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USS Nimitz released

Open up your AICarriers folder and then open up the conf.d folder are three files with the names cvn_68_69, cvn_id, xpack in that folder?
Also did you download the file from the first post and follow those instructions?
 
Yes im this files on me AIcarriers\conf.d\
Its the water texture problem but only in carriers no in others boats.
Why?
 
I have no idea what is causing the water I was responding to totos but check your effects files for fx_carrier_helo.fx, fx_carrier_mule.fx, fx_carrier_PA.fx, fx_carrier_rumble.fx, fx_carrier_wind.fx, fx_carrier_waterloop.fx, fx_lightObsRedSteady_cvn.fx, fx_NoWake.fx, fx_beaconb_cvn.fx, fx_beaconb_island_cvn.fx, fx_beacong_cvn.fx, fx_beaconwhi_cvn.fx
 
wingmate please help me!in my conf d folder there are four files:cnv_68_69,cnv_id,harddecks and xpack,what can i do?
 
@ wawa.
I have more or less the same problem :wavey:.
the foam is getting up at the end of the carrier, instead of floating behind it.
I was told it may be due to overwriting an fsx effect file with an other one from fs9 or previous. I'm still working on it, trying to identify the faulty file, but i have no ideas.
 
I look me Effects but bery number of effects files, its posible a water fall file create this error?
 
Me too, i have more than 1200 files in the "effects" folder. maybe it s not due to a waterfall effect, but due to a foam effect, or a particle effect. something like that.
The thing to fix this would be: to copy the whole FSX folder somewhere, to make a clean install, and then to paste your effects folder (and the other ones of course) saying NO when it asks to overwrite. By doing so, you will get your original files back without losing your addons.
The problem is that i'm a little lazy to do so :icon_lol:
 
2. I'm working on a circuit of Oahu; will upload here when I get it a little fine-tuned. Query: how fast should the Nimitz circle the island if it wants to recover Tomcats en route? Is there a standard recovery speed, or do the planes just adjust to whatever speed the fleet is running at?

David,
Standard speed is dependent on the winds. Generally speaking we are shooting for 25-30 knots wind over the deck. So, no surface wind - then 25-30 knots. With15 knots of surface wind then 10-15 knots and so on... I'm sure you get the point. Also, for launches and recoveries the ship needs to be into the wind. That is to say, the wind should be either down the deck (axial) or down the angle.
Hope that helps.


By the way, i have been searching for the file from Lamont Clark called "AI Boat Utility" in order to build routes for ships - have had zero luck finding it on numerous searches of many sites. Any ideas, or is there a different method?
Thanks.
Deke
 
VCN-1 - Thanks for the link. I am assuming you were referring to the AI boat compiler and not the AI carriers (which I alredy have), correct?

I'll check it out.
Appreciate the vector.
Deke
 
Standard speed is dependent on the winds. Generally speaking we are shooting for 25-30 knots wind over the deck. So, no surface wind - then 25-30 knots. With15 knots of surface wind then 10-15 knots and so on... I'm sure you get the point. Also, for launches and recoveries the ship needs to be into the wind. That is to say, the wind should be either down the deck (axial) or down the angle. Hope that helps.

Thanks, Deke. This makes sense. If only AI boats would take wind direction into account! I think I'm going to aim for 25 knots as a not-very-good compromise.

As you will have discovered, VCN-1's link is for the AI Boats utility that can be used to generate "permanent" AI boat traffic (as opposed to on-the-fly AI boats, which AICarrier2 creates). That's what I'm using for my Oahu circuit.

In case anyone else wants to play around with the Google Earth path, it's attached to this message. It sticks pretty close to the shoreline; don't know whether that's realistic or not. If you're building an AI route, the name of the path is 1941. It can be used for any kind of boat traffic, not just carriers.
 
Someone suggested that I provide a working BGL, so here's what I have so far. I haven't tested it much, so use at your own risk. Put the BGL in one of your scenery folders to get started.

The other three files can be used with Lamont Clark's Boat Traffic Compiler to generate new traffic. Right now, mine has the Nimitz starting out of Pearl at 1700 GMT, followed a minute later by Hama's helicopter destroyer (fsx_ddh.zip in the Flightsim.com file library).

Yes, I know that is ridiculous, so download the compiler, edit BoatsOahu.txt, and change it something you like.

Meanwhile I'll see if I can improve the timing, or at least learn more about it.
 
Someone suggested that I provide a working BGL, so here's what I have so far. I haven't tested it much, so use at your own risk. Put the BGL in one of your scenery folders to get started.

The other three files can be used with Lamont Clark's Boat Traffic Compiler to generate new traffic. Right now, mine has the Nimitz starting out of Pearl at 1700 GMT, followed a minute later by Hama's helicopter destroyer (fsx_ddh.zip in the Flightsim.com file library).

Yes, I know that is ridiculous, so download the compiler, edit BoatsOahu.txt, and change it something you like.

Meanwhile I'll see if I can improve the timing, or at least learn more about it.
Just tried it and it works fine...great addition my Hawaii Megascenery.
One thing, I think it may be sailing a little too fast. But I don't mind since it makes landing much easier. When I put about 24 knots of wind over the bow it's almost like when I spent some time on the old USS Saratoga.
 
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