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Bow wave and wale not working

M

michael lin

Guest
I've downloded some pilotable ships for CFS2 and I'd also tweaked and converted many CFS2 ships into pilotable on my own, too, just for the fun of driving the ships around.

But I can't get the Bow wave and wakes effects working , and I've noticed that even other regular Sea planes take off and landing without any water effects at all But these effects seemed working just fine with the AI ships. I'd tried tweaking the contact points and DPs but just couldn't solved the Problem. Can anyone Help? Thanks

Michael
 
I can't help you with your bow waves; but-- would you upload your conversions for us? I would appreciate it.

thanks

merlin2
 
OK, but I'd used some other people's effects and designs, let me figure out who to ask permission or where to obtain them and how to upload first, give me a few days.

Michael
 
I may be able to help, going to have to have a couple days to remember how, If nobody gets back to you buy this weekend throw me a pm. :kilroy:
 
I think this might help you.

Just add this lines to the CFG folder thats inside the Ship folder. The folder is call Ship and add this line to the bottom of the information there like this lines:

[Dynamics]
pitch_wave_moment_scale = 1
bank_wave_moment_scale = 1
pitch_damp_moment_scale = 1
bank_damp_moment_scale = 1

and play around with the numbers until you get what you want.
 
I think this might help you.

Just add this lines to the CFG folder thats inside the Ship folder. The folder is call Ship and add this line to the bottom of the information there like this lines:

[Dynamics]
pitch_wave_moment_scale = 1
bank_wave_moment_scale = 1
pitch_damp_moment_scale = 1
bank_damp_moment_scale = 1

and play around with the numbers until you get what you want.

Nah....thats just to make the ship rock'an'roll.

Michael, the bow and stern wave's are effects which you will find in the .dp file. You can experiment with them by raising or lowering the height or placing them before or after their point of origin. Dunno if'n they will still work now that you have tweaked the model.

regards Collin:ernae:
 
Thanks miamieagel and collin,

I think you're both right that these lines and the DP control the ship's motion and activated effects. I'd tried placed the Dynamic lines to the aircraft cfg. - no luck. The Dp worked fine i ship's mode.

I think I better rephrase my question to clarify my probleme:

My seaplanes for CFS2 took off and landed on water without bow waves and wakes, no effects at all - Is it normal in CFS2? I'd looked into the DP file and even add the "Extra. " lines I copied from the pilotable "GC_Flower_Class_Corvette"'s DP, but nothing worked. Even the "GC_Flower_Class_Corvette" runs in my game without any water effect. All the other effects of the game are fine - MG firing, bomb, rockets, explosions..... At first I thought it's just the game's limitation. But when I installed the " GC_SBoot_S10A" the bow wave effect woked but not the wake effect, that's when I 'd concluded that there might be something wrong with my CFS2.

Anyway, I think if soemone can tip me with how to make my seaplnes take off and landing with water effects, I can take it from there.

Michael
 
Michael,
Seaplanes in cfs2 can have bowwaves, but they need to havethe effect named in the [LIGHTS] section of the aircraft cfg and the addition of Green Ghost's gauge (in this case called "bellylanding") in the panel cfg. To activate the effect you need to hit the L key. Once it is activated it will work until you exit cfs2. I will post a demo.
cheers,
Michael
 
Michael,
this is an example of the above. It comes from the converted Walrus.

From aircraft cfg:
[LIGHTS]
panel=0, 0.62, -1.8, fx_bowspWalrus
From panel cfg:
[Window00]
file=MAIN.bmp
size_mm=800
position=1
visible=1
ident=0

gauge00=SimIcons!Kneeboard Icon, 200,317,27
gauge01=SimIcons!ATC Icon, 200,350,27
gauge02=SimIcons!Map Icon, 200,282,27
gauge03=SimIcons!GPS Icon, 200,381,27
gauge04=SimIcons!Avionics Icon, 200,414,27
gauge05=p47d!thrust_controls, 1,454,109
gauge06=p47d!Airspeed, 232,278,94,94
gauge07=p47d!Magneto, 193,471,68,67
gauge08=p47d!Altimeter, 431,271,75
gauge09=p47d!Vertical_Speed, 513,269,70
gauge10=p47d!Starter, 276,478,53,59
gauge11=p47d!Attitude, 331,276,97
gauge12=p47d!Boost_Pressure, 514,345,66,69
gauge13=p47d!Tachometer, 236,378,78
gauge14=p47d!Clock, 563, 419 ,61
gauge15=p47d!Engine_Temperature, 496,434,58
gauge16=p47d!Oil_Pressure, 562,485,58
gauge17=p47d!Turn_Indicator, 431,353,74
gauge18=p47d!Fuel_Selector, 495,497,61
gauge19=p47d!Fuel, 426,433,61
gauge20=cessna!VOR1, 333,383,93,93
gauge21=00.TRIMM, 589,341,29,65
gauge22=F4F4_Wildcat!Magnetic-Compass, 327,388,90
gauge23=p47d!gear, 272,551,67,67
gauge24=DAP_CFS2v1!BellyLand, 258,149,10,9
When you add the bellyland gauge give it the next gauge number in sequence.
I hope this helps!
Michael
 
In either the dp or cfg file is a setting for type of aircraft to determine if it is a land/carrier based or amphibious or watercraft, will dig around and see if I can find it.
 
Ravenna is correct you need the Green ghost gauge effect for all this to work, also here is something else that may help.

The first document kinda explains landing gear scrape points and waterplanes and the values to change. The second is the VN PT Boat CFG file with the changed values so you can start on the water. Note the depth charge effect used with Green ghost gauge. Not sure where this came from so some credit is due to somebody.




e.g. A6M2
[contact_points]
//0 Class
//1 Longitudinal Position (feet)
//2 Lateral Position (feet)
//3 Vertical Position (feet)
//4 Impact Damage Threshold (Feet Per Minute)
//5 Brake Map (0=None, 1=Left, 2=Right)
//6 Wheel Radius (feet)
//7 Steer Angle (degrees)
//8 Static Compression (feet) (0 if rigid)
//9 Max/Static Compression Ratio
//10 Damping Ratio (0=Undamped, 1=Critically Damped)
//11 Extension Time (seconds)
//12 Retraction Time (seconds)
//13 Sound Type
//14 Airspeed limit for retraction (KIAS)
//15 Airspeed that gear gets damage at (KIAS)
point.0=1, -20.21, 0.00, -1.45, 3200, 0, 0.10,180.0, 0.40, 2.5, 0.80, 7.5, 5.00, 0, 0, 135 // ,,-1.55,75.0
point.1=1, 1.71, -5.76, -6.60, 2200, 1, 1.05, 0.0, 0.50, 2.5, 0.83, 2.5, 4.00, 2, 0, 135 // old1.41,,-6.60
point.2=1, 1.71, 5.76, -6.60, 2200, 2, 1.05, 0.0, 0.50, 2.5, 0.83, 2.5, 8.25, 3, 0, 135 // old1.41,,-6.60
point.3=2, 0.00,-20.00, 0.25, 3200, 0, 0.00, 0.0, 0.00, 0.0, 0.00, 0.0, 0.0, 5
point.4=2, 0.00, 20.00, 0.25, 3200, 0, 0.00, 0.0, 0.00, 0.0, 0.00, 0.0, 0.0, 6
point.5=2, -10.25, 0.00, -3.00, 3400, 0, 0.00, 0.0, 0.00, 0.0, 0.00, 0.0, 0.0, 9
point.6=2, 6.41, 0.00, -4.08, 3200, 0, 0.00, 0.0, 0.00, 0.0, 0.00, 0.0, 0.0, 4

In CFS2 you have to choose between having a seaplane as a true amphib (with land AND water capability) or a true floatplane (water capable only). There's no having the ability to water-start a land/water amphib model with gear if you want it to start in water first at mission loading. As you've discovered, starting an amphib in water will always load with 'gear-down' first and sink. A floatplane, on the other hand, WILL water-start, but it must not have any active landing gear.

So what you want to do is disable the gear on the amphib to prevent 'gear-down' and subsequent sinking, thus making CFS2 regard it as a floater only. I know, it sucks, but everything has a limitation, right?

To change an amphib to a floater for water-starting, start with the cfg file. Put backslashes in front of the landing gear entries in the Contact Points section to comment them out and disable them, like below (they are always listed as point.X= 1):


[contact_points]

//point.0= 1, 16.083, 0.000, -8.758, 3200, 0, 0.693, 41.600, 0.100, 2.500, 0.700, 5.000, 5.000, 0
//point.1= 1, -2.917, -7.000, -8.700, 2200, 1, 0.693, 0.000, 0.206, 2.500, 0.881, 5.000, 5.000, 2
//point.2= 1, -2.917, 7.000, -8.700, 2200, 2, 0.693, 0.000, 0.206, 2.500, 0.881, 5.000, 5.000, 3
point.3= 4, 16.083, 0.000, -4.567, 3200, 0, 0.693, 0.000, 0.206, 2.500, 0.781, 0.000, 0.000, 2
point.4= 4, 12.083, -2.100, -4.967, 3200, 0, 0.693, 0.000, 0.206, 2.500, 0.781, 0.000, 0.000, 3
point.5= 4, 12.083, 2.100, -4.967, 3200, 0, 0.693, 0.000, 0.206, 2.500, 0.781, 0.000, 0.000, 3
point.6= 4, -16.083, -2.100, -3.767, 3200, 0, 0.693, 0.000, 0.206, 2.500, 0.781, 0.000, 0.000, 3
point.7= 4, -16.083, 2.100, -3.767, 3200, 0, 0.693, 0.000, 0.206, 2.500, 0.781, 0.000, 0.000, 3
point.8= 4, -3.920, -42.000, -3.167, 3200, 0, 0.693, 0.000, 0.206, 2.500, 0.781, 0.000, 0.000, 2
point.9= 4, -3.920, 42.000, -3.167, 3200, 0, 0.693, 0.000, 0.206, 2.500, 0.781, 0.000, 0.000, 3
point.10= 4, -1.920, -42.000, -3.167, 3200, 0, 0.693, 0.000, 0.206, 2.500, 0.781, 0.000, 0.000, 2
point.11= 4, -1.920, 42.000, -3.167, 3200, 0, 0.693, 0.000, 0.206, 2.500, 0.781, 0.000, 0.000, 3
point.12= 2, 1.267, -42.000, 8.000, 10575, 0, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 5
point.13= 2, 1.267, 42.000, 8.000, 10575, 0, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 6
point.14= 2, -21.583, 0.000, 2.500, 10575, 0, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 9
point.15= 2, 8.833, 0.000, 2.500, 10575, 0, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 4

"Point.X= 4" is float points for water and "= 2" is scrape points for use in crashlanding.

Leave the *.air file as is, in case you want to re-enable the gear again later in the cfg.

Hope this helps

[fltsim.0]
title=VN_PT_boat
sim=VN_PT_boat
model=
panel=
sound=
texture=
kb_checklists=


[contact_points]

point.0=4, 6.499, -5.250, -1.409, 1600.000, 0.000, 0.000, 0.000, 0.850, 2.500, 0.650, 0.000, 0.000, 0.000, 0.000, 0.000
point.1=4, 6.498, 5.250, -1.409, 1600.000, 0.000, 0.000, 0.000, 0.850, 2.500, 0.650, 0.000, 0.000, 1.000, 0.000, 0.000
point.2=4, -12.745, -4.759, -1.211, 1600.000, 0.000, 0.000, 20.000, 0.950, 2.500, 0.650, 0.000, 0.000, 2.000, 0.000, 0.000
point.3=4, -12.692, 4.540, -1.263, 1600.000, 0.000, 0.000, 20.000, 0.950, 2.500, 0.650, 0.000, 0.000, 3.000, 0.000, 0.000
//point.4= 2.000, -14.086, 0.000, 1.641, 1800.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 9.000, 0.000, 0.000
//point.5= 2.000, 8.563, 0.000, 1.059, 1800.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 4.000, 0.000, 0.000
//point.6 = 5.000, -13.014, -2.410, -2.415, 1600.000, 0.000, 0.000, 50.000, 0.000, 0.000, 1.000, 1.000, 1.200, 0.000, 0.000, 0.000
//point.7 = 5.000, -13.071, 2.410, -2.433, 1600.000, 0.000, 0.000, 50.000, 0.000, 0.000, 1.000, 1.100, 1.500, 0.000, 0.000, 0.000
static_pitch=-3.999023
static_cg_height=5.584627
[Views]
eyepoint=5.111210,-2.986815,11.340420


[LIGHTS]
panel=0, 0, -105.00, fx_dpthchrg


//[LIGHTS]
//panel=10.3, -1.22, -60.80, fx_tpdexpl_l
 
So what you want to do is disable the gear on the amphib to prevent 'gear-down' and subsequent sinking, thus making CFS2 regard it as a floater only. I know, it sucks, but everything has a limitation, right?

So what about the Catalina and Sunderland flyingboats? Thought they did the lot.

regards Collin:ernae:
 
OK, Guys,

Thanks for the tips and they sure worked, I've got the bow wave and wake going using L key as on/off switch manually right now but not automatically on/ff when landing and taking off. Is it correct or am I missing something. I'm still trying to digest the issue regarding contact points with my poor brain working overtime. I'll do some more testing with the contact poins and the gauges and report.

Thank you - miamieagle, Collin, Good2 Be & Ravenna for all the help, Thanks


Best Regards
Michael
 
So what about the Catalina and Sunderland flyingboats? Thought they did the lot.

regards Collin:ernae:




Your right not really sure why they suggest to disable landing gear for amphiby's just don't hit the gear down button in the water.
 
Hi, Good 2 be,

I've replaced my Ar 196 airfile with what youl'd send me. it worked perfectly, Thank you very much.

when I tried to disable the landing gears of another airplane by cross off the first 3 line of the contace points of the aircraft as your text shown, it become tumbling all over the place. Why?

I am now working to put together a bow wave effect by tweaking the bow wave effect that I have.
I know how to enlarge or reduce the size of the effect by change the scale of the" particle" but I am hveing difficulty as I'd like to increase the width of the effect and reduce the height of it at the same time, can you help me here? Thanks.

Best regards

Michael
 
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