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AiCarrier formations

DaveSHQ

Charter Member
Creating my own Task Force, but apparently some ships are slower than others. Anyone know how to speed them up?

Original Formation
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After it's been underway
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Go to SimObjects then Boats.

In the Boats folder, you should find the name of the particular ship of interest.

There is a .cfg file named SIM in that folder that has a line of code that reads "max ship speed" or something to that effect.

Just increase it until it maintains position. I suggest you might want to look at the other ships in the formation to find the fastest ones and adjust ALL speed(s) accordingly.
 
You might have a look in the cfg of the ship. There is a line with the speed of the object (ship). If have a look at the Caspian monster than you will see that the Ekranoplane has a high speed compared to the normal speed of the ships (which is about 25 kts I think).
 
Awesome thanks. The two ships in question were running at 40kts while the rest were at 50kts

Spread the formation out since other shot.
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If anyone is interested here are the settings in AiCarriers. Some ships are payware so you'll have to plug in your own.

[formation.xx]
title=2 Carrier Task Force
unit.0=CV63_1979, -800, 1200
unit.1=VEH_CVN65_Enterprise_80s, 800, 1200
unit.2=DDG-1000_USS_Zumwalt, -1200, -2400
unit.3=VEH_DDG53_USS_John_Paul_Jones, -3000, -1000
unit.4=FFG33_F14AI, 0, -1000
unit.5=VEH_DDG63_Uss_Stethem, 3000, -1000
unit.6=DDG-1000_USS_Zumwalt, 1200, -2400
unit.7=HSWMS_K31_VISBY_H, 0, 1600
unit.8=USNS_PATUXENT_F14AI, -1600, -0
unit.9=FFG48_F14AI, 1600, -0
unit.10=SH-60_guard, 810, 1210
unit.11=SH-60_guard, -810, 1210

PS i'm still tweaking because the SH-60 guards are not where i want them.
 
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This is a good message chain to ask from AI ship experts. What might be the reason when AI ship is bouncing to and from and up and down? The behavior reminds of diving and grounding some airplanes while airplane crash is off.
 
I don't know of a technical reason why this happens (though there probably is one) but I find you're more likely to see it happen the closer the ships are to land.. it's as if they're hitting the bottom! Out in deep water away from land (though land can be in sight) they appear stable.

ATB
DaveB:)
 
This is a good message chain to ask from AI ship experts. What might be the reason when AI ship is bouncing to and from and up and down? The behavior reminds of diving and grounding some airplanes while airplane crash is off.


Would you mind naming two of them that are giving you a problem??

I would like to download and compare with others that behave well. Then I can see what might need to be done for a fix.
 
Would you mind naming two of them that are giving you a problem??

I would like to download and compare with others that behave well. Then I can see what might need to be done for a fix.

Actually there is only one. This happened times ago but I remember it being a carrier ... if I recall right it was Nimiz (of Javier Fernandez) set as AI boat. Don't remember where I saw this "phenomenon" happen, but it really was some shallow water near beach :biggrin-new: . I think in some bay of North America. I saw it happen a couple of times but cannot by no means localize it anymore (but accidentally) because I have hundreds of AI boats (maybe thousand paints) and a lot of AI boat traffic. Can't remember all. Anyway it is very rear and doesn't bother me - just asked for curiosity.

Pekka
 
I don't know of a technical reason why this happens (though there probably is one) but I find you're more likely to see it happen the closer the ships are to land.. it's as if they're hitting the bottom! Out in deep water away from land (though land can be in sight) they appear stable

Are you using HorizonVFR or similar photoscenery Dave? If so, that might be your problem and I can explain more. Lemme know...

Andy
 
Most surface ships run at max about 32 knots - FF-1052s did 28, DDG-51s do about 33. Carriers are different - they have to be able to launch without wind, so their top speed is much, much higher. My poor (real-life) FF was left far behind when the CVN went to flight ops. Transiting speeds are normally in the 12-15 knot range and going faster consumes far more fuel. The NEUWUC system takes fuel burn into account (except of course for the nuclear powered ships) so it's wise not to go too fast except when needed, unless you have an oiler in the group - and they definitely do not go very fast.

There is a gauge - an autopilot - for surface ships that can help regulate the speed - but be aware that M$ did not model water correctly and the ships will speed up and slow down continuously if under FSX control. I have not found a way - within FSX itself - to keep a constant speed on a ship. If anyone has I'd love to hear how it's done. Naval Engagement controlled platforms do move with a constant speed - but then FSX is not in any way in control of the ship.
 
Are you using HorizonVFR or similar photoscenery Dave? If so, that might be your problem and I can explain more. Lemme know...

Andy

Hi Andy:wavey:


Yup.. I use GenX v3 (v2 with v3 upgrade)

Re ship speeds.. some cfgs have the speed set to the ships max (in MPH) while others vary greatly.. some as high as 50 (mph). In order to keep everything 'vaguely' where it should be.. I generally up mine to 50. The ships won't do this speed.. 25kts seems to be the norm.. but they will all stay in formation. Turning will upset them a little because they turn on their axis and don't 'wheel' as they should so small changes are advised.:encouragement:


ATB
DaveB:)
 
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