I've messed around with putting bases on various maps, but it works best in the low-poly islands to the north of Italy. That base, North Fjord Naval Base, is the only base that I've been actively working on for a while. Eventually I'd like to have bases available on some other maps. North Fjord Naval Base (Italy) will be the map that I'd be putting on my server.
I have some BeamNG.naval engineers working on some CAD stuff for the carrier island: Some of the planned features for the first prototype include: A garage for The Admiral's personal STOLide. It will eventually have garage doors that open/close. Ramps for snowmen (walking mode) to go from level to level. The island will have 3 levels: Top Floor: The bridge and The Admiral's office; Note the flying bridges on either side. I haven't cut the windows yet. Middle Floor: ATC Bottom Floor: The garage Big mast, with spinning radar and other antennas, and navigation lights that turn on and off with the other barge nav lights. Basic interior lighting; Temporary until lighting scheme is figured out; Will eventually have selectable normal/combat lighting. Basic exterior lighting; Temporary until lighting scheme is figured out. Will eventually have overhead deck lighting. The 1st prototype will be for evaluation of proportion and aesthetics. Does it look how a low-profile barge carrier island should look? We'll have a chance to refine the basic shape before texturing. The 2nd prototype will be for evaluation of texture, lighting, and operating components: spinning radar, doors that open & close, and some other stuff.
CARRIER ISLAND UPDATE 1 The island structure is coming together. A ZIP file is attached that contains a bare DAE file and a basic texture file. The DAE exists on Jungle Rock Island and Small Grid. Place it with the World Editor. You can make a copy of either of those folders and rename the copy appropriately to add it to other levels. It's currently just a static object, and not even with a proper collision map, so don't forget to set the collision attribute to "Visible Mesh Final". The ramps seem to be sufficient width and aren't too steep for a snowman to use them. This is the lowest level of the carrier, The Admiral's garage: This is the next level up, Air Traffic Control: This is the next level up, The Bridge and The Admiral's Office (where officer's go to drop a rank): The top level is the Party Deck, and the mast is up there, too: I built a mock-up of a Leviathan class barge carrier with an island by: Building the hull (spawn script) Parking the barge set Placing a static island on one of the barges on the starboard side. The STOLide fits in the garage, but it barely clears the door edges. I'll widen the door a little bit to fix that: Here's a forward view of the flight deck from the inboard flying bridge: Taking some R&R on the Party Deck, checking out the mast (no comms/radar gear, yet): This is an AN-12 on the flight deck, as viewed from the doorway of The Admiral's office: Looking up at the island from the flight deck: An incoming flight from the flying bridge: Beauty Shot:
...and I would like the BeamNG.naval officers here to evaluate height of the railings and windows, and the widths of the doors, in regards to snowmen and crash test dummies, please. Does everything basically look proportionally correct? Once the structure has BeamNG.naval approval, I can rig it with nodes & beams and make it mobile. --- Post updated --- Here are a crash test dummy and a snowman on the balcony aft of the bridge: It looks like this might be the right height... What do you think? Here are the same characters on the bridge: Note the vertical part of the wall below the tilted windows. The top of that vertical part is the same height as the top of the railings. This looks about right. What do you think?
Wait a minute... How did this B25 get on this carrier? Is this an STOL kit demo? I think so! I'm still tuning it, but it's operational. Takeoff and landing at about 60 mph with the current settings. Any slower and roll control can become impaired. I hope Lt. Col. Doolittle would be proud of this.
What the sub??? If you've ever tried to "fly" the STOLide through water, you've probably noticed a deficiency in submarine roll control. The elevator works fine underwater, but the ailerons are very ineffective. Well, there's a new mod attached to this post that adds substantially more roll control underwater. This new mod is classified top secret, BeamNG.naval officer's eyes only. The STOLide Submarine Roll Control (SSRC) mod adds a bidirectional thruster at each wingtip that provide underwater roll control: Download the STOLide from Naval Warfare post 57, if you haven't already. Download HighBeam9000_SubRollCtrl.zip into your mods folder. Spawn a STOLide. Add Submarine Roll Control to either the "Paint Design" slot or the "License Plate Design" slot. The Stunt Mortar is already using the "Additional Modification" slot. Leave it there. Go into Options --> Controls and map a control to toggle Sub Roll Ctrl on/off. When transitioning TO water, turn the SSRC on. A GUI message will appear on the screen indicating the system is on. When transitioning FROM water, turn the SSRC off. A GUI message will indicate the system is off. You will now be able to "fly" through the water in addition to the STOLide's other modes. A true master of land, air, and now sea! Now, if we can teach it to attach mines to hulls...
I don’t know if any electric motors exist for this model. I don’t need it for the config I use. I switched it to use rockets all the time, and removed the entire drivetrain (engine, transmission, driveshafts, and diffs). Now it can’t drown, and it’s much lighter. However, the tires can rupture if they go deep enough. It costs me a fortune in tires when I go looking for sunken treasure.
I mean , you know what they Say : "Switch to electric cars to save the planet" , all cars are electric nowadays and one day , the beamng.land's president will put on us a reglementation to us saying that we need to Switch energy. I recommend you buying salvage Esbr with the electric engine working, as they worth less than the one in a good state .
It's really bouncy. The modifications that I made are: Added collision triangles to the bottom of the CIWS. Greatly increased the trailer node mass. Greatly increased the trailer beam dampening. Maybe some other stuff I can't remember doing. Once you F8F7 the CIWS on to the trailer, QUICKLY use the node grabber to lash them together. The trailer will probably deform because it's not the same dimensions as the CIWS, and the CIWS is stronger. ...but it somehow works. Be careful where you drive with such a tall object on the back, and be careful how fast you take turns because it's very top-heavy.
I updated the unobtainium ZIP file in Naval Warfare post #334. I added unobtainium I-beams adapted from the I-beam bundle that comes with the CRGZ TC42 crane.
There's a video of a delivery of unobtainium fuel rods to a carrier during a refit here: We mined, smelted, and cast the unobtainium rods according to BeamNG.navy standards. Unobtainium fuel is supposed to be safer because it leaves no radioactive isotopes behind as waste. The unobtainium fissions into imaginite and pretendium, each of which fission into radiologically inert isotopes. Also, do these islands look familiar to anybody? This is what you get when you selectively remove sections of the northern islands of Italy: You get more but smaller islands.
Do you need to load a train on to a barge or string of barges, but aligning the barge to the tracks and holding it there is a problem? The solution is the Rail Barge Terminal, which should be appearing in the Repository in the next day or two.