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Cv-34 oriskany

Don't know why it is, but when I load your carriers, they all will want to rise up out of the water into the sky. (P3D V3.4) at least for me, don't know about other folks.
To rectify the situation, I have to use ModelConvX and that will stop the boat from flying. Other commercial ships (payware) and most freeware ships - I have no issues what so
ever in P3D V3.4 -

I would like to see if the following areas just above where the screws are (Aft - circled in red) removed please. Also the IFLOLS needs to be repositioned to the right, where I have my red downward arrow.
It looks too far to the left.

swy8ur.jpg


If you look at the wake of the real ship, there is no screw effect such as the one I out lined above. ^ Also, notice the location of the IFLOLS below and compare to the one ^.
USS_Oriskany_%28CVA-34%29_launches_A-4_off_Vietnam_1969.jpeg
 
I really appreciate seeing an A-3 Skywarrior on the deck. Hope it's there for the FSX version please - preferably in VAH-123 Professionals or VAQ-133 Wizards colors! Preferably the former as the VAH-123 Professionals was the A-3 training squadron!

Heavy 4 (VAH-4) would be a more appropiate choice. They deployed as dets for their entire duration (prior to being re-designated as VAQ-131) and spent much of their time on the "27 charlies" - Tico, Hancock, Bonnie Dick, and Oriskany. My father led Det Golf on the '62 WESTPAC cruise on Oriskany and flew workups on Bonnie Dick and Hancock with Dets Echo and Bravo. He later commanded Heavy 2 deploying on Ranger, Coral Sea and Enterprise, and 123 (the RAG) in 69.

Thanks for adding the Whales and other period statics!
 
Don't know why it is, but when I load your carriers, they all will want to rise up out of the water into the sky. (P3D V3.4) at least for me, don't know about other folks.
To rectify the situation, I have to use ModelConvX and that will stop the boat from flying. Other commercial ships (payware) and most freeware ships - I have no issues what so
ever in P3D V3.4 -

I would like to see if the following areas just above where the screws are (Aft - circled in red) removed please. Also the IFLOLS needs to be repositioned to the right, where I have my red downward arrow.
It looks too far to the left.

swy8ur.jpg


If you look at the wake of the real ship, there is no screw effect such as the one I out lined above. ^ Also, notice the location of the IFLOLS below and compare to the one ^.
USS_Oriskany_%28CVA-34%29_launches_A-4_off_Vietnam_1969.jpeg


About the IFLOLS is placed by the simulator, I do not know how to correct the position, sorry
 
Heavy 4 (VAH-4) would be a more appropiate choice. They deployed as dets for their entire duration (prior to being re-designated as VAQ-131) and spent much of their time on the "27 charlies" - Tico, Hancock, Bonnie Dick, and Oriskany. My father led Det Golf on the '62 WESTPAC cruise on Oriskany and flew workups on Bonnie Dick and Hancock with Dets Echo and Bravo. He later commanded Heavy 2 deploying on Ranger, Coral Sea and Enterprise, and 123 (the RAG) in 69.

Thanks for adding the Whales and other period statics!


you are welcome
 
About the IFLOLS is placed by the simulator, I do not know how to correct the position, sorry

That's Okay, overall, it's pretty nice. Would you be able to fix the ships screw effects, where I indicated in a picture ^ (Circled in red)?
 
About the IFLOLS is placed by the simulator, I do not know how to correct the position, sorry

My Oriskany model which you have modified uses the default acceleration IFOLS. The attachpoints and IFOLS positioning are dictated by runway size and deck edge and is really designed for Nimitz sized carriers hence it doesn't align very well to models the size of Oriskany. You've copied the positon I used which is the best you can get when playing around with start and end points. You can move the IFOLS around but it will then impact runway deck lighting (the deck centreline light will start to creep off the end of the deck and into the superstructure when you move the meatball to the right)

I'm sure Lazarus found a workaround when he developed some of the smaller carriers he might be able to advise

Gaz
 
About the IFLOLS is placed by the simulator, I do not know how to correct the position, sorry

Take the model into MCX, and start moving the deck start and deck edge distances around in the attached object editor, the IFLOLS is tagged to those. It takes some trial and error, twiddle the numbers, export, into sim, look it over, back into to MCX...it's a bit laborious, as MCX doesn't show the lights. Looks like you'd start with moving the deck edge marker positive X axis off the starboard side. Deck start positive Y moves the lights forward, negative Y moves 'em back.
 
Thanks for the work you have put into this much needed 27C model. In addition to the previous comments, the JBD (Jet Blast deflector) model used (from Nimitz?) is much too tall. The pattern on the deck shows the correct height. I also note that the Catapult Officer will properly kneel when ready to launch on the Port side cat - however I have been unable to get him to kneel at all when on the Starboard side cat (even when the cat shot goes through it's complete function).

Side comment: we use calm ocean in FSX and the ship will work up to as high a speed possible during a flight ops cycle (launch or recovery). The wake in these conditions is normally long (nothing to disturb it). Therefore I prefer to use the wake pattern that is available on the Clemenceau/Foch. A shorter and wider ("funnel" shape) give the impression that the ship is not up to speed.

Bill
 
Thanks for the work you have put into this much needed 27C model. In addition to the previous comments, the JBD (Jet Blast deflector) model used (from Nimitz?) is much too tall. The pattern on the deck shows the correct height. I also note that the Catapult Officer will properly kneel when ready to launch on the Port side cat - however I have been unable to get him to kneel at all when on the Starboard side cat (even when the cat shot goes through it's complete function).

Side comment: we use calm ocean in FSX and the ship will work up to as high a speed possible during a flight ops cycle (launch or recovery). The wake in these conditions is normally long (nothing to disturb it). Therefore I prefer to use the wake pattern that is available on the Clemenceau/Foch. A shorter and wider ("funnel" shape) give the impression that the ship is not up to speed.

Bill

I usually leave the animated parts separately to animate them in 3dmax, possibly change the scale without realizing it and only assemble the whole model when compiling it and I did not realize, I will try to correct this in the next version besides adding nocturnal textures, I already have many pieces modeled and animated on the pc, I could have added other one, in the case of the catapult officer the animation is only for the port side cat, I plan to add one that appears only when using starboard side cat
 
Take the model into MCX, and start moving the deck start and deck edge distances around in the attached object editor, the IFLOLS is tagged to those. It takes some trial and error, twiddle the numbers, export, into sim, look it over, back into to MCX...it's a bit laborious, as MCX doesn't show the lights. Looks like you'd start with moving the deck edge marker positive X axis off the starboard side. Deck start positive Y moves the lights forward, negative Y moves 'em back.

AHH! - I thought you did something a bit cleverer than that!

:biggrin-new:

I spent several mind numbing and frustrating weeks moving the deck start, end and edge to get the best approximate position which is still on this model. If you try and shrink the deck edge the IFOLS will line up but the deck lighting will be off centre. If you move the start and end points the lighting then doesn't align to the deck edges.

You can try but it won't get much better than where it is now, the deck lights will be off centre and you will wonder why you started in the first place!

:banghead:

Better suggestion is look for an alternative to the default acc IFOLS for a carrier this size (there's a few options I think)

Cheers
Gaz
 
EXPat:

I would REALLY like to add your VF-191 texture to my Crusader for use on "The Big O". Please let us know when you release it>

Bill
 
I usually leave the animated parts separately to animate them in 3dmax, possibly change the scale without realizing it and only assemble the whole model when compiling it and I did not realize, I will try to correct this in the next version besides adding nocturnal textures, I already have many pieces modeled and animated on the pc, I could have added other one
icon9.gif

HI,

Appreciate your efforts in this class of carrier. I got to thinking of perhaps a better way to describe those two round water effects just aft of the ship, It looks like two torpedoes are about the
strike the back end. Hopefully, on your next update you would dial that effect out. Thanks, :encouragement:
 
AHH! - I thought you did something a bit cleverer than that!

:biggrin-new:

I spent several mind numbing and frustrating weeks moving the deck start, end and edge to get the best approximate position which is still on this model. If you try and shrink the deck edge the IFOLS will line up but the deck lighting will be off centre. If you move the start and end points the lighting then doesn't align to the deck edges.

You can try but it won't get much better than where it is now, the deck lights will be off centre and you will wonder why you started in the first place!

:banghead:

Better suggestion is look for an alternative to the default acc IFOLS for a carrier this size (there's a few options I think)

Cheers
Gaz




Clever?? No, mate. Must have me confused with some other bloke. :very_drunk:
 
Testing in P3D v 4.

Boat spawns in AICarriers -- looks good! -- on the sea surface ok below an overhead aircraft.

However, when trying to slew an aircraft onto it the ship goes "poof!" and disappears. Tried a dry land test where you spawn it directly over an aircraft in slew at an airport. The boat appears for micro second and then disappears. Conclusion is that it disappears the minute it comes into contact with an aircraft?
 
New test P3Dv4: Installed deck control gauge and parked a plane at the edge of the sea and spawned the "O" one mile off shore. Ship appeared and then rose up into the sky and out of sight. Doesn't seem to like contact with other surfaces.
 
New test P3Dv4: Installed deck control gauge and parked a plane at the edge of the sea and spawned the "O" one mile off shore. Ship appeared and then rose up into the sky and out of sight. Doesn't seem to like contact with other surfaces.


how weird, I never saw that behavior, I do not have p3d v4installed to test sorry
 
Well I am sure we will in time get this so its working well in both FSX and PD3 - all versions - as Gary's original and most other FSX native model carriers work perfectly in those formats. Just needs some tweaking and testing. Not an expert on MDX but maybe running the model through it to configure it as a native FSX model - rather than create it initially for P3D might do it?
 
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attachment.php


This is very nice work!
i have long been searching for a static A-3 for my Whidbey Island 1966 scenery. Can you share where the Static A-3 came from?
It does work fine in FSX - i have noted similar issues that others have noted, but even with those, this is really well done.

I have attached a couple of screenshots, and if allowed, i would like to modify the texture set (for my own use) of the A-3 - unless others want it - in which case i will make it available.

All of the work you are undertaking is truly well done, and most appreciated.

Deke
 

Attachments

  • fsx 2017-11-03 09-20-45-40.jpg
    fsx 2017-11-03 09-20-45-40.jpg
    57.8 KB · Views: 3
  • fsx 2017-11-03 09-22-28-81.jpg
    fsx 2017-11-03 09-22-28-81.jpg
    46.1 KB · Views: 3
EXPat:

I would REALLY like to add your VF-191 texture to my Crusader for use on "The Big O". Please let us know when you release it>

Bill

You got it. WARNING: Due to the unusual way the original modeler Carl Ninjamouse Edwards organised the texture files on this bird, you will find many extraneous textures and probably a missing one or two. You may need to experiment. F8-J model.
 

Attachments

  • F8-J_Vf-191.zip
    1.1 MB · Views: 0
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