Arma 3
IJN Yamato
40 Comments
TT  [author] 14 hours ago 
@ariel

It seems that others have also encountered a similar issue. Send me the .rpt file and I’ll take a look.
ariel 11 Oct @ 3:13am 
Dude, I've tried again and again, but it doesn't work!
The AI ​​on the Yamato's turrets doesn't stop the enemy.
When I command one of them, I can aim, but there's no ammo.
I don't understand how you made it work in the video.
The Ultramarine 16 Sep @ 9:35pm 
You ought to adopt the Iowa mod and bring the Iowa to it's full glory.
FishfriendsBread 16 Sep @ 6:15am 
Removing the tt blastcore murr and redownloading it fixed the problem of not showing muzzle flash from the cannons. Everything seems to be working fine now. Thanks bud!
TT  [author] 16 Sep @ 5:27am 
@Ace

Me, of course
TT  [author] 16 Sep @ 5:26am 
@Spare-8-High-Roller

Hard to say
TT  [author] 16 Sep @ 5:25am 
@Mac

Send me your RPT error log and I’ll take a look at what’s going on.
Spare-8-High-Roller 14 Sep @ 12:24am 
bro is cooking, will you also do Navy ships or is this mod just a one time thing?
FishfriendsBread 13 Sep @ 6:50am 
Very good mod. However, whenever I try to fire the main cannon turret there's no muzzle flash coming from the cannons. I have all the required items the blastcore murr TT version.
Ace 11 Sep @ 10:28pm 
Holy shit, it's the boat.
Now we just desperately need someone to revive the old Iowa mod. Who do I have to bribe to make that happen?
James Rider 11 Sep @ 6:42pm 
wow
Battlestations pacific vibes
KingOfKreations 11 Sep @ 5:32pm 
Now, all we need in the game is the KMS Bismarck so that we can do the ultimate battleship three-way free-for-all!
KingOfKreations 11 Sep @ 5:30pm 
This is truly amazing! The biggest and most powerful battleship to ever exist is finally here! Now we can finally do the ultimate battle of battleships: the USS Iowa VS the IJN Yamato!
kokeko01 10 Sep @ 7:30pm 
Thank you so much for creating this amazing Yamato mod! It’s truly impressive to see the ship brought to life in Arma 3 with such detail. The main guns and the overall atmosphere already feel powerful and inspiring. I’m really looking forward to seeing the future development, especially with the anti-aircraft weapons and other features. Please keep up the fantastic work—you have my full support! This mod brings both history and dreams into the game, and I’m grateful for your effort.:steamthumbsup:
Charlie 9 Sep @ 11:21pm 
@TT
No entry 'bin/config.bin/CfgWeapons/TT_Yamato_main TurretA_left_460mmGun.type' when loading with Blastcore Murr (TT), but without this, main guns fire without muzzle blast effect
ZombieSon 9 Sep @ 8:11am 
太搞了你们 我扫了一眼 这里留言的全他妈是中国人 怎么都用英文交流呢
TT  [author] 9 Sep @ 5:15am 
@Charlie

I haven’t encountered this issue. In the video I uploaded, you can see that as the commander I don’t even need to mark targets — all the main turrets can fire normally.
TT  [author] 9 Sep @ 5:13am 
@Yamada Yoji

I’ve never encountered this issue before. My suggestion is to load only the mods required for this mod and give it a try.
Charlie 8 Sep @ 6:47pm 
Main turrets are not working, they don't fire at hostile ship.
Yamada Yoji 8 Sep @ 8:38am 
no 460mm shell when I load blastcore murr. I can not let the Yamato open fire
TT  [author] 8 Sep @ 2:29am 
@Charlie

The maximum speed is currently set to 40 km/h in the configuration, but due to power limitations, the actual top speed may only reach about 35 km/h. The reason it isn’t set to the realistic 50 km/h is because once the speed exceeds 40 km/h, the ship behaves like a speedboat, with its bow lifting up, which looks very unrealistic.
Charlie 8 Sep @ 1:15am 
speed is too low, can you fix the speed problem
RevampedGrunt 7 Sep @ 3:15pm 
I'll have to check it out! I'll suggest to Panzer to check it out as well.
TT  [author] 7 Sep @ 10:40am 
@RevampedGrunt

Fixed. By the way, I also noticed that you made a Japanese voice-over mod for East Asia War, 1937 – 日中戦争 – 抗日战争. Are you interested in the Second Sino-Japanese War? If so, please try out the campaign I created - 淞沪战役(Battle_of_Shanghai) — it also uses your Japanese voice-over mod.
Yamada Yoji 6 Sep @ 10:10pm 
no ammo
Charlie 6 Sep @ 9:39pm 
maybe you can just leave the AA places blank, so players can put AA guns on them.
RevampedGrunt 6 Sep @ 8:18pm 
Looks like there's some remnants of some barrels on top of turret A. Otherwise, this is an awesome looking mod. Rare enough to get ships, let alone one that's function properly.
ariel 6 Sep @ 2:56pm 
WOW, excellent!!!
I've been waiting for this model for a long time. Another community member who worked on a similar model (they also have the USS Arizona, among others, but the turrets don't rotate) warned me how cumbersome it is to get each turret working.
I hope you can complete this mod; it would be wonderful!
Thanks for your contribution.
TT  [author] 6 Sep @ 1:18pm 
@DogOne

Some should definitely be added, but I think adding all of them would not only be troublesome — it would also be an FPS disaster.
TT  [author] 6 Sep @ 1:16pm 
@Valken

On top of that, large debris “attached with” fire effects will consume a lot of particles. I also believe that GMod’s engine supports a much higher maximum particle count than Arma 3. I don’t know the exact number — you could test it — but Arma 3 is, among engines from the same era, the one I’ve seen with the lowest particle capacity (mainly because it can’t use GPU particles).

So, converting all the visually impressive particle effects from GMod into Arma 3 effects is simply not realistic.
TT  [author] 6 Sep @ 1:15pm 
@Valken

I took a quick look at this person’s particle effect. Technically, breaking the model into separate pieces and then reassembling them later via script is feasible, but it comes with a lot of problems. The USS Iowa BB-61 mod uses exactly this “piece-by-piece” method, and I suggest you try that mod yourself — it really has quite a few issues.

There’s also the matter of realism. In the link you provided, the destruction effect in that section works by using a large explosion effect to cover part of the ship’s hull, and then directly deleting that portion of the model. First, deleting it outright looks very fake. Second, in a military simulation game, aside from a nuclear detonation at close range, I can’t think of anything that could blast off such a large, thickly armored section of a ship like that.
TT  [author] 6 Sep @ 12:49pm 
@ZazaBubu

Fixed the issue where the main gun AI would not automatically open fire.
latin lover 6 Sep @ 3:33am 
peak
DogOne 6 Sep @ 12:13am 
....also be great to see a IJN submarine. :steamhappy:
DogOne 6 Sep @ 12:10am 
Great model, thank you so much for your efforts :steamthumbsup:, always great to see some WWII Imperial Japanese naval mods, even if you just configure one on each side regarding anti-aircraft turrets that would make it even better than none, but thanks again. Love your work and your mods.
Valken 5 Sep @ 10:10pm 
You can also checkout this Gmod IJN ship pack here and ask for permission to port some of their ships over to ARMA - https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3267668985&searchtext=musashi
Valken 5 Sep @ 10:07pm 
Can you blow it up piece by piece? Would be a great if you can also duplicate it for the Musashi 武蔵;, sister ship so we can fight both again!

Also you can checkout this GMOD Yamato using GWarship particle and ballistic system. When you shoot the ships, it blows off big chunks of it.

You can probably make a ship or heavy armor destruction system similar to it: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3385352802
ZazaBubu 5 Sep @ 9:41pm 
Fuuuuuuuuk, JSRS dependency...... And guns not working.
TT  [author] 5 Sep @ 11:18am 
@markomanniste22

I’m pretty sure the Naval Legends mod includes the IJN Akagi aircraft carrier.
markomanniste22 5 Sep @ 8:53am 
id like to see the IJN aircraft carriers as a BIG MOD