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Please see the most recent updates in the "Where did the .com name go?" thread. Posts number 16 and 17.
Michael
http://www.simtours.net/defaultaircraftcarrier.php gives a schedule for the freeflight carriers in acceleration.
You shouldn't need the parking brake if you're hooked onto the cat, not sure what effect having it on has.
Depressingly it's always something simple that's stopping it working so you feel a bit of a t*t when you solve it rather than some sort of genius!
Paul,
added a few bits and a link to the mini tutorial I did on how to actually add the attach points as they're not in the attach point tool!
Hello,
I would like to share with you some points I noticed about attach points handling.
- runway attach points (runway lights and FLOLS) seem to work only if catapult attach points are added(?).
- cables attach points seem to need a hard deck to work
- catapults seem to work according its position. I made tests for my BigE model who's cat didn't work. I was sure that the code was OK, because the attach point objects were picked up from my Clemenceau working catapult. So I tought it was a question of distance between begin and end attach points, but it appears that moving my reference point from the bow to the island was a solution...
If anyone have similar observations, I wish we should be able to find out how the catapults work, all the 4 ones...
Last, I have a simple sample model (flight deck, attach points and light effect to show up positions) if anyone wants it for further tests, please MP me.
I hope it helps...
regards
Sylvain
For example, the Quad 40s need to be in a three or four colors, this depends on their location and the paint scheme, you cant just paint one quad 40 in grey and leave it there, simplest thing is to map one and clone with each paint scheme, problem is, that will make four or five distinct seperate textures where the only difference is the base color, it would be smarter to use one large 1024 with a Quad mapped four times on it, each quarter in a different color, easy enough but I'm only just scraping by mapping and baking one item per texture, cloning it and mapping four times on one texture has me lost at the moment. I know whats needed but not the skills to achieve it, or to be frank the stomach to learn long hard winded inner depths of Max to get the result.
Doing baked textures isnt so hard for say aircraft or even a landing gear, but a decent Quad 40 model is another story, then duplicate four times into one texture is another task, setting Max to simple bake is easy, but you end up with a mish mash of polys all over the place, you need to start grouping them into some sort of cohesive form so its not just a map of 450 seperate polys. Indeed some parts can be replicated in model form from one map, examples would be the seats, magazines, sights or barrels, you only need map and bake one, then clone across when done to replicate the duplicate parts.
What I'm saying is, if I gave this to anyone else to paint or map they'd have a seizure LOL, I dont want simple grey bland textures for anything, it would be so easy to do that, I want a full 3D mapped and baked model, and that is going to take an inordinate amount of time and effort.
I've heard 250K is possible
The way i'd do it :- map one of the guns to how you want (i tend to do flatten mapping and piece then together, not the quickest way but it works for me) then clone the gun say another 3 times, now with one of the guns selected attach the other ones you've just cloned, then in the unwarp UWV modifier, click select by elment, then select one of your guns and drag it into another portion of the map (might have to rescale etc), then do it for the others and when you done you'll have all 4 guns on the same texture each with their own uv space, so they'll all have their own AO and paint etc.
Also for texture bakeing have a read through this: http://www.aerodynamika.com/cgi-bin/yabb/YaBB.cgi?num=1187043062
well after unwraping all the struts in an avro 504 nothing scares me anymore![]()
current count on it is 248061 faces to give some idea
you can go a lot higher than that as long as you keep each material to 64k verts
If you want a insane person to map it all i'd be more than willing, plus i'm free at the moment :wave:

Nice pictures!!
I think your analyse is right. I'm sure it is more a side-effect than a rationnal decision...
The position of my Clemenceau 0,0,0 is a work-around for a wake effect issue: I wanted to have wakes along the hull. I will certainly change that soon.
Your remark about Enterprise size sow confusion in my mind, if you have drawings I'll accept them with pleasure, it will help me to check it up.
I'm going back to these strange cat2-4...
Thank you and regards,
Sylvain
PS : dummy's question : how do you insert clickable thumbnails pictures to your post?
Just to note I am watching this thread very closely. I have always used the rcbco gauges for carrier ops and have been very happy with them. However, I am a designer still not too old to learn new tricks so I am in the middle of designing a airplane-carrier combination using the attachpoint approach. I am perfectly willing to wait and see how you all make out.
Thanks, Paul
Hi Michael,
Have a look to the Enterprise JBD I coded.
The little purple cube is my dummy with the attachpt_blast_shield_1 property. The small xyz axis is the JBD pivot.
JBD pivot and attach point are at the same place.
Last, it shows you the animation window, where I choose blashield_0_pct animation for cat #1 (numbers are from 0 to 3 there and 1 to 4 everywhere else...).
Frame 0: the shield is down
Frame 60 (for me): the shield is full up
I hope it will help you
Thank you for the drawing, I will check my model as soon as possible..
Regards
Sylvain
PS : thanks for the thumbnails tip !![]()