide less to the sides.

waterLinearDampingCoefY = 1.2;

This one represents vertical movements depending on the waves. Higher values will modify how much the ship sinks/goes down depending on the waves. It can also affect the flotation line maintaining the ame Ship mass. Higher values will also make a ship sink slower

waterAngularDampingCoef = 8.0;

Smooth the angular movement in all axis, higher values will reduce swinging/swaying, but may cause strange behavior in turns/rolling over waves.

rudderForceCoef = 12;

Set how effective the rudder is, small boats are typically 0.5 - 5, large ships are typically 100 - 200.

rudderForceCoefAtMaxSpeed = 15;

How the rudder works. The higher the value the more the ship will turn, BUT the more it will incline when turning. Values to high could even make a ship turn upside down (and sink) when turning. If you are transporting non scripted vehicles the can easily fall if this value is set too high.

There are two values. The first one is for low speed (usually ships turn better when sailing faster than a certain speed) and the second one when going at MEDIUM or FAST speed.

	memoryPointsLeftWaterEffect = "waterEffectR";
	memoryPointsRightWaterEffect = "waterEffectL";
	memoryPointsLeftEngineEffect = "EngineEffectL";
	memoryPointsRightEngineEffect = "EngineEffectR";

These are points in the memory LOD that represent the spawning points for water particle FX. The first ones represent bow FX, the last ones represent the foam generated by the engine propeller. See Arma 3 Particle Effects: Config Parameters - leftFastWaterEffect / rightFastWaterEffect.

Example Collins class submarine that uses submarinex simulation class:

http://www.freeuploadsite.com/uploads/13725721431.rar

Example Config for Armed Speedboat

Key noted items from Boat_Armed_01_base_F

		radarType = 8;
		steerAheadSimul = 0.5;
		steerAheadPlan = 0.35;
		predictTurnPlan = 0.8;
		predictTurnSimul = 0.6;
		brakeDistance = 5;
		acceleration = 15;
		turnCoef = 0.75;
		maxSpeed = 75;
		simulation = "shipx";
		waterLeakiness = 55.5;
		waterLinearDampingCoefY = 5;
		waterLinearDampingCoefX = 2;
		waterAngularDampingCoef = 1.2;
		waterResistanceCoef = 0.015;
		rudderForceCoef = 0.3;
		rudderForceCoefAtMaxSpeed = 0.02;
		waterEffectSpeed = 5;
		engineEffectSpeed = 5;
		waterFastEffectSpeed = 28;

Engine parameters

For indepth information about engine parameters see RedPhoenix's awesome BIF post http://forums.bistudio.com/showthread.php?165390-Tutorial-Creating-Custom-Engine-Gearbox-and-Suspension-Vehicle-config&p=2518019&viewfull=1#post2518019

Key noted items from Boat_Armed_01_base_F

		thrustDelay = 0.2;
		overSpeedBrakeCoef = 0.2;
		enginePower = 1085;
		engineShiftY = -0.1;
		idleRpm = 200;
		redRpm = 1200;
		class complexGearbox
		{
			GearboxRatios[] = { "R1", -0.782, "N", 0, "D1", 2, "D2", 1.85, "D3", 1.75 };
			TransmissionRatios[] = { "High", 1 };
			gearBoxMode = "auto";
			moveOffGear = 1;
			driveString = "D";
			neutralString = "N";
			reverseString = "R";
		};

Config Comparison with USS Iowa (mod by AusSnipe73)

Inherits from Ship_F

		radarType = 4;
		simulation = "shipx";
		maxSpeed = 61;
		overSpeedBrakeCoef = 0.8;
		enginePower = 1580000;
		engineShiftY = 0.0;
		waterLeakiness = 1000.0;
		turnCoef = 1000.0;
		thrustDelay = 20;
		waterLinearDampingCoefY = 2;
		waterLinearDampingCoefX = 200.0;
		waterAngularDampingCoef = 1.2;
		waterResistanceCoef = 0.2;
		rudderForceCoef = 1000.0;
		rudderForceCoefAtMaxSpeed = 400.0;
		idleRpm = 500;
		redRpm = 1200;
		brakeDistance = 3;
		supplyRadius = 3;
		precision = 15;
		steerAheadSimul = 0.5;
		steerAheadPlan = 0.35;
		predictTurnPlan = 0.8;
		predictTurnSimul = 0.6;

		class complexGearbox
		{
			GearboxRatios[] = { "R1", -0.782, "N", 0, "D1", 2.0, "D2", 1.85, "D3", 1.75 };
			TransmissionRatios[] = { "High", 1.0 };
			gearBoxMode = "auto";
			moveOffGear = 1;
			driveString = "D";
			neutralString = "N";
			reverseString = "R";
		};

Config for SDV in Arma 3

Inherits from Boat_F

		radarType = 8;
		verticalTurnCoef = 0.05;
		turnCoef = 0.5;
		steerAheadSimul = 0.5;
		steerAheadPlan = 0.35;
		predictTurnPlan = 0.8;
		predictTurnSimul = 0.6;
		brakeDistance = 25;
		acceleration = 15;
		maxSpeed = 30;
		waterSpeedFactor = 1;
		periscopeDepth = 1.2;
		idleRpm = 200;
		redRpm = 1200;
		thrustDelay = 2;
		formationX = 15;
		formationZ = 15;
		simulation = "submarinex";
		overSpeedBrakeCoef = 0.8;
		enginePower = 45;
		engineShiftY = 0.4;
		waterLeakiness = 0;
		waterResistanceCoef = 0.015;
		waterLinearDampingCoefX = 2;
		waterLinearDampingCoefY = 0.8;
		waterAngularDampingCoef = 1;
		rudderForceCoef = 0.2;
		rudderForceCoefAtMaxSpeed = 0.05;

Weapon Systems

Turret Config

class Turrets : Turrets
{
	class FrontTurret : NewTurret
	{
		class HitPoints
		{
			class HitTurret
			{
				armor = 0.8;
				material = 60;
				name = "otochlaven";
				visual = "otochlaven";
				passThrough = 1;
			};

			class HitGun
			{
				armor = 0.6;
				material = 60;
				name = "otochlaven";
				visual = "otochlaven";
				passThrough = 1;
			};
		};

		stabilizedInAxes = 4;
		body = "MainTurret";
		gun = "MainGun";
		animationSourceBody = "mainTurret";
		animationSourceGun = "mainGun";
		gunnerAction = "gunner_Mrap_01";
		gunnerGetInAction = "GetInMedium";
		gunnerGetOutAction = "GetOutMedium";
		ejectDeadGunner = 0;
		outGunnerMayFire = 1;
		inGunnerMayFire = 1;
		soundServo[] = { "A3\sounds_f\dummysound", 0.00562341, 1 };
		gunBeg = "usti hlavne";
		gunEnd = "konec hlavne";
		weapons[] = { "GMG_40mm" };
		magazines[] = { "200Rnd_40mm_G_belt" };
		discreteDistance[] = { 100, 200, 300, 400, 600, 800, 1000, 1200 };
		discreteDistanceInitIndex = 2;
		gunnerName = "Commander";
		memoryPointGunnerOptics = "commanderview";
		gunnerOpticsModel = "\A3\weapons_f\reticle\Optics_Gunner_02_F";
		turretInfoType = "RscOptics_crows";
		gunnerForceOptics = 0;
		startEngine = 0;
		commanding = 2;
		primaryGunner = 0;
		primaryObserver = 1;
		LODTurnedIn = 1100;
		LODTurnedOut = 1100;
		usePip = 1;
		minElev = -15;
		maxElev = 40;
		initElev = 5;
		minTurn = -135;
		maxTurn = 135;
		initTurn = 0;

		class ViewOptics : RCWSOptics
		{
		};

		class ViewGunner : ViewOptics
		{
			initAngleX = -15;
			minAngleX = -45;
			maxAngleX = 45;
			initFov = 0.9;
			minFov = 0.42;
			maxFov = 0.9;
			visionMode[] = {};
		};
	};

	class RearTurret : FrontTurret
	{
		class HitPoints
		{
			class HitTurret
			{
				armor = 0.8;
				material = 60;
				name = "otochlaven2";
				visual = "otochlaven2";
				passThrough = 1;
			};

			class HitGun
			{
				armor = 0.6;
				material = 60;
				name = "otochlaven2";
				visual = "otochlaven2";
				passThrough = 1;
			};
		};

		stabilizedInAxes = 0;
		body = "RearTurret";
		gun = "RearGun";
		animationSourceBody = "RearTurret";
		animationSourceGun = "RearGun";
		gunnerAction = "gunner_standup01";
		gunnerGetInAction = "GetInMedium";
		gunnerGetOutAction = "GetOutMedium";
		ejectDeadGunner = 0;
		soundServo[] = { "A3\sounds_f\dummysound", 0.00562341, 1 };
		gunBeg = "usti hlavne2";
		gunEnd = "konec hlavne2";
		memoryPointGunnerOptics = "gunnerview2";
		weapons[] = { "HMG_01" };
		magazines[] = { "200Rnd_127x99_mag_Tracer_Green", "200Rnd_127x99_mag_Tracer_Green", "200Rnd_127x99_mag_Tracer_Green" };
		gunnerName = "Rear gunner";
		gunnerOpticsModel = "\A3\weapons_f\reticle\Optics_Commander_02_F";
		gunnerForceOptics = 0;
		proxyIndex = 2;
		startEngine = 0;
		commanding = 1;
		primaryGunner = 1;
		primaryObserver = 0;
		LODTurnedIn = 1000;
		LODTurnedOut = 1000;
		usePip = 0;
		gunnerLeftHandAnimName = "OtocHlaven2_Shake";
		gunnerRightHandAnimName = "OtocHlaven2_Shake";
		minElev = -5;
		maxElev = 60;
		initElev = 5;
		minTurn = -360;
		maxTurn = 360;
		initTurn = -181;

		class ViewOptics : ViewOptics
		{
			initAngleX = 0;
			minAngleX = -30;
			maxAngleX = 30;
			initAngleY = 0;
			minAngleY = -100;
			maxAngleY = 100;
			initFov = 0.7;
			minFov = 0.25;
			maxFov = 1.1;
		};

		class ViewGunner : ViewOptics
		{
			initAngleX = 5;
			minAngleX = -65;
			maxAngleX = 85;
			initAngleY = 0;
			minAngleY = -150;
			maxAngleY = 150;
			initFov = 0.7;
			minFov = 0.25;
			maxFov = 1.1;
		};

		maxHorizontalRotSpeed = 1.8;
		maxVerticalRotSpeed = 1.2;
	};
};

Weapons

class Boat_Armed_01_base_F
{
	model = "\A3\Boat_F\Boat_Armed_01\Boat_Armed_01_minigun_F.p3d";
	picture = "\A3\boat_f\Boat_Armed_01\data\ui\Boat_Armed_01_minigun.paa";
	Icon = "\A3\boat_f\Boat_Armed_01\data\ui\map_boat_armed_01_minigun.paa";
	displayName = "Speedboat Minigun";
	class AnimationSources : AnimationSources
	{
		class muzzle2_source
		{
			source = "reload";
			weapon = "LMG_Minigun";
		};

		class muzzle2_source_rot
		{
			source = "ammorandom";
			weapon = "LMG_Minigun";
		};

		class ReloadAnim
		{
			source = "reload";
			weapon = "LMG_Minigun";
		};

		class ReloadMagazine
		{
			source = "reloadmagazine";
			weapon = "LMG_Minigun";
		};

		class Revolving
		{
			source = "revolving";
			weapon = "LMG_Minigun";
		};
	};

	class Turrets : Turrets
	{
		class FrontTurret : FrontTurret
		{
		};

		class RearTurret : RearTurret
		{
			weapons[] = { "LMG_Minigun" };
			magazines[] = { "2000Rnd_65x39_belt_Tracer_Red" };
			LODTurnedIn = 1000;
			LODTurnedOut = 1000;
			gunBeg = "z_gunR_muzzle";
			gunEnd = "z_gunR_chamber";
			gunnerOpticsModel = "";
		};
	};
};

Ship Attachments

Example from Fregata CfgSkeletons:

"proxy:\ca\water2\fregata\amg_84_harpoon_launcher.001",
"",
"proxy:\ca\water2\fregata\amg_84_harpoon_launcher.002",
"",
"proxy:\ca\water2\fregata\crane.001",
"",
"proxy:\ca\water2\fregata\rhib.001",
"proxy:\ca\water2\fregata\crane.001",
"proxy:\ca\water2\fregata\crane.002",
"",
"proxy:\ca\water2\fregata\rhib.002",
"proxy:\ca\water2\fregata\crane.002",


101 Getting a Boat in Game

Don't forget to open and use the sample Boat p3d from Arma 3 Tools samples for reference.

Object Builder

  1. Create your boat model using your favourite modelling app. Blender can export to arma format using AlWarren's Arma Toolbox for Blender. Object Builder can also import 3DS Max or OBJ format.
  2. In the Resolution 0 LoD create a face(s) that follows the outline of any opening in the boat where players maybe sitting. Assign the anti-water texture to this face.
  3. Add textures and materials as necessary. Ensure any beacons/lights use materials that emit light.
  4. Ensure you have simplified LoDs for shadowvolume, geo lod, fire lod etc
  5. Setup proxies for Pilot, Commander, Gunner and Cargo
  6. Create View Pilot, View Cargo, View Gunner LoDs as necessary
  7. Create the Hit Points LoD
  8. Create the Memory points LoD. Ensure you have points for the engine axis, propeller axis, waterEffects right and left, fastWaterEffects left and right, EngEffectSmall left/right, engineEffect points for each engine and position of lights (usually green, red and white navigation lights on naval vessels). Optionally, if creating a boat add slingloading points 1, 2, 3, 4 at the corners of the boat.
  9. Copy the geo lod for the physx lod
  10. For the geo lod ensure the mass is evenly distributed around the geo lod components.
  11. Copy the four GEO LOD Boxes from the sample boat to your geo lod. Adjust as necessary.
  12. For the Physx geo lod, merge all components into a single component. Remove any textures, mass etc
  13. Copy the physx geo lod to create the buoyancy lod. Ensure that all components are convex.
  14. Remove any autocenter=0 entries.

Config

Example Ship specific config entries to use for RHIB type boat

		simulation					= "shipx";		/// all ships should have this simulation
		maxSpeed					= 90;			/// top speed of the vehicle
		overSpeedBrakeCoef			= 0.8;			/// how much does the vehicle itself brake in case it goes faster than maxSpeed
		enginePower					= 235;			/// power of engine in kW
		engineShiftY				= 0.1;			/// relative virtual position of engine for PhysX, affects lateral ship slope during turns
		waterLeakiness				= 1.0;			/// amount of litres per second that leaks into ship if under water, destroyed or turned upside down
		turnCoef					= 0.25;			/// how well is the ship able to turn
		thrustDelay					= 2;			/// initial delay to cause lesser slip when on 1st gear - thrust goes from zero to full in this time
		waterLinearDampingCoefY		= 2;			/// affect how fast does the ship go through waves down - higher values make it drift more on top of waves
		waterLinearDampingCoefX		= 2.0;			/// affects sliding of the ship in turns
		waterAngularDampingCoef		= 1.2;			/// increase this for smoother movement, but beware too high values
		waterResistanceCoef			= 0.015;		/// how much does water slow the ship down
		rudderForceCoef				= 0.100000;		/// increase this to gain more turning on lower speeds
		rudderForceCoefAtMaxSpeed	= 0.003000;		/// increase this to gain more turning on higher speeds
		idleRpm = 200;								/// revolutions per minute at which the engine idles
		redRpm = 1200;								/// maximum revolutions per minute of the engine

		class complexGearbox
		{
			GearboxRatios[]	= { "R1", -0.782, "N", 0, "D1", 2.0, "D2", 1.85, "D3", 1.75 };
			TransmissionRatios[] = { "High", 1.0 }; // Optional: defines transmission ratios (for example, High and Low range as commonly found in offroad vehicles)
			gearBoxMode		= "auto"; //gearbox can be of type: full-auto (only requires 'W' or 'S'), auto (requires shift between drive and reverse), semi-auto, manual
			moveOffGear		= 1; // defines what gear an automatic or semi-automatic gearbox will move off from stationary in. 1 by default.
			driveString		= "D"; // string to display in the HUD for forward gears.
			neutralString	= "N"; // string to display in the HUD for neutral gear.
			reverseString	= "R"; // string to display in the HUD for reverse gears.
		};

		waterEffectSpeed = 5;
		engineEffectSpeed = 5;
		waterFastEffectSpeed = 28;

		leftEngineEffect		= "LEngEffectsSmall";	/// Particle effect class for engine particles
		rightEngineEffect		= "REngEffectsSmall";
		leftFastWaterEffect		= "LFastWaterEffects";	/// defines what class of water effect is going to be used while sailing fast
		rightFastWaterEffect	= "RFastWaterEffects";	/// defines what class of water effect is going to be used while sailing fast

		// These are points in the memory LOD that represent the spawning points for water particle FX. The first ones represent bow FX,
		// the last ones represent the foam generated by the engine propeller
		memoryPointsLeftWaterEffect = "waterEffectR";
		memoryPointsRightWaterEffect = "waterEffectL";
		memoryPointsLeftEngineEffect = "EngineEffectL";
		memoryPointsRightEngineEffect = "EngineEffectR";

		brakeDistance = 3; /// how many internal waypoints should the AI plan braking in advance

		slingLoadCargoMemoryPoints[] = { "SlingLoadCargo1", "SlingLoadCargo2", "SlingLoadCargo3", "SlingLoadCargo4" };