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Arma 3 Uss Iowa

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All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Arma 3 Workshop Patrick's Workshop. Description Discussions 0 Comments 128 Change Notes. Add to Collection. Mod Type: Character. This forum is for discussion related to the ADDON category of the Arma 3 - MAKE ARMA NOT WAR CONTEST.

  • 2Model requirements {p3d}
  • 4Config (config.cpp)
    • 4.3Example Config for Armed Speedboat
    • 4.6Weapon Systems
  • 5101 Getting a Boat in Game
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) - 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). 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

There are a number of interesting mods out for Arma 3 today in the realm of naval vessels:

Comparison to A2/OA ships

  • PhysX support (ShipX, SubmarineX)
  • 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
  • Improved tweakability of HitPoints LODs

Model requirements {p3d}

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

General

Arma 3 Uss Iowa

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
  • Bouyancy LOD (BIS spelling!) Pictured 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.'
  • A new PhysX LOD - Pictured right
    • 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.

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

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

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

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

Self explaining

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

PHYSx simulation classes

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

Engine power in kW. 1hp is 0.746kW.

This lines tells where the engine applies the force related to the origin of the model. Esentially 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 whaterver 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.

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).'

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

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

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

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

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

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.

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:

Example Config for Armed Speedboat

Key noted items from Boat_Armed_01_base_F

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

Config Comparison with USS Iowa (mod by AusSnipe73)

Inherits from Ship_F

Config for SDV in Arma 3

Inherits from Boat_F

Weapon Systems

Turret Config

Weapons

Ship Attachments

Example from Fregata CfgSkeletons:

101 Getting a Boat in Game

Don't forget to open and use the sample Boat p3d from Arma 3 Tool 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

Arma 3 Uss Iowa Free

Example Ship specific config entries to use for RHIB type boat

WIP

Retrieved from 'https://community.bistudio.com/wiki?title=Arma_3_Ships_Config_Guidelines&oldid=156932'

Author's notes:

Hai dere, I'm just a newbie on FFnet, and basically, let me give you a TL;DR of the ArmA AU I am using here.

Kerry is abandoned by Miller early on in Stratis, Kerry and Lacey alongside Conway and some poor NATO skrubs defend against the AAF and CSAT using hax and stolen AAF vehicles conveniently left at Agia Marina, Kerry gets promoted straight to Major-General by NATO MEDCOM, and leads his own division based in Stratis against the AAF and CSAT.

Also, thanks to Kerry's division, Miller wasn't able to get the device since Kerry's division pushed CSAT back so hard they had to evacuate the device first, and thus Miller is now under Kerry's division as a Black Ops operator alongside CTRG Group 14.

Also, I made this in surprisingly two days, good for a lazy person like me.

Are they Written in Stone, or in Sand?

The story of the lost Stratis Land Division.

'I am not a hero, nor am I a god, nor am I a deity, I am just a mere footsoldier, for footsoldiers have more brains than the people commanding them.'

-Major-General Ben Kerry, 2036.

It was just a regular, old day in the USS Ben Kerry, its escorts, the Scott Miller, an Iowa-class Guided Missile Battleship, still serving well despite being very well-outdated in this time period, 2037, sailed through the water peacefully alongside the Aiden Rudwell, an Aiden Rudwell-class Aegis Battlecruiser, which was having a party inside its decks, while the Freedom, the first ship of its class, was preparing to launch two F/A-181F Black Wasp II (Block III) fighters, the Ben Kerry itself was having little activity on its decks, with only the Major-General calmly staring at the sea, contrary to the name, the SLD has a whole fleet under its control, though the rest of this fleet was being constructed, only five ships were in active service with the SLD, the Ben Kerry, Scott Miller, Aiden Rudwell, and the Adams, which was still going through its shakedown cruise on Altis, just 50km away from the Ben Kerry's fleet.

'Calming seas, aren't they?' asked Jennifer Alexander, one of the officers in charge of the Ben Kerry's VLS systems, the Major-General calmly turned his head around, 'Indeed, these seas are calmer than the AAF after NATO invaded them.' he joked, Jennifer laughed, 'You know, let me be real here, sometimes the seas are delightful, but other times they're rocky as fuck.' Kerry said, Jennifer nodded, 'The fucking seas keep lashing against the ship in a storm, you still remember that time Jean-Louis got drenched in fucking saltwater when the waves kept hitting?' Jennifer asked, Kerry nodded, 'Unlucky bastard, didn't get to dry quickly.' Kerry said, 'Oof.' Jennifer said, both of them laughed, then a sailor dressed in the 2030 standard NWU, which was basically MTP from the ground troops combined with the fragmented pattern of the British uniforms, walked up to them.

'Speak of the devil, it's Jean-Louis!' the aforementioned person growled at Jennifer, 'Va te faire foutre Jennifer, tu t'es caché dans le pont du destroyer.' Jean-Louis said, Jennifer laughed. 'Shut it, Frenchie.' Jean-Louis rolled his eyes before turning his focus to Major-General Kerry, 'Monsieur, nous avons des rapports sur un orage électrique .. à une dizaine de kilomètres de nous.' Kerry's eyes widened. 'The fuck? Nobody reported a storm prior!' Kerry exclaimed, 'Flash Storms aren't supposed to happen in this season…' Jennifer interjected, 'En effet, même je me demande pourquoi cette tempête est soudainement apparue.' Jean-Louis also interjected.

'Well shit, tell the Freedom to recover its craft, immediately.' Kerry ordered, Jean-Louis nodded. 'Oui monsieur!' Jean-Louis immediately went to the combat information center of the Ben Kerry, which had the communications equipment with it. 'Fuck me, a flash storm in the middle of Altis, just as Freedom launched its CAP!'

The Freedom was calmly sailing until the captain of it, Lacey, a survivor of the Stratis engagement alongside Conway and Kerry, received a message in morse code, 'What is it?' Lacey asked, one person turned his head and calmly stated, 'It's high priority, ordered by Kerry himself.' Lacey sweated bullets, 'That can't be good.' Lacey stated, 'Bring it up.', the message was translated, 'Recover your planes? shit, why?' Lacey asked, 'Hold on, not yet fully translated.' one person on the deck said, 'FLASH STORM?! RECOVER HORNET SQUAD NOW!' Lacey Ordered, 'AYE AYE!' one of the officers on deck said.

Hornet squad was contacted, 'Freedom, what is it?' Hornet-1 asked while flying, 'Hornet-1, I repeat, there is a Flash Storm ten kilometers north of your position, retreat to the Freedom, Immediately.' Lacey stated, 'Wait, weren-' Hornet 1 was about to speak when suddenly his HUD suddenly got distorted and was glitching constantly, 'The fuck? Hornet-1 here, HUD's glitching out, might be the storm.' Hornet-1 responded, 'Hornet Squadron retreating.' Hornet-1 finished, Lacey breathed a sigh of relief, 'Transmit the message to the Rudwell too, it's very fucking urgent.' Lacey stated, adjusting his hat.

The Aiden Rudwell was still having its deck party, while this would be worthy of an NJP, Kerry himself saw no problem, until the message came, 'Attention all personnel on this vessel, this is an important message I am about to read, so pay attention.' the PA system blared without warning, 'The Fuck?' one sailor stated, 'This wasn't announced!' another stated.

'According to the Freedom, there is a flash storm about ten kilometers away, for those who don't know, flash storm means a sudden storm appearance that is not recorded by radar or satellites, this is very close to the fleet, so all sailors on deck must evacuate the deck immediately and enter the bridge, this is not a drill NOR a test, I repeat, evacuate the deck and enter the bridge.' the PA system blared, 'Fuck me, party's cancelled!' one of the sailors said, before they began packing the food, drinks, and decorations used for the party and moving them to storage, then dumping trash into the seas.

'THROW ALL THE FUCKING TRASH, I DON'T CARE WHAT MOTHER NATURE OR THOSE HIPPIES TAUGHT YOU, BUT WE HAVE TO CLEAN THE FUCKING DECKS, NOW!' one of the more..high-ranking sailors stated, to which they complied, 'WE HAVE TO PREPARE FOR THE FLASH STORM, NO MATTER WHAT HAPPENS, WE CANNOT BE CAUGHT UNPREPARED! PASS THIS MESSAGE ON TO THE SCOTT MILLER TOO!'

Meanwhile, on the Scott Miller, the captain of that ship, the SBS man who was named after this ship, Miller, stared at the screen while Lieutenant James translated the message that they received, 'James, it doesn't make sense, why would there be a flash storm at this season, of all times, now?' Miller said, crossing his arms, James nodded calmly.

'Yes sir, we do not know the cause of the flash storm, but it's true, Ben Kerry launched an F-38F VTOL to see if there was indeed a storm, and guess what, its HUD spazzed out and was forced to land, so yes.' James said, Miller put his hand on his forehead, 'Tell everyone outside the deck to get to the bridge, NOW.' Miller said, James nodded, then came the message, 'All sailors and marines on this ship, you are ordered to….'

Kerry calmly helped himself to a cup of water as the message was transmitted to the Freedom, which transmitted it to Aiden Rudwell, then transmitted to Scott Miller, 'ALRIGHT, LISTEN UP!' he shouted, 'I WANT ALL SAILORS ON THE BRIDGE IMMEDIATELY, AND THE F-38F STRAPPED TO THE PAD WITH WIRES NOW!' Kerry finished.

'But sir, can't we just transfer the F-38F to the Freedom and have them store it there?' one sailor asked, Kerry wanted to slap himself but insisted on the order, while transferring it to the Freedom was safer, he needed it strapped to the pad via restraining wires, a piece of equipment issued to NATO destroyers in securing their helicopters during a storm, it was also sometimes used on F-38F VTOL fighters when they land on destroyers, albeit rarely, and thus the F-38F was restrained via wires and secured, 'Alright, now we wait out the storm.' Kerry said, he helped himself to another cup of water.

'I hope the storm fucking dies right now.' one sailor said, 'Agreed.' stated Jennifer, downing a bottle of rum, just as Kerry was about to ask if he could have a cup of rum too, he received a sudden message that startled him. 'THIS IS THE USS SCOTT MILLER, THE STORM JUST GOT FUCKING BIGGER INSTANTLY!' Kerry nearly spit out his water, 'WHAT THE FUCK?! STORMS DON'T SUDDENLY GROW! HOW BIG IS IT?!' he asked, 'It's popped up on radar and…..dear god.' Kerry was confused at that last statement, 'Scott Miller, come in!, come in!' Kerry yelled, there was silence for fifty seconds, he almost threw down the radio when the response finally came. 'SHIT! IT'S GROWN TO FIFTEEN KILOMETERS! HOW THE HELL IS THAT POSSIBLE?!' Kerry almost had a stroke, 'Fuck me!' Kerry thought, he responded. 'How many kilometers..or meters..is it close to us?' Kerry asked, 'About..S̴̭̜̤̫̓̆ę̴̬̙͈̓͝͝v̶̼̳͔̟̑é̵̟͇ņ̴̳̙́͂t̵̢̫̹̱̑̄̈͋y̸̟̪͋̐̐-̶̨̗͑̈́͋͠f̵̨͙͈̎͛͘ͅỉ̷̖͑v̸̝́̃è̶̱̬̪͂ ̴͚͉̻͊́͘͝ͅM̵̯̉͗͌̽ͅe̴͙̗̟͛̋́̕t̸̛͉͖̮͆͋̏e̵̫̥͂̓̓̿ͅr̷͕̐̏̿s̷͕̝̆̈͠ ̵̡͍̱͊̓̕f̸͓̫̦̽ͅr̶̛̹̤̀o̴̱̟͖͆̑́m̷̯̼̈́̈ ̶̖͙̜̜̽̈́u̴͓͓̐̾̇͑ͅs̷͉̊̇̈́̚!̵̱̌' The radio was distorted, shit! 'Scott Miller, repeat that?'

'T̶͚̄W̷͍̃E̴̺̐N̶͉͝T̵̳̕Y̴̲̊ ̶̺͂M̵̤̀E̶͎͊Ṯ̵̈́E̵̛̯Ř̶̪S̴̢̕!̸͕͘ ̴̰̒S̵͓̍H̶̼͝I̷͖͐T̶̠̈́!̷̬̒ ̸͚̐T̴̤̔H̶̫̒E̴͍͒ ̷͙̈R̶̗̕A̴̟̚Ḑ̸͝Ȋ̵̳O̴̪̍'̴̪̑S̷̛͈ ̶͖̃G̶̮͛O̸̡͠N̵͈͊È̷̜ ̵͍̐F̴̼̂U̷̘̓Z̷̻͛Ẓ̴̂Y̴̫͂!̷̭̾ ̷̡̾W̴̦̒E̸̻̿ ̸̯̾H̴͎͊Ḁ̴̇V̴̪͘E̵̩͂ ̷̳͋Ṫ̷̜O̶͍̊-̸̙̐-̵̛̛̮̰̇͗͛'

Kerry heard nothing anymore, he ordered one of the sailors to look on the rest of the fleet via bridge, 'Aye aye, checking on the outdated-ass ship.' the sailor said, he moved to check on the ship, and what he saw almost gave him a stroke, 'The lights are spazzing out, the guns are randomly rotating, and there's glass being broken!' the sailor stated, Kerry rushed to the sailor's side and gasped. 'My god….' Kerry put his hands on his eyes. 'EVERYONE GET DOWN!' Jennifer suddenly stated as glass broke, shards hitting Kerry, before he hit his head on a seat, the world went dark from there.

Meanwhile….

Uss

'I'm bored!' a certain red-haired wannabe idol yelled as she thrashed around the base, it had been a few hours since the attack by the Sakura Empire, damn Kaga and her sisters, the Azur Lane just got news of the betrayal some minutes after the surprise attack, late, wasn't it? Fucking communications got hit.

'Calm down, at least we're not being firebombed.' another, certain booze-addicted destroyer said, 'Besides, it's stopped, so why bother?' the destroyer finished, 'But there's nothing to do! Reset printer canon ip2770 tanpa software. I want something to do besides fixing the damages!' Laffey sighed. 'I'm off to sleep, my nooze is the only thing keeping me safe.' and just like that, she fucking fell asleep instantly, 'Just like always.' San Diego sighed.

Suddenly, she got a strange chill, then suddenly her thoughts changed, 'I feel as if something is wrong, very, VERY wrong.' San Diego thought, she scanned the area and found nothing, so why'd she get the sudden chill? 'Weird.', she thought, 'Why do I feel as if this has something to do with…..them.' She shuddered at the thought of.them, the Sirens, the one who kicked off this massive war against them, than the subsequent betrayal of the Azur Lane, she was just about to clear her mind when she felt something ring in her head, it was a voice, sounding like something originating from the members of the Royal Navy.

'This is Scott Miller to all ships, we're fine here, just a lot of glass shattered, the guns are working up, the FCS for the missiles hasn't been destroyed yet, and the crewmen are still alive.'

Scott Miller? Was that the name of a Royal Navy Admiral? No, they didn't have a name like that listed on their records, if she recalled correctly, that is, then just as she was about to ask a few more questions, another voice rang in her head.

'Aiden Rudwell reporting, AEGIS system's working, CIWS and VLS systems haven't been damaged by the storm, though the glass on the bridge is, very, lots of shattered glass, not sure on Freedom or Ben Kerry though.'

Arma 3 Uss Iowa

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
  • Bouyancy LOD (BIS spelling!) Pictured 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.'
  • A new PhysX LOD - Pictured right
    • 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.

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

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

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

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

Self explaining

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

PHYSx simulation classes

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

Engine power in kW. 1hp is 0.746kW.

This lines tells where the engine applies the force related to the origin of the model. Esentially 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 whaterver 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.

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).'

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

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

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

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

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

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.

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:

Example Config for Armed Speedboat

Key noted items from Boat_Armed_01_base_F

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

Config Comparison with USS Iowa (mod by AusSnipe73)

Inherits from Ship_F

Config for SDV in Arma 3

Inherits from Boat_F

Weapon Systems

Turret Config

Weapons

Ship Attachments

Example from Fregata CfgSkeletons:

101 Getting a Boat in Game

Don't forget to open and use the sample Boat p3d from Arma 3 Tool 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

Arma 3 Uss Iowa Free

Example Ship specific config entries to use for RHIB type boat

WIP

Retrieved from 'https://community.bistudio.com/wiki?title=Arma_3_Ships_Config_Guidelines&oldid=156932'

Author's notes:

Hai dere, I'm just a newbie on FFnet, and basically, let me give you a TL;DR of the ArmA AU I am using here.

Kerry is abandoned by Miller early on in Stratis, Kerry and Lacey alongside Conway and some poor NATO skrubs defend against the AAF and CSAT using hax and stolen AAF vehicles conveniently left at Agia Marina, Kerry gets promoted straight to Major-General by NATO MEDCOM, and leads his own division based in Stratis against the AAF and CSAT.

Also, thanks to Kerry's division, Miller wasn't able to get the device since Kerry's division pushed CSAT back so hard they had to evacuate the device first, and thus Miller is now under Kerry's division as a Black Ops operator alongside CTRG Group 14.

Also, I made this in surprisingly two days, good for a lazy person like me.

Are they Written in Stone, or in Sand?

The story of the lost Stratis Land Division.

'I am not a hero, nor am I a god, nor am I a deity, I am just a mere footsoldier, for footsoldiers have more brains than the people commanding them.'

-Major-General Ben Kerry, 2036.

It was just a regular, old day in the USS Ben Kerry, its escorts, the Scott Miller, an Iowa-class Guided Missile Battleship, still serving well despite being very well-outdated in this time period, 2037, sailed through the water peacefully alongside the Aiden Rudwell, an Aiden Rudwell-class Aegis Battlecruiser, which was having a party inside its decks, while the Freedom, the first ship of its class, was preparing to launch two F/A-181F Black Wasp II (Block III) fighters, the Ben Kerry itself was having little activity on its decks, with only the Major-General calmly staring at the sea, contrary to the name, the SLD has a whole fleet under its control, though the rest of this fleet was being constructed, only five ships were in active service with the SLD, the Ben Kerry, Scott Miller, Aiden Rudwell, and the Adams, which was still going through its shakedown cruise on Altis, just 50km away from the Ben Kerry's fleet.

'Calming seas, aren't they?' asked Jennifer Alexander, one of the officers in charge of the Ben Kerry's VLS systems, the Major-General calmly turned his head around, 'Indeed, these seas are calmer than the AAF after NATO invaded them.' he joked, Jennifer laughed, 'You know, let me be real here, sometimes the seas are delightful, but other times they're rocky as fuck.' Kerry said, Jennifer nodded, 'The fucking seas keep lashing against the ship in a storm, you still remember that time Jean-Louis got drenched in fucking saltwater when the waves kept hitting?' Jennifer asked, Kerry nodded, 'Unlucky bastard, didn't get to dry quickly.' Kerry said, 'Oof.' Jennifer said, both of them laughed, then a sailor dressed in the 2030 standard NWU, which was basically MTP from the ground troops combined with the fragmented pattern of the British uniforms, walked up to them.

'Speak of the devil, it's Jean-Louis!' the aforementioned person growled at Jennifer, 'Va te faire foutre Jennifer, tu t'es caché dans le pont du destroyer.' Jean-Louis said, Jennifer laughed. 'Shut it, Frenchie.' Jean-Louis rolled his eyes before turning his focus to Major-General Kerry, 'Monsieur, nous avons des rapports sur un orage électrique .. à une dizaine de kilomètres de nous.' Kerry's eyes widened. 'The fuck? Nobody reported a storm prior!' Kerry exclaimed, 'Flash Storms aren't supposed to happen in this season…' Jennifer interjected, 'En effet, même je me demande pourquoi cette tempête est soudainement apparue.' Jean-Louis also interjected.

'Well shit, tell the Freedom to recover its craft, immediately.' Kerry ordered, Jean-Louis nodded. 'Oui monsieur!' Jean-Louis immediately went to the combat information center of the Ben Kerry, which had the communications equipment with it. 'Fuck me, a flash storm in the middle of Altis, just as Freedom launched its CAP!'

The Freedom was calmly sailing until the captain of it, Lacey, a survivor of the Stratis engagement alongside Conway and Kerry, received a message in morse code, 'What is it?' Lacey asked, one person turned his head and calmly stated, 'It's high priority, ordered by Kerry himself.' Lacey sweated bullets, 'That can't be good.' Lacey stated, 'Bring it up.', the message was translated, 'Recover your planes? shit, why?' Lacey asked, 'Hold on, not yet fully translated.' one person on the deck said, 'FLASH STORM?! RECOVER HORNET SQUAD NOW!' Lacey Ordered, 'AYE AYE!' one of the officers on deck said.

Hornet squad was contacted, 'Freedom, what is it?' Hornet-1 asked while flying, 'Hornet-1, I repeat, there is a Flash Storm ten kilometers north of your position, retreat to the Freedom, Immediately.' Lacey stated, 'Wait, weren-' Hornet 1 was about to speak when suddenly his HUD suddenly got distorted and was glitching constantly, 'The fuck? Hornet-1 here, HUD's glitching out, might be the storm.' Hornet-1 responded, 'Hornet Squadron retreating.' Hornet-1 finished, Lacey breathed a sigh of relief, 'Transmit the message to the Rudwell too, it's very fucking urgent.' Lacey stated, adjusting his hat.

The Aiden Rudwell was still having its deck party, while this would be worthy of an NJP, Kerry himself saw no problem, until the message came, 'Attention all personnel on this vessel, this is an important message I am about to read, so pay attention.' the PA system blared without warning, 'The Fuck?' one sailor stated, 'This wasn't announced!' another stated.

'According to the Freedom, there is a flash storm about ten kilometers away, for those who don't know, flash storm means a sudden storm appearance that is not recorded by radar or satellites, this is very close to the fleet, so all sailors on deck must evacuate the deck immediately and enter the bridge, this is not a drill NOR a test, I repeat, evacuate the deck and enter the bridge.' the PA system blared, 'Fuck me, party's cancelled!' one of the sailors said, before they began packing the food, drinks, and decorations used for the party and moving them to storage, then dumping trash into the seas.

'THROW ALL THE FUCKING TRASH, I DON'T CARE WHAT MOTHER NATURE OR THOSE HIPPIES TAUGHT YOU, BUT WE HAVE TO CLEAN THE FUCKING DECKS, NOW!' one of the more..high-ranking sailors stated, to which they complied, 'WE HAVE TO PREPARE FOR THE FLASH STORM, NO MATTER WHAT HAPPENS, WE CANNOT BE CAUGHT UNPREPARED! PASS THIS MESSAGE ON TO THE SCOTT MILLER TOO!'

Meanwhile, on the Scott Miller, the captain of that ship, the SBS man who was named after this ship, Miller, stared at the screen while Lieutenant James translated the message that they received, 'James, it doesn't make sense, why would there be a flash storm at this season, of all times, now?' Miller said, crossing his arms, James nodded calmly.

'Yes sir, we do not know the cause of the flash storm, but it's true, Ben Kerry launched an F-38F VTOL to see if there was indeed a storm, and guess what, its HUD spazzed out and was forced to land, so yes.' James said, Miller put his hand on his forehead, 'Tell everyone outside the deck to get to the bridge, NOW.' Miller said, James nodded, then came the message, 'All sailors and marines on this ship, you are ordered to….'

Kerry calmly helped himself to a cup of water as the message was transmitted to the Freedom, which transmitted it to Aiden Rudwell, then transmitted to Scott Miller, 'ALRIGHT, LISTEN UP!' he shouted, 'I WANT ALL SAILORS ON THE BRIDGE IMMEDIATELY, AND THE F-38F STRAPPED TO THE PAD WITH WIRES NOW!' Kerry finished.

'But sir, can't we just transfer the F-38F to the Freedom and have them store it there?' one sailor asked, Kerry wanted to slap himself but insisted on the order, while transferring it to the Freedom was safer, he needed it strapped to the pad via restraining wires, a piece of equipment issued to NATO destroyers in securing their helicopters during a storm, it was also sometimes used on F-38F VTOL fighters when they land on destroyers, albeit rarely, and thus the F-38F was restrained via wires and secured, 'Alright, now we wait out the storm.' Kerry said, he helped himself to another cup of water.

'I hope the storm fucking dies right now.' one sailor said, 'Agreed.' stated Jennifer, downing a bottle of rum, just as Kerry was about to ask if he could have a cup of rum too, he received a sudden message that startled him. 'THIS IS THE USS SCOTT MILLER, THE STORM JUST GOT FUCKING BIGGER INSTANTLY!' Kerry nearly spit out his water, 'WHAT THE FUCK?! STORMS DON'T SUDDENLY GROW! HOW BIG IS IT?!' he asked, 'It's popped up on radar and…..dear god.' Kerry was confused at that last statement, 'Scott Miller, come in!, come in!' Kerry yelled, there was silence for fifty seconds, he almost threw down the radio when the response finally came. 'SHIT! IT'S GROWN TO FIFTEEN KILOMETERS! HOW THE HELL IS THAT POSSIBLE?!' Kerry almost had a stroke, 'Fuck me!' Kerry thought, he responded. 'How many kilometers..or meters..is it close to us?' Kerry asked, 'About..S̴̭̜̤̫̓̆ę̴̬̙͈̓͝͝v̶̼̳͔̟̑é̵̟͇ņ̴̳̙́͂t̵̢̫̹̱̑̄̈͋y̸̟̪͋̐̐-̶̨̗͑̈́͋͠f̵̨͙͈̎͛͘ͅỉ̷̖͑v̸̝́̃è̶̱̬̪͂ ̴͚͉̻͊́͘͝ͅM̵̯̉͗͌̽ͅe̴͙̗̟͛̋́̕t̸̛͉͖̮͆͋̏e̵̫̥͂̓̓̿ͅr̷͕̐̏̿s̷͕̝̆̈͠ ̵̡͍̱͊̓̕f̸͓̫̦̽ͅr̶̛̹̤̀o̴̱̟͖͆̑́m̷̯̼̈́̈ ̶̖͙̜̜̽̈́u̴͓͓̐̾̇͑ͅs̷͉̊̇̈́̚!̵̱̌' The radio was distorted, shit! 'Scott Miller, repeat that?'

'T̶͚̄W̷͍̃E̴̺̐N̶͉͝T̵̳̕Y̴̲̊ ̶̺͂M̵̤̀E̶͎͊Ṯ̵̈́E̵̛̯Ř̶̪S̴̢̕!̸͕͘ ̴̰̒S̵͓̍H̶̼͝I̷͖͐T̶̠̈́!̷̬̒ ̸͚̐T̴̤̔H̶̫̒E̴͍͒ ̷͙̈R̶̗̕A̴̟̚Ḑ̸͝Ȋ̵̳O̴̪̍'̴̪̑S̷̛͈ ̶͖̃G̶̮͛O̸̡͠N̵͈͊È̷̜ ̵͍̐F̴̼̂U̷̘̓Z̷̻͛Ẓ̴̂Y̴̫͂!̷̭̾ ̷̡̾W̴̦̒E̸̻̿ ̸̯̾H̴͎͊Ḁ̴̇V̴̪͘E̵̩͂ ̷̳͋Ṫ̷̜O̶͍̊-̸̙̐-̵̛̛̮̰̇͗͛'

Kerry heard nothing anymore, he ordered one of the sailors to look on the rest of the fleet via bridge, 'Aye aye, checking on the outdated-ass ship.' the sailor said, he moved to check on the ship, and what he saw almost gave him a stroke, 'The lights are spazzing out, the guns are randomly rotating, and there's glass being broken!' the sailor stated, Kerry rushed to the sailor's side and gasped. 'My god….' Kerry put his hands on his eyes. 'EVERYONE GET DOWN!' Jennifer suddenly stated as glass broke, shards hitting Kerry, before he hit his head on a seat, the world went dark from there.

Meanwhile….

'I'm bored!' a certain red-haired wannabe idol yelled as she thrashed around the base, it had been a few hours since the attack by the Sakura Empire, damn Kaga and her sisters, the Azur Lane just got news of the betrayal some minutes after the surprise attack, late, wasn't it? Fucking communications got hit.

'Calm down, at least we're not being firebombed.' another, certain booze-addicted destroyer said, 'Besides, it's stopped, so why bother?' the destroyer finished, 'But there's nothing to do! Reset printer canon ip2770 tanpa software. I want something to do besides fixing the damages!' Laffey sighed. 'I'm off to sleep, my nooze is the only thing keeping me safe.' and just like that, she fucking fell asleep instantly, 'Just like always.' San Diego sighed.

Suddenly, she got a strange chill, then suddenly her thoughts changed, 'I feel as if something is wrong, very, VERY wrong.' San Diego thought, she scanned the area and found nothing, so why'd she get the sudden chill? 'Weird.', she thought, 'Why do I feel as if this has something to do with…..them.' She shuddered at the thought of.them, the Sirens, the one who kicked off this massive war against them, than the subsequent betrayal of the Azur Lane, she was just about to clear her mind when she felt something ring in her head, it was a voice, sounding like something originating from the members of the Royal Navy.

'This is Scott Miller to all ships, we're fine here, just a lot of glass shattered, the guns are working up, the FCS for the missiles hasn't been destroyed yet, and the crewmen are still alive.'

Scott Miller? Was that the name of a Royal Navy Admiral? No, they didn't have a name like that listed on their records, if she recalled correctly, that is, then just as she was about to ask a few more questions, another voice rang in her head.

'Aiden Rudwell reporting, AEGIS system's working, CIWS and VLS systems haven't been damaged by the storm, though the glass on the bridge is, very, lots of shattered glass, not sure on Freedom or Ben Kerry though.'

Aiden Rudwell? Sounded like something from the Eagle Union, an Admiral? 'Nah.' She thought, 'We'd know about it if so.' and just like that she finished her thoughts, but one thing, AEGIS system? She's never heard of something like it, what's an AEGIS system? She'd have to ask Enterprise if she's heard of one, though CIWS and VLS? That was an acronym she never heard of, could it be another weapon system? 'I hope these voices continue..I sound weird saying that, still though, Ineed to know what an AEGIS system is, same with the 'VLS' and 'CIWS' they spoke of.' Speak of the devil, another voice!

'Freedom Reporting, F/A-181Fs are in good condition, same with the V-44Ns, alongside the F-38F VTOLs, thankfully we don't have to repair their engines, long live NATO tech!'

F/A-181Fs? She's never heard of them, perhaps a prototype plane developed by the Eagle Union for experimental purposes? 'Likely.' she thought, 'But the F/A designation confuses me.' She finished, though V-44Ns? Possibly another experimental design, transport craft? She shrugged, maybe nope, maybe so, then came two issues, the F-38F 'VTOL' craft, what was it? Why'd it have the acronyms 'VTOL'? What does it mean honestly? She'll have to ask Enterprise, she might know what type of plane it is, 'Why am I asking about planes again? I'm not a dedicated CV!' San Diego thought, she cleared her thoughts from planes, though NATO was one thought of concern, what does it stand for? Neo-Azur Treaty Organization? 'Don't tell me the Azur Lane got replaced just after it was betrayed.' San Diego thought, though the organization name she thought of was..oddly specific, meh, still concerning if the Azur Lane got replaced, just as she was to ponder on the acronym, there came another voice!

'Ben Kerry rendant compte ici, le major-général a été assommé par la tempête, moi, Jean-Louis, parle à la place du major-général,

Les systèmes de contrôle Aegis fonctionnent, le système Close-In-Weapons, ainsi que les lanceurs de missiles fonctionnent bien, bien qu'il y ait beaucoup de verre brisé sur le pont, dommage.'

Wait, that was the language of the Iris Orthodoxy! That meant they had an Iris ship with them, though having an Eagle Union name? Weird as hell, but now that she mentioned it, Close-In-Weapons System was probably CIWS, what is it and what is it made to do? A question beyond her knowledge, but to be honest, she just wants to sing.

'These names bother me, Scott Miller, Aiden Rudwell, Freedom, and Ben Kerry all sound odd, three-fourths of the name sound like names of Admirals, the other one fits a ship more, but..who exactly built them? The Eagle Union? Iris Orthodoxy? The Royal Navy? What exactly is NATO?' those questions hounded San Diego like criticisms from the other ships about her singing, 'Guess I'll have to find out someday.' San Diego concluded.

'San Diego! There you are!' came a voice from behind her, it was Juneau, 'WHERE THE HELL HAVE YOU BEEN?! WE'VE LOOKED FOR YOU AND LAFFEY FOR HOURS!' Juneau angrily asked, San Diego merely responded with a barrage of questions that surprised Juneau.

'Hey, Juneau, what does NATO mean? What's an F/A-181F? Do we have any ships named Scott Miller, Freedom, Aiden Rudwell, and Ben Kerry? What's a CIWS?'

Juneau remained silent for a while, only responding with:

'W-What?'

CTRG Status Report on SLD fleet

USS Ben Kerry

Status: Missing

USS Scott Miller

Status: Missing

USS Aiden Rudwell

Status: Missing

USS Freedom

Status: Missing

Recover Immediately, they may have fallen into the hands of CSAT Forces, that is unacceptable, they CANNOT get the Aiden Rudwell's Spectrum Technology.

Group 14 accompanying SLD fleet deemed missing, recover immediately, Captain Miller presumed MIA.

SLD Naval Power as of now deemed unacceptable, recover ASAP.

Watchtower out.

So yeah, that was fun, I also altered some ArmA Lore, I.E. there were seven Iowa-class battleships, the seventh hull being preserved by the USN for future use, forgotten until 2033, and Aiden Rudwell being the inventor of the Spectrum Device from Contact instead of being a smol Linguist.

Index:

V-44N: A Carrier-borne variant of the V-44X, it comes with the same number of variants.

Uss New Jersey

F/A-181F: Two-Seater F/A-181.

F-38F VTOL: Think of the F-35B.

USS Ben Kerry:A Ben-Kerry class Aegis Destroyer, basically a refit of the Arleigh Burke Flight III models put into production, named after the Major-General.

USS Scott Miller: An Iowa-Class Battleship made from the hull of an incomplete battleship, named after The SBS man himself.

USS Freedom: If you have the Jets DLC it's self explanatory.

USS Aiden Rudwell: A Ticonderoga-class on Steroids, with double-barrel cannons and 2035-era shit, named after the man who invented the Spectrum Device capable of mimicking Radio communications.

Upd8: Fixed the monstrous paragraphs lmao.





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