• There seems to be an uptick in Political comments in recent months. Those of us who are long time members of the site know that Political and Religious content has been banned for years. Nothing has changed. Please leave all political and religious comments out of the forums.

    If you recently joined the forums you were not presented with this restriction in the terms of service. This was due to a conversion error when we went from vBulletin to Xenforo. We have updated our terms of service to reflect these corrections.

    Please note any post refering to a politician will be considered political even if it is intended to be humor. Our experience is these topics have a way of dividing the forums and causing deep resentment among members. It is a poison to the community. We appreciate compliance with the rules.

    The Staff of SOH

  • Please see the most recent updates in the "Where did the .com name go?" thread. Posts number 16 and 17.

    Post 16 Update

    Post 17 Warning

Angle Deck Essex

You undoubtly know this anyway, but the catapults on the Essex class Carriers were hydraulic. They had this big accumlator and dump it's pressure into, I believe was a 36 inch piston. Just for fun we would get near it when it went off and see who could put their face close to it when it fired.
This was in the days when we didn't have television and nobody even heard of dope. So we got our jollies any way we could.
I understand that the new catapults are steam fired. I guess they have someone from the black gang running it.
 
You undoubtly know this anyway, but the catapults on the Essex class Carriers were hydraulic. They had this big accumlator and dump it's pressure into, I believe was a 36 inch piston.

Correct, and despite many mis written text's, steam catapults were not used in Korea :), these only came with the SCB27C refits, all entering service after Korea.

In the attach points you can add a steam effect for the cat launch, obviously for the WWII and Korean versions you dont add that script :).

Best

Michael
 
This was in the days when we didn't have television and nobody even heard of dope.

Almost spat my coffee all across my desk.

Nice one, Helldiver!
m005.gif
s083.gif
 
Any more info on this is great..I too can only get Cat#1 to work.. 2,3 and 4 are no go with quadripple recompiling the attachpts over and over to make sure of no syntax problems.. I even moved cat 1 to cat 2s location and it worked there too..but cat 2 dont work nowhere or 3 or 4 even moving them to the models center reference point..I guess its good that at least 1 one them work..you could put a mission pointer over it and a text saying "Due to lack of military funding only cat one works..so good luck with your mission against the incoming bogies!" He He
icon10.gif
 
I had a quick dabble a few Weeks back but no joy yet, even more worrying is that my blastshield 0 doesn't work, only blastshield 1 which is behind cat 1, in theory and according to the SDK it should 0-3 and cats 1-4, now by rights if you follow the rest of multi animation tags like cowl flaps etc then they should all run in sequence, ie 0-4.

Though I did transpose my work to the Reagan which initially didn't work, it took hours for me to work out that I needed to press Shift + I to latch on, I'd forgotten that in just a few weeks !, I don't do enough of this enough of the time to keep up and my memory is shot away LOL, they tell me to write things down....which I do...but then I cannot remember where I wrote it :).

When the weather turns foul again I'll have another big session on both carriers and perhaps progress some others I've in the pipeline.

Kindest

Michael

Any more info on this is great..I too can only get Cat#1 to work.. 2,3 and 4 are no go with quadripple recompiling the attachpts over and over to make sure of no syntax problems.. I even moved cat 1 to cat 2s location and it worked there too..but cat 2 dont work nowhere or 3 or 4 even moving them to the models center reference point..I guess its good that at least 1 one them work..you could put a mission pointer over it and a text saying "Due to lack of military funding only cat one works..so good luck with your mission against the incoming bogies!" He He
icon10.gif
 
Hi everybody!
I wish the weather turns foul again!! :whistle:

I have to check why blastshield-0 and cat-1 works with my carriers and not with yours, Michael???
Did you modify your modeldef.xml? Did you think of sprinkling your JBD with salt and garlic?? :d

In desperation, I'll try to code cat 0-3 instead 1-4...

I add also steam effect and shuttle. I deleted this last one because I didn't find out how to synchronise shuttle and plane during the shot...(another SDK mystery)

Let me know if you want some more details about these stuffs...

Regards,
Sylvain
 
Sylvain,

Ok I re looked at the codes and I'm surprised any of it works to be honest.

From the SDK we have

Attach point Cat 1-4 Start and End
Attach point Cable 1-4
Attach point Blastshield 1-4

All looking good so far ?, now the animations, the blastshield animations are

Blastshield_0_pct to Blastshield_3_pct

This doesn't line up with 1-4 at all, in fact you can call Cat 1 blasteshield animation any of these below and it still works

Blastshield_0_01
Blastshield_1_01
Blastshield_0_pct_01

None of these really align to the SDK attachponit codes, so how does the sim know which blast shield to raise, the animated parts are not linked in the hierarchy, there all independently named and separate, see attached.

Its all a bit hit and miss as far as I can see at the moment ?.

Best

Michael

Hi everybody!
I wish the weather turns foul again!! :whistle:

I have to check why blastshield-0 and cat-1 works with my carriers and not with yours, Michael???
Did you modify your modeldef.xml? Did you think of sprinkling your JBD with salt and garlic?? :d

In desperation, I'll try to code cat 0-3 instead 1-4...

I add also steam effect and shuttle. I deleted this last one because I didn't find out how to synchronise shuttle and plane during the shot...(another SDK mystery)

Let me know if you want some more details about these stuffs...

Regards,
Sylvain
 
Thankz gents..Somewhere in this thread someone said to have the Pct part animate the B shield and then add the attachpt in that excact same xyz location seperate from the blast shield parts..That worked for me after adding it..my parent animated part for the blastshield was blastshield_1_pct..There must be some secret aces thing going on on for other cats and BS to work..BS as in (Blast shields) of course
icon22.gif
 
Hi Folks

Michael -
Can't see in the SDK
where you're finding the blastshield 0 - 3 options.



Excuse the font size & colour,
and the pct section,
no idea if it's correct, (or utter b:icon_lol:ll:icon_lol:cks),
it's just how I read it.

Just looking to correct any documentation.



Aren't the supported attachpoints -
attachpt_catapult_start_n
attachpt_catapult_end_n
attachpt_blast_shield_n
indexed as n = 1 through 4



Following from that -
Animation percentages for a blastshield -
blast_shield_n_pct



Example for blastshield number 3 would be -
blast_shield_3_pct

Example animation percentage values -
blast_shield_3_000 - Flat on deck.
Blast
_Shield_3_025
blast_shield_3_050
blast_shield_3_075
blast_shield_3_100 - Fully raised.


Use spelling blast_shield or blastshield
whatever's in your attachpoint tool.



Side note -
Only guessing here -
cat 1 may work with blast 0
as it's the first available.
Does cat 2 then work with blast 1 ?



HTH
ATB
Paul
 
Quick summary of what I've got working on the Ark.

One catapult only, again I can't get the other one to work no matter what.

Blast shield. On the Ark this consists of four parts that raise up to form a kind of U shape, anyway for Cat 1 I'm using blastshield_1_pct as the animation on all the parts. I copied one of the JBD meshes and attached the following code:- attachpt_blast_shield_1, that ensured the pivot point etc. was identical to the JBD's. Strangely I only had to do that to one of the four parts, the rest just worked as well?!?

I'm really not sure what the point of the attach point is but if it's not there it won't work.
 
Stupid stuff about Essex Class Carriers

Some stuff that comes to mind. At one time some Admiral came up with the idea that. “Gee Fellas, why don’t we move our carriers by airplanes. There just sitting around not doing anything. We could save all these outrageous tug boat fees”.<?xml:namespace prefix = o ns = "urn:schemas-microsoft-com:eek:ffice:eek:ffice" /><o:p></o:p>
No one dared to tell the Admiral he was wearing his pants on backwards so they went along with him. So they took 24 fighters and place twelve on both sides. Six up forward and six up aft on each side, all pointing outboard.<o:p></o:p>
Now to pull the carrier from the port dock, all the planes on the starboard side would two-block their engines and gradually the ship would pull away. Very gradually...
Then to turn the ship six on the starboard up front and six on the port side aft would pour the coal and slowly the ship would turn. After 24 ruined engines, not to mention some really pissed off pilots they finally abandoned this idea. The Admiral went back to his rubber room. I saw this happen twice before they gave up on it.<o:p></o:p>
Now when the ship tied up at Quonset Point the carrier would nose into the dock and let the <?xml:namespace prefix = st1 ns = "urn:schemas-microsoft-com:eek:ffice:smarttags" /><st1:place>Narragansett Bay</st1:place> current push the tail in. I don’t know if Flight Simulator allows for currents but it’s not a bad idea were there are ships involved.<o:p></o:p>
Finally, I don’t quite believe all this talk about catching a hook (or "trapping" as the young guys say) There is nothing in Flight Simulator experience that will even come close to what is like to have your head come out of your tailbone and at the same time hearing the damdest crash the ever happened to you.<o:p></o:p>
Launching from a catapult is also a lot of fun, especially when you’re fully loaded. - And you’re praying that the pilot isn’t. The main job of the gunner is to keep the pilot awake.
But it’s kind of a controlled explosion and you’re powerless to do anything about it. The you glance downwards and your crawling about five feet above the water and there’s this big ship about to gobble you up and mince you with its screws. Eventually the gear comes up and you’re flying. - Thank God.<o:p></o:p>
 
Paul,

I got the 0-3 notations from the SDK here ( see attached ) quite clearly it labels the animations 'n' as 0-3 ?, crazy I know but it does say 0-3 and it does work, in fact you can call them 0 or 1 and it still works. In fact I intially had blastshield behind Cat1 labeled as blastshield_1 and that worked too ?, go figure.

Hope that helps.

Best

Michael
 
Hi Folks

Cheers Michael
Sorry about that.

I should have realised :icon_lol:
A search of the SDK help file for the word blast
didn't also find/list the Attach Point Names page.

Once we sort all this,
I'll update the FSDev wiki page.

Many thanks
ATB
Paul
 
Paul,

Not a problem old bean, searching the SDK rarely reveals what your looking for, I must confess I'd forgotten where I'd seen it and it took me a while to 're-find' it again :).

Kindest

Michael


Hi Folks

Cheers Michael
Sorry about that.

I should have realised :icon_lol:
A search of the SDK help file for the word blast
didn't also find/list the Attach Point Names page.

Once we sort all this,
I'll update the FSDev wiki page.

Many thanks
ATB
Paul
 
Ok, I have NO idea how to design anything. But I do appreciate everything you guys do to make this simulation more realistic and enjoyable!

Seems to me that pretty soon, the only things missing will be the smell of the flight deck, having to duck behind the jet exhausts, scrambling under the taxiing jets, and covering your face from the bits of flying nonskid!

NC
 
Ok guys I finally got a slight break..I did a Hex study of the accel carrier and looked at mine too.. and I found the accel carrier has the (C) in catapult in high case..in other it is as - attachpt_Catapult_start_2 I edited mine wich was attachpt_catapult_start_2 in the hex editor to match the same as the veh accel carrier and suddenly my Cat 2 worked. There is something case sensitive here going on..I got to looking again and my cat 1 had (C) in the upper case--probably by accident.No wonder it worked.So do not copy the attachpt names from the SDK as they are wrong in the case..
icon10.gif
 
Ok the whole thing works now-all 4 cats..plus thanks to the help of the boundary thingy info from Michael ..I did have to move my aft cats up a few meters to get in boundary..and thanks Sylvian for yor patience and helping me with the wires and cat 1..you guys rock.. now off to get all the blastshields..Ron
 
Bugga !, I noticed that weeks ago and tried the capital C as well and it didnt work, in fact lower case c works for cat one just fine, having said that I didnt know about the boundry issue so that could have been why capital C didnt work then, I hadnt tried it since.

Damn so close and so far away:banghead:, good find old chap, I'll set mine up tonight when I get home from work and see if it all now works.

Regarding the boundry issue, if you want to keep your cat starts in the right place you only need to move the scene root ref point fwds, in my case a dummy point, mind if your modeling a CVN then be careful as Cat four is a long way aft of midships ( ahh re read your mail, you already found that problem :) ) so if you move the ref point fwds it may fall out side of the distance bubble.

I'm not sure the distance bubble really exists, initially if your outside the 60-70m zone the cat wont work, move the cat back into the zone and it works, then if you move it back to the original place it still seems to work, its almost like it latches on once its working ?.

Anyway, glad someone other than Aces now has four cats working, well done !, have you got any shots of your work, always nice to look at others projects :).

Kindest

Michael


Ok guys I finally got a slight break..I did a Hex study of the accel carrier and looked at mine too.. and I found the accel carrier has the (C) in catapult in high case..in other it is as - attachpt_Catapult_start_2 I edited mine wich was attachpt_catapult_start_2 in the hex editor to match the same as the veh accel carrier and suddenly my Cat 2 worked. There is something case sensitive here going on..I got to looking again and my cat 1 had (C) in the upper case--probably by accident.No wonder it worked.So do not copy the attachpt names from the SDK as they are wrong in the case..
icon10.gif
 
:jump:
Great day!!
Thank you very much Ron!!
I've got a couple of catapults to code now :d
The last dark point of carrier ops features, to my opinion, is the shuttle...
I can't manage to make it synchronized/linked with the launched plane...

Thank you again for this great discovery!!!
:ernae:
Sylvain

EDIT : I've just try it and after having adjusted my scene root ref point (according to the "boundry" rule) all my 4 BigE cats work perfectly!! Springtime have suddenly arrived in Pairs :)
 
Back
Top