This is still a preview release. There were a few changes from version 05: o new rvmat files, but probably no visible effect o updated deck textures by Sierra o updated elevator script by Phantom o work around for teleporting to catapult, unfortunately an 'empty' action will stay o Zodiac spawns in suspension and not on the floor again The biggest change have been made by transitioning to modules, rather than using scripts built into the carrier. A mission maker will have a choice on which modules to include, so functionality can be switched out. For example, you want a populated carrier, but want to set planes up on flight deck yourself: replace the ambient module with one of your own. You need not a zodiac but a speedboat spawned from the boat station? Replace the zodiac module (to be written). Currently the modules are all in alpha stage and need a heavy dose of testing, especially NimitzArrest. As the original scripts are still in the carrier, you will have multiple action items for a few weeks, when you place the module. The color code for the original actions is blue for tailhook and yellow for catapult. On the roadmap for next week's release are o catapult module (alpha) o zodiac module (alpha) o work around module for missing zodiac (release) o repair module (alpha) o arrest module (release) o onShip module (release) o removal of built-in arresting scripts Thanks for all your feedback and help! The credits go to: [spoiler] JDog - Nimitz for Arma2 piedebeouf - new lights and starting the initiative for conversion Sealife - pointing to the missing crew John_Spartan - consulting and arrest script Phantom - upgraded elevator script rundll - permission to use his towing script in Arma3 Sierra - new deck textures armyinf - testing TeTeT - some scripts [/spoiler] If you find a problem with the carrier, please take a look at the known bugs first: [spoiler] KNOWN ISSUES - modules my conflict with built-in functionality, foremost towing - the Zodiacs in the boat room are missing, causing an error during mission start Cannot open object ca\water\zodiac.p3d - textures at the flight deck where the wires are located go to high resolution very late - UAV does not like the carrier flight deck - catapult action can be permanent, will teleport you to that catapult if within 200 meters - the carrier does not move - there can only be one Nimitz on the map, at least working - on some systems the Nimitz will freeze Arma3 on Altis, if you experience this and are willing to test an experimental solution, get in touch with TeTeT on the BIS forum - sometimes the plane will suddenly explode when moved into the catapult position - the plane will take some damage when landing - action menu entries might get duplicated - for towing only the F-18 is supported right now, other arma3 vehicles may follow - towing does not work on dedicated server - the weapons elevator does not work on dedicated server - lower tailhook action can be missing - clipping errors where the sub models of the Nimitz connect - you can fall through invisible cracks - in 3d view you can see through walls [/spoiler] Changelog: [spoiler] 2013-10-17 Initialization - scr\init.sqf - add NimitzScripts global, if set to false no built-in scripts are run - scr\elevator.sqf - reverted to 05 version, planes and ugv sometimes launch to outer space 2013-10-16 rvmats - mats\lockers.rvmat, mats\metal.rvmat - new rvmat files, but no difference in looks? 2013-10-14 Textures - tex\ - added modified deck textures from piedebeouf - config.cpp - changed spawn height of Zodiac to old value again - scr\elevator.sqf - new version with smoother transitions, by Phantom - scr\sys_catapult_2.sqf - work around for teleporting to catapult 2013-10-12 Fix missing bmp.p3d and debug script - config.cpp - Add empty.p3d as model config to carrier spawner - Add empty turret section - Change crew to B_crew_F - res\empty.p3d - Added - scr\sys_catapult.sqf - make nimCat?Use a public variable for debugging and mp compatibility - scr\init.sqf - make nimHang1 public variable so weapons elevator works in mp 2013-10-09 Lights and overview - client_deckChecks.sqf - Added maps for Altis and Stratis (piedebouf) - config.cpp - Added piedebouf lights to the carrier - init.sqf - Initializes some globals 2013-10-08/2 Cleanup - client_deckChecks.sqf, init.sqf - Removed CBA_fnc_debug 2013-10-08 Work on towing - dll_tow\bbox.sqf, dll_tow\tow.sqf - Changed RoadCone to RoadCone_F for debugging - dll_tow\config.sf - Added entries for UGV and F/A-18E and F - dll_tow\tow.sqf - Removed nil = call 2013-10-06 Work on duplicated actions - client_deckChecks.sqf - add check for kindof plane before adding any action - add check for actionId before launch action 2013-10-05 Some changes for running Nimitz on a dedicated server - client_deckChecks.sqf - Added initialization for 'NimitzPlanes', when mission does not define it - Changed exitWith{} to waitUntil as the first seems to break on dedicated server - Script does no longer run on dedicated server - hasActions and Cat_Action in objects is a public variable now - wait until player is alive before script is run - probably does not work either, as player is undefined during multiplayer here according to BIS wiki - init.sqf - make nimCableReady a public variable - client_sounds.sqf, arrest2.sqf, arrestRemovehandler.sqf, arrestAddHandler - do not run on dedicated server - sys_ordnance.sqf - use variable 'nimTractors' for tractor detection, remove call to nearestObjects - sys_ordnance_fill.sqf, elevator.sqf - try to change tractor type to UGV 2013-10-03 / 3 Fix Zodiacs - config.cpp - Changed spawn height of Zodiac to align with floor - Removed destroying Zodiac after recovery, can be reused again - Changed "boat" to "nimBoat" 2013-10-03 / 2 Fix Zodiacs - config.cpp - Changed "Zodiac" to "B_Boat_Transport_01_F" - Introduced new global variable "boat" to make zodiac deployment and recovery possible again - scr/zodiacBoard.sqf, scr/zodiacDismount.sqf, scr/zodiacDown.sqf, - Removed use of nearestObject, use new global "boat" - scr/zodiacUp.sqf - use "vehicle player" instad of nearestObject, unclear how this affects multiplayer 2013-10-03 Fix catapults - scr/fx_steamShot.sqf - Changed _particle again to smoke.p3d - scr/fx_steamCharge.sqf - Changed _particle as in fx_steamShot.sqf - scr/client_deckChecks.sqf - Changed nearestObjects for planes to vehicle player for performance and also reliability. nearestObjects does not work perfectly anymore - Added actions to vehicles in NimitzPlanes unconditionally - Breaks the automatic addition of these actions when doing more than one sortie - config.cpp - Changed font from bitstream to puristaLight 2013-10-02 Start conversion for arma3 - Removed xtra_crew/config.bin as the base class is no longer available - config.cpp - Changed CfgFactionClass to NATO - Changed faction in JDG_carrier_Spawner to BLU_F - Removed model ca\misc\empty - Added coefSpeedInside (2) and windSockExist (0) to JDG_carrier_nimspots - scr/init.sqf - Changed HeliHEmpty to Land_HelipadEmpty_F - scr/client_deckChecks.sqf - Initialized deckCheck ("") - Initialized global variables for catapults (nimCat?FX) - scr/fx_steamShot.sqf - Considered making first check for ObjNull instead of 0 - Changed _particle to a3 particle model - Changed jet to local _jet in while loop - scr/client_sounds.sqf - Changed meaningless comparison to assignment [/spoiler]