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USS Midway

There is a wake effect attached it looks like it's not displaying though.
Essex has pointed out the flaw in my model with respect to point of origin so shifting the model back should fix the cats.

Animated radar? - that's beyond me. I don't have the knowledge to create animations and all my models are literally just static scenery objects that happen to move :)

I'm afraid you'll need to wait for other developers models to get that level of detail (Simworks being one of them)

ATB
Gary


What program are you using to model, Gary? (I think you mentioned it before)

Jamal
 
I'd love to test this but the download link doesn't work for me. It's a .php file and I'm not sure what I'm s'posed to do with it. Sorry to be so thick......:kilroy:!

DaveQ
 
I'd love to test this but the download link doesn't work for me. It's a .php file and I'm not sure what I'm s'posed to do with it. Sorry to be so thick......:kilroy:!

DaveQ

php? It's uploaded as a zip file.....hmmmmmm. If you hang fire there might be another zip file being uploaded this evening. Thanks to all the excellent observations of the chaps who have tested so far, I've made adjustments to the model and am just about to test. Fingers crossed!

Jamal - I use a combination of sketchtup, blender, and modelconvertorX to build these models.

TARPSBird - fair comment I'll add the AICarriers config to the readme...I didn't have the same issues you did though so that's a curious one.
ATB
Gary
 
I'd love to test this but the download link doesn't work for me. It's a .php file and I'm not sure what I'm s'posed to do with it. Sorry to be so thick......:kilroy:!

DaveQ

DaveQ, when you click on the link just rename it to "whatever you want.zip" and it will download intact for you.
 
Looks a little like my one Gary :encouragement:
CV41Medium.jpg

CV41AMedium.jpg

WOW!!! How many hours have you put into building your ship?

JAMES
 
This model isn't going to be anything like the Simworks Studios Midway but it should fill the gap until that model is released

Thanks - and enjoy!
Gary

Thanks for your work Gary. A lesser man would have taken the easy road out and simply given up - your efforts (and I would by no means call them "stop gap") are very much appreciated by those of us with the dev skills of a simple protein.

I'll take a peek tonight, though by now, the main takeways appear to have been mentioned.

Appreciate the deck option, at least to start - glad it's helping to keep things simple, at least for now. Jagl04's suggestion for future statics was also employed by Laz on a few of his carriers - and it seemed to work fine. I haven't used the pitching deck thingy yet, so don't know if that might introduce a wrinkle or not.

If the cats get herded into position and working, then I'd say you'll have made us all very happy indeed.

Dave, just rename the ".php" to ".zip" and you're good to go ....

dl
 
Gents,

Thanks for all your help, support, technical know how and advice. I've managed to make some adjustments to the model and now have the catapults working! (Kudos to Essex for spotting that one)



For those of you who would like to continue testing my model please find attached the latest beta (those who have used the previous version I would suggest you delete it from your drive due to the number of flaws)

View attachment USS Midway Beta2.zip

All arrestor cables seem to function, as do both catapults. I have added the minimum number of static aircraft that I dare, to test if the model would compile and impact to frame rates. I'm going to go down Jagl04's suggestion for future statics so that will be my next update. I have also added my aicarriers config to the readme which seems to work for me.

Known issues with this model:

IFOLS still not aligned
Bow wake still not showing even though the effect is attached (i'm wondering if I have it too low in the water to be visible)

No animations as yet, but a few kind peops have offered to 'show me the way' :)

PS - ignore the model date of 2008.....my CMOS battery is on it's way out so my system clock is screwed up!

:)

Enjoy.

Gary
 
Cats work fine with the Beta 2 update. I'm using "fx_wake_carrier" as a wake effect and it leaves a nice swath behind the ship.
 
Cats work fine with the Beta 2 update. I'm using "fx_wake_carrier" as a wake effect and it leaves a nice swath behind the ship.

Did you just add the wake=fx_wake_carrier to the Midway sim config file? I tried it and didn't see a wake. I do have that effect file.
 
Cats work fine with the Beta 2 update. I'm using "fx_wake_carrier" as a wake effect and it leaves a nice swath behind the ship.

+1 on the cat's working.

I like the addition of some other aircraft on the flight deck too. One small request is if you could make the F4s of the F-4B or J version. I say that because the Navy
versions I worked (F4B/J) on did not have that pitot tube on the end of the nose. Like the SLUFs (A7's).

Still trying to see if I can get lucky and get a wake effect.

Thanks for a great carrier :encouragement::adoration:
 
I have not used this, though it's looking good. One thing I want to point out - as it really affects landing/approaches. If you can, make sure the bow of the ship is the direction the ship will travel, and that the wake follows the centerline of the ship.. The reason I mention this is that several carrier models actually have the ship moving in the direction of the angled deck. Fixed wingers need to adjust for the "side-slipping" of the carrier as it travels (from their perspective), and helos coming in (particularly spot five on the stern) follow the wake. In the NEUWUC system it is very disconcerting to see a carrier moving sideways along the path of the angle deck and not in the direction of the centerline of the ship. :icon_eek:

Also, can you have a deck clean of aircraft? In NEUWUC, if you leave your aircraft on deck it will stay there (even if you log off). Having a deck with "eye candy" aircraft takes away actual parking spots for folks using NEUWUC, who will see "actual" parked aircraft when they logon.
 
Hello Gary,

She's looking pretty good!

I got a slowdown in FPS (from 30->15) once I'm on deck. Not sure why, though I recall this from other iterations. Maybe on final build, there'll be an optimization of sorts? Don't know if others get this. I don't get it on any other boats...

Cats and wires worked perfect, and the model itself is quite nice. Animated radars and such are nice, but not deal breakers, though some night lighting would be nice (forgot to check until after I shut down the pc).

On a small O/T, you mentioned flying off your other boats - did you ever do a Falklands era Hermes or Invincible? I know you did a 2005 and a 2008 Invincible, but couldn't find an older period boat...

Anyway - great job on moving this forward ...

dl
 
I added Midway to my aicarriers.cfg file as a new formation and it didn't show up when I selected it while flying. I had to create a separate USS_Midway.cfg file and put it in the conf.d folder of AICarriers. I don't know why you have to do that for some carriers and not for others, there's very little info in the program's readme file. But anyway, after I did that it showed up along with the escort DD I had included in the original formation. Nice job Gary, the ship looks good. Meatball worked fine (I always feel like I'm too high, maybe it's just me), trapped OK, and no cats as already mentioned. So... I went into customized weather and put 40 knots of wind down the deck, then deck-launched from back aft with the Vertigo F9F-5P Panther. Might not work in real life but I got off OK. :untroubled:

Would you post what your entries look like.

I have tried to modify mine and get no Midway showing up.

Thanks

Russ
 
Would you post what your entries look like.

I have tried to modify mine and get no Midway showing up.

Thanks

Russ

I posted following in my CV_68_69.CFG (located in the conf.d subolder:

[formation.xx] <<<<<< Use next available number
title=USS_Midway
unit.0=USS_Midway, 0, 0


Can't get any wake though. Still trying.


<location name="San Diego USS Midway"><location name="San Diego USS Midway">
<title>USS_Midway</title>
</location>
<title>USS_Midway</title></location>
<location name="San Diego USS Midway">
<title>USS_Midway</title>
<speed></speed>
</location><location name="San Diego USS Midway">
</location>
<location name="San Diego USS Midway">
<title>USS_Midway</title><location name="San Diego USS Midway">
<title>USS_Midway</title>
<speed></speed>
</location>

</location>





<location name="San Diego USS Midway">
<title>USS_Midway</title><location name="San Diego USS Midway">
<title>USS_Midway</title>
</location>
</location><location name="San Diego USS Midway">
<title>USS_Midway</title>
</location>
 
Thanks. I was looking at a wrong version of AICarriers,

I need to pay more attention to what I have in my EXE.XML

Russ
 
Did you just add the wake=fx_wake_carrier to the Midway sim config file? I tried it and didn't see a wake. I do have that effect file.
Correct, whatever fx file Gary had specified, I changed it to "fx_wake_carrier" and it's working OK for me (see pic). Turning down water detail in the scenery settings didn't seem to affect it either.
 
Correct, whatever fx file Gary had specified, I changed it to "fx_wake_carrier" and it's working OK for me (see pic). Turning down water detail in the scenery settings didn't seem to affect it either.

Well I guess there must be something causing the wake not to show for me

View attachment 12724

here is my sim.cfg file

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

[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

[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 = 50


[Effects]
wake=fx_wake_carrier

View attachment 12725
 
Well I guess there must be something causing the wake not to show for me



here is my sim.cfg file

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

[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

[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 = 50


[Effects]
wake=fx_wake_carrier

Just a thought is fx_wake_carrier.fx in your FSX/Effects folder?
 
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