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carrier cfg

Trasno try this....blue type is comment and explanation, red is error.


[fltsim.0]
title=Essex
sim=sha_essex_cv9 This is the name that is shown on the ships folder.
model=
panel=
sound=
texture=

Before reading the rest of the .cfg, imagine you are above the ship looking down, the bow is at the top and the stern below.
You have two centrelines, (1) runs the length of the flight deck, (2) runs athwartship at the models centre postion (usually).
These lines give you the co-ordinates below, with Y which is the height above sea level.
Placing a " ; " at the start of the line tells the cfs2 engine not to read it.



[flight_deck_section]
; this section defines the control points the
; AI (and LSO) use to steer towards the flight deck
Figures are in meters.
width=32 Width of flight deck.
length=241 Length of flight deck.
takeoff_start=0,21,-50 0 is the centreline running the length of the flight deck, 21 is the height above sea level, -50 is the start position behind the centreline that runs athwartship.
takeoff_stop=0,21,120
landing_start=0,500,-5000
landing_touch_down=1.279999,19.456001,-95.135239
landing_stop=1.279999,19.456001,0

[platform.0]
; platforms are the actual surface that the planes
; land on. You can define as many platforms as you
; want by adding subsequent sections with increasing
; numbers. e.g. [platform.1], [platform.2] etc.
;
; vertices should be defined in model coordinates,
; and counter-clockwise order when viewed from above.
; REMEMBER, positive z is out the TAIL of the ship
The para above is wrong, negative z is at the stern, and the co-ords go in a clockwise order.
; the shape may be concave or convex
; there may be from 3 to 20 vertices (limitation
; may go away later) and they must all be on the same
; plane.
vertex.0=23.040001,19.328003,-127.104012
vertex.1=-20.480001,19.328003,-127.232002
vertex.2=-20.864,19.328003,-85.632004
vertex.3=-26.112001,19.328003,-83.328003
vertex.4=-26.240002,19.328003,7.04
vertex.5=-32.896004,19.328003,7.424
vertex.6=-32.896004,19.328003,28.288002
vertex.7=-26.240002,19.328003,28.288002
vertex.8=-26.112001,19.328003,85.504005
vertex.9=-24.960001,19.328003,87.552002
vertex.10=-21.632002,19.328003,88.576004
vertex.11=-21.248001,19.328003,133.376007
vertex.12=23.552002,19.328003,133.376007

As you can see above, the co-ords run in Z, Y, X order, positive X is to the right of line (1), positive Z is forward of line (2).


[LANDING AIDS]
cable.0=23.040001,19.456001,-95.135239,-20.480003,19.456001,-95.135239
cable.1=23.040001,19.456001,-92.297218,-20.480003,19.456001,-92.297218
cable.2=23.040001,19.456001,-89.212418,-20.480003,19.456001,-89.212418
cable.3=23.040001,19.456001,-86.004227,-20.480003,19.456001,-86.004227

As look down on the ship the cables run right to left.

Does this help?:isadizzy:

regards Collin:ernae:
 
There is one huge problem ,you can`t get the AI to land on the carrier.I sure wish someone that knows programing would look into it.The problem is that we can`t controll the alt or speed of the AI below or above a limit in the missionbuilder.
 
Bob, its not as simple as that:blind:

The AI don't have use of another control like the players aircraft, (can't remember which one it is...but its one of the thingies on the tailplane:kilroy:).

The cables are there for you to catch with your hookie. Notice the height difference between them and the [platform.0]. default carriers cables are invisible, but have 4 lines drawn on the texture .bmp to approximate where they are, but I make mine as parts in the model, then use the co-ords from them to write into the cfg file. I think that they are easier to see, just don't put your hook down when you are trying to take off:icon_lol:.

regards Collin:ernae:
 
I already know that... what I ask is what is the meaning of the numbers: lenght, high...

Trasno


........bow
..........l centre line (1)
..........l
..........l
-------------- centre line (2)
..........l
..........l
..........l
.......stern

[LANDING AIDS]
cable.0=
23.040001 = X right side, 23.040001 meters right of centre line (1).
19.456001 = Y height above sea level.
-95.135239 = Z meters behind centre line (2).
-20.480003 = X left side, -20.48003 meters left of centre line (1).
19.456001 = Y height above sea level.
-95.135239 = Z meters behind centre line (2).

As you can see looking at X, the cables are offset from the centre line (1) but not shown as such on the texture .bmp.

regards Collin:ernae:


 
........bow
..........l centre line (1)
..........l
..........l
-------------- centre line (2)
..........l
..........l
..........l
.......stern

[LANDING AIDS]
cable.0=
23.040001 = X right side, 23.040001 meters right of centre line (1).
19.456001 = Y height above sea level.
-95.135239 = Z meters behind centre line (2).
-20.480003 = X left side, -20.48003 meters left of centre line (1).
19.456001 = Y height above sea level.
-95.135239 = Z meters behind centre line (2).

As you can see looking at X, the cables are offset from the centre line (1) but not shown as such on the texture .bmp.

regards Collin:ernae:





Thanks Collin, that is useful.
Another question, the landing officer, I am not sure which data uses to guide the plane. Does he uses ever the same speed and glide path?

Emilio
 
Thanks Collin, that is useful.
Another question, the landing officer, I am not sure which data uses to guide the plane. Does he uses ever the same speed and glide path?

Emilio

In the ship.cfg you will find the data in [flight-deck-section]
landing_start=0,500,-5000

I think this is in feet.

Just like Microthingy to have 2 people working on the same file but using different numerical systems.

There is another entry in the aircraft's cfg or airfile which refers to the LSO, which may impact on the LSO's behaviour.

regards Collin:ernae:
 
In the ship.cfg you will find the data in [flight-deck-section]
landing_start=0,500,-5000

I think this is in feet.

Just like Microthingy to have 2 people working on the same file but using different numerical systems.

There is another entry in the aircraft's cfg or airfile which refers to the LSO, which may impact on the LSO's behaviour.

regards Collin:ernae:

Many thanks again, Collin. I ask because I can land with a stock Zero in a stock carrier, and I can land with a Hellcat in a stock carrier, but I tried to land with the stock Zero in the Zuiho and the Junyo (sorry I don´t remember the authors) and I an unable to do it. So I think that there is something wrong with these carrier´s cfg file.

Trasno.
 
Many thanks again, Collin. I ask because I can land with a stock Zero in a stock carrier, and I can land with a Hellcat in a stock carrier, but I tried to land with the stock Zero in the Zuiho and the Junyo (sorry I don´t remember the authors) and I an unable to do it. So I think that there is something wrong with these carrier´s cfg file.

Trasno.


I doubt it Trasno, the stock carrier's are over-large while the independently made carriers are 1 to 1 scale. The ship.cfg file has to reflect the correct dimensions for the [platform] and the cable's.

I expect you need to practice more, ignore or shut off the LSO and get some other carrier's to try out.

regards Collin:ernae:
 
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