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AI Traffic for Mark`s scenery Korean War Chodo 1952

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Chodo

I'm on another computer now.

I went thru the categories until I got to the FSX Add-Ons. Your previous AI Chodo AI pack is in the FSX Scenery Category Your updated Chodo AI pack should be above your previous Chodo AI package. It's just not showing up, for some reason. Yes. I have done numerous refreshing of FSX the Warbirds categories pages, as I was just doing etc.


So. I'm still at square one, getting it to show up for download at my end.


George
 
Chodo.

Thanks for the update Joe.

I was wondering if it was me or something. Here where I live in the Tucson Desert. It's currently 110 degrees outside, so I thought it was my brain got fried, and I was missing something.


George
 
When I look at the smoke of the ship's chimney, I think convection is strong over there.... :biggrin-new:
 
Where is this place http://www.sim-outhouse.com/sohforu...r-Chodo-1952&p=1025461&viewfull=1#post1025461 ?
Cant find it.

Btw. in P3D I see something like jumping of carrier ;) (Essex here).



Any ideas?

Place is called U003 ...you can see it if you call up the map in FSX.

The carrier ... hmmm.... i never construc a flying carrier... looks funny and seams to be a special future :applause:. Never heard from other users that this happens. On my side in fsx this carrier is in the right place and on sea level.

Greetings
Klaus
 
Place is called U003 ...you can see it if you call up the map in FSX.

The carrier ... hmmm.... i never construc a flying carrier... looks funny and seams to be a special future :applause:. Never heard from other users that this happens. On my side in fsx this carrier is in the right place and on sea level.

Greetings
Klaus

It looks like what happens for large AI ships in P3D above v3.1 with water on ultra settings unless you a) change the radius of the of the mdl to less than 300 metres and b) insert in contact points in the sim.cfg the line:
always_use_avg_surface=1 //always use the average surface elevation
 
It looks like what happens for large AI ships in P3D above v3.1 with water on ultra settings unless you a) change the radius of the of the mdl to less than 300 metres and b) insert in contact points in the sim.cfg the line:
always_use_avg_surface=1 //always use the average surface elevation

Thank You kl791! I'll try it and give You the result! :wavey:
 
It looks like what happens for large AI ships in P3D above v3.1 with water on ultra settings unless you a) change the radius of the of the mdl to less than 300 metres and b) insert in contact points in the sim.cfg the line:
always_use_avg_surface=1 //always use the average surface elevation

How to change this Radius? I haven't any external program for mdl file.
I did this b) point but without success (water settings = medium, tested with off too).

Here is this model: https://www.sendspace.com/file/513dnw ( USS_CV-21_Boxer_50_X ).
He jumps stil, top and down, top and down ;> . Thank You.
 
How to change this Radius? I haven't any external program for mdl file.
I did this b) point but without success (water settings = medium, tested with off too).

Here is this model: https://www.sendspace.com/file/513dnw ( USS_CV-21_Boxer_50_X ).
He jumps stil, top and down, top and down ;> . Thank You.

You can change the radius with Arno's little program Radiator available on fsdeveloper.com

My antivirus do not let me download the file - might be false positive - but I prefer not to try.
 
You can change the radius with Arno's little program Radiator available on fsdeveloper.com

My antivirus do not let me download the file - might be false positive - but I prefer not to try.

Its a zip file only with addon from @klnowak, no any exe file here. Strange. Thx, I'll check this tool (I found it here http://www.scenerydesign.org/ ). :wavey:

Nowy-3JPG_sqsesph.jpg


btw.
in this zip file I have now like this:

[fltsim.0]
title=USS_CV-21_Boxer
model=
texture=

[fltsim.1]
title=USS_CV-21_Boxer_Korea
model=
texture=boxer_korea

[fltsim.2]
title=USS_CV-9_Essex_Korea
model=
texture=essex_korea

[fltsim.3]
title=USS_CV-47_Philippine Sea_Korea
model=
texture=phillipine_sea_korea

[fltsim.4]
title=USS_CV-45_Valley Forge_Korea
model=
texture=valley_forge_korea

[General]
category=Boat

[contact_points]
// static_pitch=0.0 //degrees, pitch when at rest on the ground (+=Up, -=Dn)
// static_cg_height=0.0 //feet, altitude of CG when at rest on the ground
always_use_avg_surface=1

[DesignSpecs]
max_speed_mph =58
acceleration_constants = 0.07, 0.07 //Time constant (effects responsiveness), and max acceleration (Gs)
deceleration_constants = 0.05, 0.05 //Time constant (effects responsiveness), and max acceleration (Gs)
SternPosition =0

[Effects]
wake = fx_wake_l
 
Its a zip file only with addon from @klnowak, no any exe file here. Strange. Thx, I'll check this tool (I found it here http://www.scenerydesign.org/ ). :wavey:

btw.
in this zip file I have now like this:

[fltsim.0]
title=USS_CV-21_Boxer
model=
texture=

[fltsim.1]
title=USS_CV-21_Boxer_Korea
model=
texture=boxer_korea

[fltsim.2]
title=USS_CV-9_Essex_Korea
model=
texture=essex_korea

[fltsim.3]
title=USS_CV-47_Philippine Sea_Korea
model=
texture=phillipine_sea_korea

[fltsim.4]
title=USS_CV-45_Valley Forge_Korea
model=
texture=valley_forge_korea

[General]
category=Boat

[contact_points]
static_pitch=0.0 //degrees, pitch when at rest on the ground (+=Up, -=Dn)
static_cg_height=0.0 //feet, altitude of CG when at rest on the ground
always_use_avg_surface=1

[DesignSpecs]
max_speed_mph =58
acceleration_constants = 0.07, 0.07 //Time constant (effects responsiveness), and max acceleration (Gs)
deceleration_constants = 0.05, 0.05 //Time constant (effects responsiveness), and max acceleration (Gs)
SternPosition =0

[Effects]
wake = fx_wake_l

Changing your mdl file it should normally be okay though I have the always_use_avg_surface=1 as the first line in contact points, but I never checked if that had any importance.
 
Ok, thank You Captain ! You solved me this problem, now is ok : D (btw. I added // before other contact_points also, it helps too) :



btw. what is this strange line after the wake effect of cruiser before (P3Dv3) also.
The effect is the same " wake = fx_wake_l " .... like for the carrier but here no any problem.
It looks a little like 2 wave effects and the one has issue (?).



From his sim.cfg (CA_25 USS Salt Lake City - Pensacola Class Cruiser):

[fltsim.0]
title=CA25_ai
model=
texture=

[fltsim.1]
title=CA25_ai 1
model=
texture=1

[fltsim.2]
title=CA25_ai 2
model=
texture=2

[General]
category=Boat

[contact_points]
// static_pitch=0.0 //degrees, pitch when at rest on the ground (+=Up, -=Dn)
// static_cg_height=0.0 //feet, altitude of CG when at rest on the ground
always_use_avg_surface=1

[DesignSpecs]
max_speed_mph = 50
acceleration_constants = 0.5, 0.4 //Time constant (effects responsiveness), and max acceleration (Gs)
deceleration_constants = 2.0, 0.5 //Time constant (effects responsiveness), and max acceleration (Gs)
SternPosition =0

[Effects]
wake = fx_wake_l

Ok, I removed the last line with effect and I see now this. So this model has own effect.



Is it possible to remove it?

His mdl: https://www.sendspace.com/file/1i3a7t .
 
Last edited:
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