Ships Config Guidelines – Arma 3

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


Inherits from Ship_F
Inherits from Ship_F

Revision as of 00:52, 10 November 2014

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.

For Arma purposes, lets call boats anything shorter than 60m (the apparent geo lod limit of Arma) and ships over 60m. Subs are subs!

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.

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.

Similar efforts have been used to attempt to get a driveable LHD (from Arma 2).

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

Comparison to A2/OA ships

  • PhysX support (ShipX, SubmarineX)
  • Improved penetration materials
  • More detailed Fire Geometry LODs
  • Improved tweakability of HitPoints LODs

Model requirements {p3d}

  • LODs
    • Fire Geo
    • View Geo
    • HitPoints
    • Land Contact
    • Memory
    • Physx
    • Bouyancy
    • Geo
    • View Cargo
    • View Pilot
    • View Gunner
    • Resolution LODs 1-8
    • ShadowVolume 0, 10, 1000, 1010
  • A new PhysX LOD
    • There needs to be a lod (4e13) consisting of convex components as simple as possible.
      • Requires the latest Arma 3 Tools to binarize
    • This lod should contain ship’s hull, and ...
  • Bouyancy LOD
  • Memory LOD
    • See Model.cfg for a list of memory points

Model config changes {model.cfg}

  • Example from the Armed Speed Boat in Arma 3:
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

About shipX and submarineX

New config parameters {config.cpp}

Base class is Ship. There are 4 child classes FloatingStructure_F, Ship_F, SmallShip and BigShip.

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).

Boat_F inherits from Ship_F and is the basis of most of the "boats" in Arma 3.

Boat_Armed_01_base_F inherits from Boat_F and uses simulation shipX.

Boat_Civil_01_base_F inherits from Boat_F and uses simulation shipX.

Rubber_duck_base_F inherits from Boat_F and uses simulation shipX.

SDV_01_base_F inherits from Boat_F and uses simulation submarineX.

SDV_01_base_F is used as the basis for all SDVs in Arma 3.

Basic parameters

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

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";
		};

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

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;

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.

Basic config


		armor = 30;

		class Damage
		{
			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"};
		};

Armour plates setup

Hitpoints

Hitpoints represent weak points in structure of ships: turret servos, ammo storages, engine. They can also improve internal penetration handling.

Example from Boat_Armed_01_base_F

class HitPoints
		{
			class HitBody
			{
				armor = 0.7;
				material = 50;
				name = "karoserie";
				visual = "zbytek";
				passThrough = 1;
			};
			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;
			};
		};

Hitpoint categories

There are 3 common hitpoint categories in Arma 3's vehicles:

  • HitHull, handling internal penetration - when damaged over 0.9, vehicle will explode.
  • HitEngine, handling damage of engine

Turrets have their own class HitPoints, coontaining info about how easy it is to damage given turret:

  • HitTurret, horizontal rotation
  • HitGun, vertical rotation - this should handle any event that renders tank guns inoperable, f.e. hit to servos

New attributes

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

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.

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.