How to Add Static Planes to Carriers?

I'm after some more info on this post earlier from sc7500 (TheB24guy files). In particular what the numbers in red mean. Anybody know where there is some tutorial stuff maybe? I need it for trying to place more planes on the deck.

[runway.xxx]
id=xxxx
name=Fake runway one
heading=40
allegiance=0
units_across=1
base_lat=N6* 8.70'
base_lon=E135* 4.68'
base_alt=+64
takeoff_start_pos=28,0
takeoff_stop_pos=1600,200
landing_start_pos=5000,350
landing_touchdown_pos=5,0
landing_stop_pos=150,0
 
In particular what the numbers in red mean. Anybody know where there is some tutorial stuff maybe? I need it for trying to place more planes on the deck.

[runway.xxx]
takeoff_start_pos=28,0
takeoff_stop_pos=1600,200
landing_start_pos=5000,350
landing_touchdown_pos=5,0
landing_stop_pos=150,0

I´m not an expert but to me those lines should indicate the position for your airplane and wingmen (AI aircrafts) to take actions in relation to the beggining of your runway in X,Y coordinates.
First number goes for lateral position (positive right, negative left)
Second number goes for longitudinal position (positive foward, negative backwards)
So, in this case: takeoff_start_pos=28,0
Your plane start 28 feets foward of the beginng of the runway. If you add wingmen through MB they will position in wichever way you decided. If you have many planes some may end positioned outside the runway. Generally not a problem.
takeoff_start_pos=28,0
Your plane will start centered in the runway. Again, depending on the width of the runway some of your wingmen may start outside the runway. Generally not a problem.
Landing_start_position is the point where your AI wingmen leaves you and land. If your flight path is a little high you generally see them dive to this position.

The rest is more or less self explaining. But ask if you have doubt or may be some other with more expertisse than me will clarify.

I don´t have more time but please read Cody Coyote MB tutorial book. It´s a MUST for many of this questions we have.

Cheers, Discus
 
Coffee break time

Update:

Read pages 196-198 of Cody Coyote MB (Rev 4 2011) http://www.sim-outhouse.com/sohforums/local_links.php?action=jump&catid=49&id=3972

The positions given by take_off_start_position and others are relative to the center of the runway.

PD: I´ve tried adding planes to an aircraftcarrier through the DP with no luck. Yet I´ve added an airplane to another airplane before, as a loadout. This is the way you can simulate a tow for gliders. Not my invention. I´ve only changed the type of tow, adjusted the distance from the tow to the glider, etc. You can ad the Space Shuttle on top of a Boeing 747. Or "compile" a Mistel.
But I can tell you that, just for curiosity, I´ve added torpedoes to a RAF High Speed Launch in the aircraft folder. They were there and I could "drop" them. But I could only see them before they dropped and exploded on contact with the water. Back to the "lab".
 
Here is the problem with AI aircraft landing and taking off from a carrier.You can`t controll the alt or speed of the AI when landing much less where they park.If we could get the ships to accept a loadout then you have part of the problem solved.

There is another solutation, and that is to turn the AI aircraft you want to put on the deck into ships sitting the hight of the carrier deck.This way you can move them around have deck ops as well as takeoff ops and landing ops.I don`t know how to make ships or anyother structure or aircraft but I think it would work.I have talked about this idea for about 8 years but I think everyone thinks I am nuts.Think of it this way , a plastic aircraft sitting on a clear plastic stand.Here is somthing else to look into ,someone made a tender that moved and it hade a sub that moved with it.It was also I think set to do the same with aircraft.
 
One problem that won't go away is that I can't get the aeroplanes to stack on the deck close to one another, so that the deck could be highly populated.....still poking around with it.
 
Colission bubble?

One problem that won't go away is that I can't get the aeroplanes to stack on the deck close to one another, so that the deck could be highly populated.....still poking around with it.

Just wondering: Could that be the size of the collision bubble still with the size of an extended wings plane, and the CFS2 engine not admiting the player to put them through the MB close enough to collide and explode? You see folded wings aircrafts small enough to be parked closer, but CFS2´s engine "sees" them bigger and won´t let you make a "mistake" and let them explode at the startof a mission.
 
Togetherness.....

....You see folded wings aircraft small enough to be parked closer, but CFS2s engine "sees" them bigger and won´t let you make a "mistake" and let them explode at the start of a mission...

That's easy enough to test - use MkMDLC to reduce the collision bubble to [2] and see if they still go boom !

MaxStuka's idea last week had validity, but didn't cooperate in my test case - I think it would with parked planes in a static environment.....


Try it and see !
SC
:kilroy:
 
Hi All,

It is a bit tricky the more aircraft you add the harder it gets.
Bunch of good ideas here though.

I am not sure if I changed the collision bubble on the Static Aircraft or not.

One thing you can do is to replace the wheels with skids and also increase the MOI and aircraft weight in the config. file. This will help keep the AC on Deck. (Thanks to Pen for this idea)

You might also edit the carrier config. file and reduce the pitch of the ship.

Have fun,
B24Guy
 
Wonderful – what a read! Thank you everyone.

Demorier: That first pic of yours set me back in my seat. It's odd or maybe I'm an idiot but I would not have thought AC on the deck would have made that much difference. It's a stunning shot.


Thanks again,
AC
 
Would it be possible to make the planes non-exploding "weapons", add hardpoints to the carrier's DP file, and add the planes as weapon loadouts? Then a CV could have multiple "loadouts" of planes on deck. There is, of course, a limit to the number of hardpoints. Maybe this has already been suggested/tried. Just an idea.
 
This is the way I have been getting the planes at deck height. The first bit of text is an attacking aircraft at 15000' travelling at 240 mph, and starts a short distance behind the carrier. The second text segment says the plane is at +70ft elevation and travelling at 30knots (the same as the carrier speed).
After placing the planes near deck on the carrier in MB you need to edit the mis file and change some of the data.
======================================================
[waypoint_path.0] ;;;attacking aircraft above
id=5000
waypoint.0=1,0,S8* 9.50',E158* 30.00',+15000,,,,240,,0,0,1
waypoint.1=4096,0,S7* 42.50',E158* 30.00',+15000,,,,240,,0,0,1


======================================================


[waypoint_path.1] ;;;static plane on deck
id=5004
waypoint.0=2,1,S8* 4.91',E158* 30.00',+70,,,,30,,8064,0,1
waypoint.1=4096,0,S7* 46.52',E158* 30.00',+70,,,,30,,0,0,1
 
After taking a look at some of the ships I found that some ships have ship dynamics and others don`t. inorder to stop the pitch and roll of the ship all you need is to 0 out the pitch,bank and roll of the ship in the dynamics section of the config file.If a ship dosn`t have a dynimacs file coppy one that has been edited and copy or paste it at the bottem of the ship config file.
 
Back
Top