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USS Nimitz released

Unrep

All you need is the model, texture, sound folders, the attached Config file and this entry for the AICarriers config. If you don't have them the FFG, CG and 688 sub are at fs-shipyards.org

SIM folder

[fltsim.0]
title=VEH_USS_Mispillion_AO_105
model=
texture=


[General]
category=Boat

[contact_points]
static_pitch=0.0 //degrees, pitch when at rest on the ground (+=Up, -=Dn)
static_cg_height=1.0 //feet, altitude of CG when at rest on the ground

[DesignSpecs]
max_speed_mph = 50
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)

[Effects]
wake = fx_wake_xl



AICarrier Config

[formation.XX]
title=USS Eisenhower (CVN69) UNREP
unit.0=CVN69_5, 0, 0
unit.1=VEH_USS_Mispillion_AO_105, 80, -10
unit.2=_AIV_FFG_Oliver_Hazard_Perry, 130, -500
unit.3=_AIV_CG_Ticonderoga, 130, -10
unit.4=SH-60_guard, 110, -90
unit.5=688, -300, 0
 
unrep

Wow,,Thanks for the info, I will try that out. I am retired Navy
Viet-nam era. Served with VF-24 (F8's) VF 154 F4) 18 months at NAS Cubi Point AKA NAS Olangapo (my best tour of duty) and finally HS3 on USS forrestal. Looking at your unrep brings back fond memories. Apprciate it shipmate....:jump:
 
Hi friends! Im solbet the wake problem!!!!
I use the Airhispania.SC addon for vfr flights in spain an this addon contains a effects file fx_wake_carrier.fx thi's a problem.
But i delete this file and im not wake in a carrier.
Im reintallede the effects files from Nimitz carrier i see one life nowake.fsx
i can delete this file?
 
I don't believe this JaggyRoads video has been mentioned here yet:

[YOUTUBE]oF8Io7zwq5o[/YOUTUBE]
 
This morning I spent the better part of an hour reviewing the comments in this thread and watching the videos that people have made. It still feels very fresh; hard to believe that it's been out now for more than a month.
 
Question on unrep coordinates....

All you need is the model, texture, sound folders, the attached Config file and this entry for the AICarriers config. If you don't have them the FFG, CG and 688 sub are at fs-shipyards.org

SIM folder

[fltsim.0]
title=VEH_USS_Mispillion_AO_105
model=
texture=


[General]
category=Boat

[contact_points]
static_pitch=0.0 //degrees, pitch when at rest on the ground (+=Up, -=Dn)
static_cg_height=1.0 //feet, altitude of CG when at rest on the ground

[DesignSpecs]
max_speed_mph = 50
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)

[Effects]
wake = fx_wake_xl



AICarrier Config

[formation.XX]
title=USS Eisenhower (CVN69) UNREP
unit.0=CVN69_5, 0, 0
unit.1=VEH_USS_Mispillion_AO_105, 80, -10
unit.2=_AIV_FFG_Oliver_Hazard_Perry, 130, -500
unit.3=_AIV_CG_Ticonderoga, 130, -10
unit.4=SH-60_guard, 110, -90
unit.5=688, -300, 0

Thanks again for the recipe for the coordinates, would like
to know a little more theory on the number that come at the end of
each unit i.e., unit.55=688, -330, 0 <<<< I know that these numbers
are coordinates but would this have something to do with a north, south/east,west placement. Trying to determine what values to use for future placement of AI's. Thanks:isadizzy:
 
Yes, they are east/west and north/south positions in relation to the Carrier or whatever ship you have positioned at the 0,0 point. Example 688 -300 put it on the port side of the carrier and 0 put it at the same level as the carrier. Hope this helped.
 
SIM folder

[fltsim.0]
title=VEH_USS_Mispillion_AO_105
model=
texture=


[General]
category=Boat

[contact_points]
static_pitch=0.0 //degrees, pitch when at rest on the ground (+=Up, -=Dn)
static_cg_height=1.0 //feet, altitude of CG when at rest on the ground

[DesignSpecs]
max_speed_mph = 50
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)

[Effects]
wake = fx_wake_xl
The frist part where?
I need create a AICarriers.cfg in the sim folder?
sorry and thx
 
Gents,

Did any of you see what Mr. Voodoo did with the Vapor Effects on the Carriers?
HERE: http://www.fsdreamteam.com/forum/index.php?topic=2065.msg16582#msg16582

[YOUTUBE]c4sgSepTazQ[/YOUTUBE]

Mr. Javier,
If you could kindly add this effect onto an animated catapult shuttle which is triggered (animated) by the (FSX Arm Cataplut function SHIFT + I) that would make this feature look even more awesome than it already does.

Gracies!
 
im sorry i just cant get enough of this ship

file.php
 
I had a quick questoin about the easywalk camera program that is included and which sounds really great....
i was wondering how to install and use it and found this post:

Thrawn
Member



Join Date: Aug 2006
Location: Granada, Spain
Posts: 35 Quote:
Originally Posted by dougal95
Thanks got it.
Next really stupid question..... Can anyone tell me how to use EZ Walk. There's no 'Readme' or manual. I don't even know where to put the files
Ta!
It's an external application so, just run "EZWC ver 1_22.exe", go to FSX and use the mouse to look around and keyboard arrows, Page up and Down to move. To place a camera on the ground you have to restart FSX.
Javier

so i understand you install it in its own directory.. but then do you have to have both programs running at the same time? ie...does it change how the cam works in FS without any more adjustments... sort of making the camera a 'no collision" camera? i am slow so did not understand what Javier meant by saying...."then you go to FS" if that meant to start up EZWalk first, then start up FS and then use that function....???

any help much appreciated.
 
Hi there!!

I've been quite busy at work lately (traveling a lot) so I haven't been very active on the forums. I'll be out of town on vacation for two weeks and then I'll start working on the next update release.

This new steam effect seems very interesting, I´ll get in touch with the author to request permission to include it. Well, I just wanted to let you guys know that this project is still alive :)

Javier
 
Polygons for Nimitz..?

Javier,
Being curious how many polygons did you need for such a detailed model in FSX..?

Thanks,

tc
 
functional elevators ... simply amazed

of all the neat stuff , i'm most impressed by the elevators which can actual carry aircraft up and down.
it's been my impression that animating platforms was not technically possible!
i would love to know the techniques used that have proven that impression wrong
 
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