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  • 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

Hi (again)!
Yes thanks to Noshadez, all my catapults and JBDs are working fine. In the same move I add also the stream effects :)

For the JBD animations: blastshield, "pistons", retractable cabins for catapult control and shuttles (moving back in positionfor attachment) are linked to the same animation blastshield_N_pct (N from 0 to 3).

The attached point attachpt_blast_shield_N (N from 1 to 4) seem to command the animation. I put it exactly at the same location than the blastshield pivot, but I don't know if it is really mandatory : like SkippyBing's JBD, all the parts are animating but only one of them is postionned according the attached point...:confused:

I join, just for fun, a little WIP screen shot from brand new catapult#1 operator

Thank you again!!
Sylvain
 
:wavey:

Hi sparouty,

Very cool, I like the Cat Operator, I like the Cat Pully for effect too !!
:friday:

:ernae::ernae::ernae:
 
Noshadez, awesome detective work! I've finally managed to get the second cat on the Ark to work now!

Sylvain, how do you get the catapult steam to work?
 
Hi SkippyBing,
For catapult steam, I add for each catapult, 5 combined attached points: Each objects have fx_Steam_Catapult attached effect and a visibility property (cf attached screenshot).

Here is an example of user object property (catapult #1, steam object#0):
HTML:
FSXML = <?xml version="1.0" encoding="ISO-8859-1" ?> <FSMakeMdlData version="9.0"> <Attachpoint name="attachpt_Steam_Catapult_1_0"> <AttachedObject> <Effect effectName="fx_Steam_Catapult" effectParams=""/> </AttachedObject> </Attachpoint> <Visibility name="Catapult1_Steam0"> </Visibility> </FSMakeMdlData>

The visibility property is numbered from 0 (start point) to 4 (end point).
I think it have to be tested with several launches in the same session/flight to validate that effect works each time. I had some strange issues with shuttle during trapping/lauching flights. Unfortunately, I don't have time (or skill) for that...:whistle:
Regards,
Sylvain
 
looks like progress :ernae: you fellas are going to produce a carrier :typing: keep at it, please, several heads are better than one.
 
Ok,

Its official I'm beat !, thanks to noshadez for conformation of the capital C, ironically I already had all mine at capital C but cat 2 end had an extra space in the code so it didnt work, which basically means I wasted four weeks for a space !.

However the biggest issue is blastshield animation, all the attach ponits work and all the animations work but when you add from the animation manager blastshield_0 behind cat one it fails to work, blastshield_1 behind cat 2 then moves when your on cat 1. Change the animation manager to 1 behind 1 and 2 behind 2 and it all works, I suspect 3 behind 3 will work but what about 4, there is no blastshield_4 in animation manager so its never going to work.

I currently fail to see how people get four blast shields to work :(.

Best

Michael
 
Ok, I got it !!, I dont know how others manage it but my animation manager seems corrupt or seriously screwed up, it will only allow me to assign blastshield_n_pct, where n=0-3.

You'd assume that

0 goes behind cat 1
1 goes behind cat 2
2 goes behind cat 3
3 goes behind cat 4

Which is all a bit crazy as all the other carrier attachpoints and names run from 1-4, not 0-3, yet all aircraft aniamtions like props and cowl flaps run from 0-3 ?.

Anyway, blastshield 0 has never worked here, following the set up above only resulted in the next highest # blastshield to raise, so, on cat 1 shield 2 raises, cat 2 shield 3 raises and cat 3 shield 4 raise, cat 1 fails to work.

Going back to the default carrier in Hex it clearly shows no blastshield_0_pct, they all follow the rest of the carrier animations of 1-4, so !, I assigned 1 to 1, 2 to 2, 3 to 3 and 0 to 4, compiled and then Hex edited the mdl file to change the blastshield 0 to a 4, and bingo it all four now work.

What I need to find now is why my animation manger has clearly got a corrupt animation tag within it, does it parse the animation xml ?, or is that part of the code stored elsewhere, I can get round it by manually editing the mdl in Hex after each compile, but it would be nice to have the animation manager have the correct code syntax.

Further more, if any one is using animation code blastshield_0_pct, how is it working !.

Kindest

Michael
 
Hello Michael,

Here is my Blastshield Modeldef.xml part :
HTML:
<PartInfo>
        <Name>blastshield_0_pct</Name>
        <AnimLength>100</AnimLength>
        <Animation>
            <Parameter>
                <Sim>
                    <Variable>BLAST SHIELD POSITION:1</Variable>
                    <Units>percent</Units>
                </Sim>
            </Parameter>
        </Animation>
    </PartInfo>
    <PartInfo>
        <Name>blastshield_1_pct</Name>
        <AnimLength>100</AnimLength>
        <Copy>blastshield_0_pct</Copy>
  <Animation>
            <Parameter>
                <Sim>
                    <Variable>BLAST SHIELD POSITION:2</Variable>
                </Sim>
            </Parameter>
        </Animation>
    </PartInfo>
    <PartInfo>
        <Name>blastshield_2_pct</Name>
        <AnimLength>100</AnimLength>
        <Copy>blastshield_0_pct</Copy>
        <Animation>
            <Parameter>
                <Sim>
                    <Variable>BLAST SHIELD POSITION:3</Variable>
                </Sim>
            </Parameter>
        </Animation>
    </PartInfo>
    <PartInfo>
        <Name>blastshield_3_pct</Name>
        <AnimLength>100</AnimLength>
        <Copy>blastshield_0_pct</Copy>
        <Animation>
            <Parameter>
                <Sim>
                    <Variable>BLAST SHIELD POSITION:4</Variable>
                </Sim>
            </Parameter>
        </Animation>
    </PartInfo>

As you can see, I'm using Blastshield_0_pct for cat#1. Tell me if it help you.
Regards,
Sylvain
 
I had the same problems toward the end..when I was on B4 B3 would rise and vice versa..I compile everything through xtomdl beind I use FSDS. Here is my final all Blast shields working Xanim file if it helps


<ANIM p length="100.000000" guid="0E681B9C-3CD8-4d1e-B9E3-B28610A8DEFD" name="blastshield_0_pct" <>
<ANIM p length="100.000000" guid="0E681B9C-3CD8-4d1e-B9E3-B28610A8DEFD" name="blastshield_0_pct" <><ANIM p length="100.000000" guid="0E681B9C-3CD8-4d1e-B9E3-B28610A8DEFD" name="blastshield_0_pct" <>type="Sim" typeParam="AutoPlay" typeParam2="blastshield_0_pct">
<ANIMSTREAM id=0 length="100.000000" name="Rotation" partName="blastshield_1_pct">
<KEYFRAME data="0.000000;0.000000;0.000000;1.000000" type="Quaternion" time="0.000000" />
<KEYFRAME data="0.559193;0.000000;0.000000;0.829038" type="Quaternion" time="100.000000" />
</ANIMSTREAM>
</ANIM>// End anim block

<ANIM p length="100.000000" guid="0E681B9C-3CD8-4d1e-B9E3-B28610A8DEFE" name="blastshield_1_pct" <>type="Sim" typeParam="AutoPlay" typeParam2="blastshield_1_pct">
<ANIMSTREAM id=0 length="100.000000" name="Rotation" partName="blastshield_2_pct">
<KEYFRAME data="0.000000;0.000000;0.000000;1.000000" type="Quaternion" time="0.000000" />
<KEYFRAME data="0.573576;0.000000;0.000000;0.819152" type="Quaternion" time="100.000000" />
</ANIMSTREAM>
</ANIM>// End anim block

<ANIM p length="100.000000" guid="0E681B9C-3CD8-4d1e-B9E3-B28610A8DEFF" name="blastshield_2_pct" <>type="Sim" typeParam="AutoPlay" typeParam2="blastshield_2_pct">
<ANIMSTREAM id=0 length="100.000000" name="Rotation" partName="blastshield_3_pct">
<KEYFRAME data="0.000000;0.000000;0.000000;1.000000" type="Quaternion" time="0.000000" />
<KEYFRAME data="0.598325;0.000000;0.000000;0.801254" type="Quaternion" time="100.000000" />
</ANIMSTREAM>
</ANIM>// End anim block



<ANIM p length="100.000000" guid="0E681B9C-3CD8-4d1e-B9E3-B28610A8DF00" name="blastshield_3_pct" <>type="Sim" typeParam="AutoPlay" typeParam2="blastshield_3_pct">
<ANIMSTREAM id=0 length="100.000000" name="Rotation" partName="blastshield_4_pct">
<KEYFRAME data="0.000000;-0.054000;0.000000;1.000000" type="Quaternion" time="0.000000" />
<KEYFRAME data="0.598325;-0.004000;0.000000;0.801254" type="Quaternion" time="100.000000" />
</ANIMSTREAM>
</ANIM>// End anim block

Hmm--For some reason only this part of the code will appear in the SOH forum but I do have blastshield_0_pct for BS1 working correctly
 
Hi guys,

Yup quite clearly you have blastshield_0_pct working, I'm at work right now so cannot check my anim files.....didn't think to look in there (face-palm), however I suspect thay will match Sylvains line for line, I think Max is exporting fine and makemdl is working correctly, it might be my sim thats awry.

No matter how I do it zero refuses to work, I checked the default and that too does not have a zero, it has 1-4_pct.

My modelmf.xml also shows blastshield 0-3 but when compiled 0 just refuses to work, even if I do set them all as 0-3 they still work but are off set as I laid out above, ie cat 1 moves blastshield 2 etc etc. Its not a problem with the part names or the attach points, they all work fine its the animation tool manager where you add the code that seems to be causing the problem, whenever you add 0 that blastshield refuses to work, change it to any of the others and the blastshield works perfectly which proves all the tags and attachpts are working correctly.

The only difference I have here is that my core FSx DVD and thus my Acc update are not shop copies but beta tester copies, so there may have been a change between the beta copy ( even though its a final RTM copy ) and the actual shop shelf copy.

I went back to the Essex with is single Cat 1 and tried blastshield 0 and it doesnt work there, the theory being that the other cats and blastshields might be messing with the animations.

Off course if my sim is different from others then the blastshields may not work globally, I'll need to send the Reagan to someone with a shop copy of FSx to test ( Sylvain ? ).

I'm also using Max8 so that might make a difference as well, the codes might be different to FSDS or Gmax ( doubtful ), all I know is that my Hex code now matches the default CVN Hex code when I change 0 to 4.

All very odd and bizzare !.

Kindest

Michael
 
It's times like this I'm glad the RN has never had a carrier with more than two cats!

This does also make me wonder if we've actually got all four arrestor wires working? Has anyone made a gauge that indicates which wire has been caught, if not I might knock one up later.
 
:wavey:

Hi SkippyBing,

I starting to think no, I tried the mission sdk, there is a Simvar.CableCaughtbyTailhook condition, i was assuming that each of the 4 - wires would fire on the default High definition Carrier, but everytime I go long on the deck I pick up Wire 1 everytime, Either does not work or I'm just that Good !! LOL !! :friday:

:ernae::ernae:
 
Hi everybody,
Michael your problem seem to be very strange??
Of course, yes, I can test your Reagan Carrier :) I've got a shop copy of FSX (RTM) with Acceleration (no SP2 update before Acc.), and I'm modeling with 3DSmax7...

SkippyBing, as EgoR64 said , with mission scripting you can show up the wire caught. Have a look at PropTrig_CableNN trigger functions into the Carrier practise mission (the xml is included in the acceleration SDK).
May be a "small" xml gauge should do the same?

Regards
Sylvain
 
I think an XML gauge will do it using the cable caught by tailhook variable as EgoR64 said. It does require a level of skill on the part of my landings though.....
 
Good point, I've wondered the same, though I always seem to catch 3 or 4 and run long down the deck, maybe they need to be inside the boundry as well ?.

Best

Michael

This does also make me wonder if we've actually got all four arrestor wires working? Has anyone made a gauge that indicates which wire has been caught, if not I might knock one up later.
 
This does also make me wonder if we've actually got all four arrestor wires working? Has anyone made a gauge that indicates which wire has been caught, if not I might knock one up later.

I have mine in a test mission using the simvar condition with a text to fire for each one and I test caught them all.. Just to note on the cats I at first got the part name mixed up with the modeldef.xml names so it is like this for mine
Cat 1
blastshield_0_pct = modeldef name
blastshield_1_pct = the animated part name
Cat 2
blastshield_1_pct = modeldef name
blastshield_2_pct = the animated part name
Cat 3
blastshield_2_pct = modeldef name
blastshield_3_pct = the animated part name
Cat 4
blastshield_3_pct = modeldef name
blastshield_4_pct = the animated part name
 
Ok, thanks for that,

I'll package it up tomorrow and send it over, I just need to see if all blastshields raise with respect to each Cat.

Best

Michael

Hi everybody,
Michael your problem seem to be very strange??
Of course, yes, I can test your Reagan Carrier :) I've got a shop copy of FSX (RTM) with Acceleration (no SP2 update before Acc.), and I'm modeling with 3DSmax7...

SkippyBing, as EgoR64 said , with mission scripting you can show up the wire caught. Have a look at PropTrig_CableNN trigger functions into the Carrier practise mission (the xml is included in the acceleration SDK).
May be a "small" xml gauge should do the same?

Regards
Sylvain
 
Ego, I'd say your landings are that good! Using the T-45 and the Ark Royal my first landing was number 1 wire and the second was number 4, third was a bolter so I diverted ashore!

If anyone wants I can knock my XML gauge into respectable shape and put it somewhere for download.
 
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