Arma 3
Nimitz Experimental Build
217 Comments
TeTeTe3  [author] 4 Aug @ 4:22am 
There should be a hotkey that releases the wire, I forgot which one though.
I've stopped arma 3 modding a fair while back, Peral has the mods now.
8589869056xx 2 Aug @ 2:13pm 
Are you working on this anymore? I appreciate all the enhancement from the original Nimitz mod but there's a fatal bug about the arresting wire, which keeps me using the original one.
Currently, the wires work like the original mod by chance, while it doesn't show up just like in the USS Freedom carrier in the most of carrier landings, and the former scenario is devastating if you're in an aircraft other than F-18, because there's no option to release the wire.
givrus 27 Jul @ 9:21am 
Здравствуйте! Подскажите, пожалуйста, как сделать( перенести с Nimitz на Freedom) Deck crew Animation, при старте самолета с Freedom? То есть копия Nimitz, но на Freedom!
Через scenario (Deck crew, например) - не получается(((
TeTeTe3  [author] 20 Mar @ 5:42am 
Back in the day I created this video: https://www.youtube.com/watch?v=SQewbKhBQxg Not sure if this is the same populate you're using currently - I developed different types over the year.
[SERVAL] Virtual Command 18 Mar @ 11:44pm 
I copy and pasted both class names with and without strings to the ship
TeTeTe3  [author] 16 Mar @ 4:32am 
hmm, did you set the class names correctly? The error says as much as that no vehicle was there.
[SERVAL] Virtual Command 15 Mar @ 5:21pm 
I loaded it with CBA enabled

systemChat str typeOf _veh;
if ( (tolower (typeOf _veh)) find >
17:21:03 Error position: <_veh;
if ( (tolower (typeOf _veh)) find >
17:21:03 Error Undefined variable in expression: _veh
17:21:03 File ttt_nimitzfunctions\fn_parking\fn_parkPlane.sqf..., line 56
TeTeTe3  [author] 15 Mar @ 11:33am 
Hard to tell without getting the error code. I haven't launched Arma 3 in a while though. Did you load CBA_A3 with the Nimitz?
[SERVAL] Virtual Command 15 Mar @ 1:50am 
I'm trying to populate the ship but get an error code whenever I do is there something i'm missing or is it broken currently?
TeTeTe3  [author] 25 Jan @ 2:50pm 
I believe this is from a script I used from Grumpy Old Man, aircraft loadout. Try to set these globally to false in some init after loading the Nimitz:

TTT_fnc_aircraftLoadout_NeedsFuelSource = true;
//(default: true) needs fuel supply within 50m of the aircraft or functions will be unavailable

TTT_fnc_aircraftLoadout_NeedsAmmoSource = true;
//(default: true) needs ammo supply within 50m of the aircraft or functions will be unavailable

TTT_fnc_aircraftLoadout_NeedsRepairSource = true;
//(default: true) needs repair supply within 50m of the aircraft or functions will be unavailable
8589869056xx 25 Jan @ 2:22pm 
I've got a question. When the Nimitz mod is loaded, the vehicle ammo box will not work. How can I refill the ammo for the vehicles. Currently only F-18's ammo can be refilled in the service menu.
nsp812 31 Aug, 2024 @ 1:43pm 
how do i get the IFLOLS to work on this or does it not work?
ChipityChap 21 May, 2024 @ 11:04am 
Will Wake Be Added?
TeTeTe3  [author] 10 May, 2024 @ 12:18pm 
Nope, no such thing has been added.
ChipityChap 10 May, 2024 @ 12:09pm 
Is there wake on ship, like the vietnam era carrier
TeTeTe3  [author] 11 Nov, 2023 @ 2:17am 
Did you lower the launchbar with ctrl-l at the cat?
Thikk boi 2800 10 Nov, 2023 @ 8:03pm 
catapults are not working for me
Aurora 10 Nov, 2023 @ 12:45am 
Sorry for the late reply. I am using F-35C by LAR/Hornet.
TeTeTe3  [author] 5 Nov, 2023 @ 5:45am 
Which F-35C are you using?
Aurora 5 Nov, 2023 @ 4:26am 
Tetete, I have issues with the arresting gear. The wires won't detach from the tailhook of my F-35C. Instead, I am being pulled back beyond the wires' original position. It's not a significant issue, but fixing it would make the mod more realistic.
TeTeTe3  [author] 13 Oct, 2023 @ 5:56pm 
CosmoMomen, thanks! I get cat 1 throttle is reset on cat, cat 2 throttle is set to 0 halfway down the cat, cat 3 works. Wonder what's going on :(
CosmoMomen 13 Oct, 2023 @ 5:25pm 
Getting different behavior on different catapults...?
Cat 2 effect is alright, it hangs at the beginning and end of the launch a tad, but the launch is smoother for sure.
Cat 3 sets throttle to 0 halfway down the ramp. I liked the bumpy launch from before but that's just my non-pilot gamer opinion XD
TeTeTe3  [author] 13 Oct, 2023 @ 1:36am 
I've added a new launch system yesterday, would be interested in feedback on this. How does it look for you?
TeTeTe3  [author] 11 Oct, 2023 @ 3:26am 
GamerOnkel, had a test mission on Tanoa and the exact same happened. I raised the mempoints for placing the AA units up front now, let's hope that fixes it.
TeTeTe3  [author] 6 Oct, 2023 @ 9:41pm 
Ok, the invite was only valid for 7 days. Try this one: https://discord.gg/JYBmsUUjHd
[8.LLDiv] GamerOnkel 6 Oct, 2023 @ 8:10am 
This always happens when I set the Nimitz in the editor, no matter what mission, and the discord link doesn't work :)
TeTeTe3  [author] 27 Sep, 2023 @ 5:28am 
I just placed an empty Nimitz on Stratis and the Launcher spawned just fine. Can you share the mission where the problem is exhibited on our discord, https://discord.gg/z24xKqNr ?
[8.LLDiv] GamerOnkel 26 Sep, 2023 @ 8:51am 
The Sea Sparrow has a bug that spawns in the ground
https://i.imgur.com/g79lIqx.jpeg
ANZACSAS Steven 24 Sep, 2023 @ 3:34am 
What i used to do back in ofp was to setpos a concrete piece/object just under the deck by 0.1 so player couldnt see it but it would stop the falling thru deck issue.
:)
TeTeTe3  [author] 30 Apr, 2023 @ 2:52am 
No, this is a limitation of the mod. What works fine if you add a respawn module to any vehicle on the flight deck, e.g. an empty and unfueled helo (so players cannot fly it away).
Valdblade 30 Apr, 2023 @ 2:16am 
i recall that the original nimitz had issues with collisisons. For example, if we had a respawn point on the deck players would end up on the sea. Any way that can be fixed? Or is it fixed on the expiremental build
TeTeTe3  [author] 24 Apr, 2023 @ 4:51am 
Feel free to join our discord at https://discord.gg/z24xKqNr for more immediate assistance.
Craze 22 Apr, 2023 @ 9:05pm 
No big deal though. Since the tailhook animation is callable, then it is nothing to add a custom user action to the jet. Should work I think.
Craze 21 Apr, 2023 @ 7:58pm 
What about putting the old code back in for the tail hook. It works ok. And at least ctrl h can be used.
TeTeTe3  [author] 21 Apr, 2023 @ 7:48pm 
https://docs.google.com/document/d/1duUuO-0xLfjT57EidFdM6__GaNjChdp-HBV7xv2laqs/edit?usp=sharing has the code for Experimental at "The new event based launch". I wouldn't know how to fix the tailhook action in F/A-181, I'm not sure if the ctrl-h toggle tailhook is in Nimitz Experimental or only in Arresting Wires.
Craze 21 Apr, 2023 @ 3:58pm 
The DLC drone does work well. No tailhook release without script though. Common code I would guess.
Craze 21 Apr, 2023 @ 3:23pm 
Did some testing. As player or AI the cable did not get hung up on the fuselage; on the hook every time. However, when the plane is on the deck there is not a "raise hook" action available. I think that the system thinks that the hook is up even though it is not. The Tailhook indicator is not lit in the HUD either; therefore, the cable will not detach as there is no way to raise the tailhook. When I put the animations in the Landed Touchdown EH, then the animations will work and the cable is released. (With some spawn delay of course). Can't use Landed Stop EH because the plane will not make it to that point because of the cable. Not a desired way to do it. Need to get the tailhook up action fixed.
Craze 21 Apr, 2023 @ 2:09pm 
Is there a replacement for ttt_fnc_planeStart? Does "landAt" not work either? From the results of earlier testing I think calling TTT_fnc_arrest is no longer necessary?
TeTeTe3  [author] 21 Apr, 2023 @ 12:00pm 
Craze, I've found the root of the problem. There is a memory for the tailhook defined in the F/A-181, but it doesn't really work. I added this code and it works now:
_tailhookAnimation = (_configPath >> "CarrierOpsCompatability" >> "ArrestHookMemoryPoint") call BIS_fnc_getCfgData;
// override faulty config in F/A-181:
if (_plane isKindOf "Plane_Fighter_01_Base_F") then {
_tailhookAnimation = "tailhook";
};
See https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2965331852
TeTeTe3  [author] 21 Apr, 2023 @ 11:18am 
Fire, I checked and the flight ops function calls TTT_fnc_planeTypes. I'm not sure but you can try to overwrite this function in your mission, if possible, and return an array for a one and two seater aircraft. In your case could both be F-14. Not sure if that's still possible in a3, though.
December's Fire 21 Apr, 2023 @ 10:04am 
Thanks men !
TeTeTe3  [author] 21 Apr, 2023 @ 7:00am 
Fire, not sure this can be customized, the code is years old and has not been maintained. I'll take a look though.

Craze, glad the regular version works well for you :) I'll peek at the F/A-181 tailhook stuff, I might have fixed it in the Arresting Wires mod already, not quite sure.
Craze 20 Apr, 2023 @ 1:52pm 
Using the Rory Nov 7 update, and after reading the script commands manual, and after playing around with it. The AI land great. Awesome work. Can use [_plane] spawn TTT_fnc_tailhookUp; to disconnect the cable after landing. It pays to know what you are doing (me), and to read the manual over and over.
December's Fire 20 Apr, 2023 @ 4:55am 
Hey TeTeTe3, thanks for your Carrier Mod. I still like it a lot more then the "Jets DLC Carrier". I have a question. I used the "Ambiance" Module with Flight Operations and it worked fine.

But i would love to use the F14 in those Flight Operations. Is there any way to let the module use the F14 instead of the Super Hornet ?
TeTeTe3  [author] 15 Apr, 2023 @ 4:59am 
You need to subscribe to it here at the Description tab. Good luck.
TaupeVelue 15 Apr, 2023 @ 1:43am 
how to get the aircraft carrier please?
knowing i have the jets dlc
TeTeTe3  [author] 12 Apr, 2023 @ 6:14am 
I usually test with the F/A-18 beta, very rarely wit the F/A-181 of jets DLC. However, I would expect that the F/A-181 from jets DLC will work, minus the rope attachment point to the tailhook.
Craze 12 Apr, 2023 @ 1:07am 
I think I tried everything, but maybe not. It was the vanilla F18. I seen it happen twice with vanilla jets. AI landed one, and me the other. Unless you will not support the vanilla jet, I will try again and get back to you. When the rope did that, I gave up and went back to the stable version. Maybe I will use/try the F/A18 mod.
TeTeTe3  [author] 11 Apr, 2023 @ 8:37pm 
Craze, did you raise the tailhook, I believe ctrl-h is a hotkey keybind for it? When the rope is in the fuselage, then the tailhook or whatever mempoint is probably not animated or present in the model. Which plane did you fly? F/A-181?
Craze 11 Apr, 2023 @ 5:15pm 
Coolest mod ever. The rope gets hung up on/in the fuselage. Can't get it off. When the arresting system resets, the rope will drag the jet back with it. I made a cockeyed landing and that happened. FYI. You probably knew that. But yea the rope thing is pretty cool.