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RFA Argus
   
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1 Jan @ 11:06am
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RFA Argus

Description
Austin Class in game but changed to fit the basic of the Argus Class.
#create new notepad document called rn_lpd_argus and copy and paste this and the bridge part and under pieces of information from the Austin Class LPD
[General]
UnitType=Vessel
DefaultCameraDistance=3.0
MinCameraDistanceForeAft=1.7
MinCameraDistanceBroadside=0.8
CameraPivotHeight=0.25

Length=175.1 // in meters
Beam=30.4 // in meters

CompartmentsHeight=0.18 // Governs bouyancy compartment height and also missile aimpoint
ArmorType=None

[Physics]
# all damping values can go from 0 (max damping) up to 1 (no damping)
Displacement=16900 // in tons

MaxForwardVelocity=18.0 // sets the max forward velocity
MaxBackwardVelocity=7.0 // sets the max backward velocity
LinearDrag=0.92 // this is for velocity damping (linear drag)
MaxAccelerationFactor=2.4
MinAccelerationFactor=0.2

RudderTurnRate=2.5 // turn rate of the rudder itself in degrees per second
RudderForce=0.55 // multiplicator defining how agile the ship can turn

TiltFactor=2.4 // defines how strong the tilting will be
PitchFactor=0.0 // defines how strong the pitch will be based on speed and acceleration

TrimDepth=0.0 // default trim depth in feet
TrimAngle=0.0 // default base trim angle (x-axis, so pitch)
CenterToKeelDist=0.0 // distance from the center of the mesh to the keel in Unity units

[Buoyancy]
Density=0.5 // density of water is 1. Density < 1 means it will swim
OutOfWaterDrag=25.0 // drag for the water physics in case the vessel is above the water line
SubmergedDrag=25.0 // drag for the water physics in case the vessel is below the water line

[SensorData]
#Visual
VisualIdentificationRange=13.0 // Biggest range in nm at which this unit can be visually identified
IRSignature=Large
# Radar related (RCS => radar cross section)
RCS=Large
# Sonar related
BaseNoise=170 // base sound level in db at 1m distance
FlowNoise=1 // additional flow noise per knot in db (20kn would be +20db)
CavitationNoise=5 // additional noise for cavitation in db
BladesCount=4 //number of blades on vessel's propulsion systems
MinNoiseClassificationTreshold=5 //in dBs, the minimal value of noise on sonar system to begin classification/identification process of this vessel
ElectricFrequency=60 //in Hz, typical values 50 or 60, 400 for Soviet Alfa class SSN

[---------- AI related ----------]
[AI]
UnitCostValue=5000 // value for the unit cost for least valuable target checks
UnitScoreValue=5 // value for calculation of mission score

#Sensors
Radar_Capability=TBD
Sonar_Capability=TBD
AirRecon_Capability=TBD

#Offence
AAW_Capability=1
ASuW_Capability=1
ASW_Capability=0

#Defence
MissilesToSaturate=4 //AI will try to shoot missiles with this SaturationValue combined to kill this target
TorpedoesToSaturate=2 //AI will try to shoot torpedoes with this SaturationValue combined to kill this target

AMD_Capability=TBD //Anti-Missile Defence
ATD_Capability=TBD //Anti-Torpedo Defence

#Special
Role=Landing

[---------- Main Systems ----------]
#Control System
[ControlSystem]
Collider=coll_ph

#Movement Systems
[MainPowerSystem]
Type=Steam
HorsePower=24000
Collider=coll_engineroom

[PropulsionSystems]
NumberOfPropulsionSystems=2

[PropulsionSystem1]
Mount=Propeller_1
RotationDirection=Left
Collider=coll_prop_l
[PropulsionSystem2]
Mount=Propeller_2
RotationDirection=Right
Collider=coll_prop_r

#Rudder Systems
[RudderSystems]
NumberOfRudderSystems=2

[RudderSystem1]
Mount=Rudder_1
Collider=coll_rudder_l

[RudderSystem2]
Mount=Rudder_2
Collider=coll_rudder_r

[---------- FlightDeck Definitions ----------]

[AirGroup]
usn_sh-3h=Default,6

[FlightDeck]
AircraftCapacity=6
NumberOfElevators=1
NumberOfLaunchPoints=2
NumberOfRecoveryPoints=2
NumberOfTaxiPaths=4
AircraftSupported=usn_sh-3h,usn_ch-46
LaunchDelay=5

SystemGroup=SG_Hangar

[Elevator1]
AssociatedLaunchPoints=1
Mesh=Dummy
HangarOpenAnimation=HangarOpenAnim
HangarCloseAnimation=HangarCloseAnim
HangarRetractAnimation=HangarRetractAnim
HangarExtendAnimation=HangarExtendAnim

SpawnPosition=0.01,0.15,0
#DespawnPosition=0.01,0.15,0
RidePosition=0.01,0.15,0

BoardBackwards=True
ReturnBackwards=False
EmbarkTime=6

[LaunchPoint1]
AllowedType=Helicopter
TaxiPath=Elevator1LaunchPoint1
Position=0,0.15,-1
Rotation=0 // in degrees

[LaunchPoint2]
AllowedType=Helicopter
TaxiPath=Elevator1LaunchPoint2
Position=0,0.15,-0.586
Rotation=0 // in degrees


[RecoveryPoint1]
AllowedType=Helicopter
AssociatedElevators=1
Position=0,0.15,-0.586
Rotation=0 // in degrees
Position=0,0.15,-0.586
FinalApproachPath=0.1,100|0,100 //distance in miles behind airstrip, height in feet over airstrip

[RecoveryPoint2]
AllowedType=Helicopter
AssociatedElevators=1
Position=0,0.15,-0.586
Rotation=0 // in degrees
Position=0,0.15,-1
FinalApproachPath=0.1,100|0,100 //distance in miles behind airstrip, height in feet over airstrip

[TaxiPath1]
From=Elevator1
To=LaunchPoint1
IsBackwards=True

[TaxiPath2]
From=Elevator1
To=LaunchPoint2
IsBackwards=True

[TaxiPath3]
From=RecoveryPoint1
To=Elevator1

[TaxiPath4]
From=RecoveryPoint2
To=Elevator1

#Make new notepad document called RFA Argus. To Go in Language en - Vessel Names
[rn_lpd_Argus class]
Type=LPD,Landing Ship
Default=Argus-Class,Argus-Class
DefaultDescription=Converted from a civillian cargo ship. RFA Argus is a ship of the Royal Fleet Auxiliary. It first entered service with the RFA in 1988. She was Used in the Gulf War in 1991, Operation Haven and the Gulf War in 2003. She has been refitted many times since she first entered service and is said to still be in service after 2030. Fun Fact She was used in 2011 for the filming of WWZ (though she was called USS Argus in the film).
Variant1=RFA Argus,Argus


#create new notepad document called rn_lpd_argus_variants and copy n paste it in there.

[General]
HullnumberReference=Hullnumber
EmblemReference=Emblem
NationFlagReference=Flag1
NumberOfVariants=1

[Default]
ResourcesHullnumberFolder=textures/Misc/
HullnumberTexture=transparent
ResourcesFlagFolder=ships/materials/textures/
FlagTexture=flag_rn
Nation=UK

[Variant1]
ResourcesHullnumberFolder=ships/materials/hullnumbers/
HullnumberTexture=transparent
ResourcesEmblemFolder=ships/materials/emblem/
EmblemTexture=
ResourcesLiveryFolder=ships/usn_lpd_austin/
LiveryTexture=usn_lpd_austin_tx
ResourcesFlagFolder=ships/materials/textures/
FlagTexture=flag_rn
Nation=UK

put the first part and third part in vessels and second part in vessel names

this is the only way i can think to get the ship ingame until i can find a way to sort it out.
6 Comments
Wilwin01  [author] 29 Mar @ 8:26am 
Still haven't figured out how to make it appear. If anyone can help then that'd be great
dodgediesel2001 1 Jan @ 1:10pm 
Not a problem, you have already figured something out that I cant lol.
Wilwin01  [author] 1 Jan @ 1:02pm 
I've put the things i changed in the description and instructions on where to put them.
Wilwin01  [author] 1 Jan @ 12:46pm 
the only solution i can think of is to post the things i changed in the description, tell people where to put them or I can try and sort it out by following a tutorial.

i'll try and get it working either today, tomorrow or sometime before the end of january.
Wilwin01  [author] 1 Jan @ 12:15pm 
This is my first time modding so im not really sure how to fix it but i'll try.
dodgediesel2001 1 Jan @ 11:38am 
Not popping up in mod manager.