Hi all, I got the framework finished this morning for our boarding practice facility. Still have to place objects in the rooms but the walls and layout are done. I have to give credit to Steelbear for laying out the foundation and helping me get ideas for construction. This is his work as much as mine. There are some inconsistencies, like the fact that the Arma editor door not have doors. So there are no doors at all, only wall openings. The scale feels a bit off, the forward half seems too wide, but by the time I realized it I had done too much work to go back and change it. For reference I was using images and layouts from the March Jump Point. Here's the blueprint with room IDs. 1 - Aft storage room 2 2 - Aft storage room 2 3 - Engine room 4- Airlock entry point 5 - Bulkhead with elevator 6 - Mission briefing room 7 - CO quarters 8 - VIP quarters 9 - Armory 10 - Infirmary 11 - Rec/mess hall 12 - Crew barracks 13 - Showers 14 - Brig 15 - Cell 16 - Bow storage room 2 17 - Bow storage room 1
The floor, exterior walls and bulkheads are concrete while the interior walls are plywood shoothouse panels. And yes bullets will penetrate the interior walls. Grenades do not damage interior walls but I suspect heavier ordinance like satchel charges and rockets will create holes. The top is open to air, I'm going to see tonight what it may take to add a roof or at least some netting over the whole thing. This also only represents the main level since we don't have details on the bridge layout or lower hangar decks. I'm not really sure I'd be able to stack floors even when we get that information but we can still have a lot of fun with this.
Thanks for finishing this for me, Skwi. While the scale may not be exact, our goal in building this was to have a working layout where we could get used to how the Idris is laid out so our boarding actions in SC can be more efficient. There is the issue of doors and zero G, but at this time those are things that we cannot control so we'll worry about them when we can. I hope this is both fun and a good learning experience for everyone. And as some of you may have seen already, this thing is pretty damn big. I had to drive a Land Rover around it to get from the bow to the stern to check on walls early in the process. Should be a fun time clearing the whole thing.
Progress continues! 5 rooms have now been furnished. As said before the scale is definitely off so I took artistic liberties on some room layouts and will explain in the following screenshots. Spoiler: Armory The armory includes weapon/ammo crates for the Hellenic Armed Forces Mod weapons. Spoiler: Briefing room So yeah, the mission briefing hold is set up for WAY more than 2 pilots. I figure it can carry the whole compliment of crew necessary to operate something of Frigate size. That's my justification anyway. Spoiler: Engine room I set up the engine room with a "containment wall" around 3 reactors (modeled by the huge wire spools). Should be a very strategically important hold point. Spoiler: Aft storage 1 Big containers. Lots of cover, lots of paths to move through. Spoiler: Aft storage 2 Smaller cover objects than Aft storage 1 but many more pathways and options for covering. Spoiler: Infirmary 5 beds, 3 sinks. This room also has XMed crates to resupply our medics.
Yeah, I'm pretty sure I built it to be roughly 200m long, which should have been close to the interior size of the Idris. Apparently my measuring may have been just a tiny bit off.
I'm really thinking the layout pictures from JP are not to scale with the updated length. Oh well, it'll still be fun! PS: This thing is going to be a BITCH to clear.
I was thinking about putting this in the normal mod's thread but I think it might be more appropriate to the Idris construction. MBG Killhouses is a mod that gives you 5 kill houses, a shoot house, and a large warehouse. While those are all well and good its what you can do with the parts and pieces that come with it. You have the ability to open doors or to shoot them off the hinges, or if you just want to skip the doors all together you can blow out parts of the walls to make your entrances.
CO/XO cabins finished along with the forward cargo holds. Just leaves the crew quarters, mess hall and brig to furnish.
So, what you're telling me is that I could use my lovely charges to bust through like the Kool-Aid guy.
The sections that can be blown out are marked with an X in yellow spray paint but it does make a nice way to add a door. It didn't blow the far door out, that was a bit of 6.5 directed to the hinges.
Gihzmo and I are testing now. We've definitely found changes that need to be made but with his help we're at a playable point already.
This is so full of . I didn't even realize you guys were doing this. Which version of ARMA is required to test this out if you need help?
Same version as our regular runs. Only real difference is there is no Alive running but the rest of the mods are active.