Global AI Ship Traffic V1 for FSX and P3D News and Support

Im a bit greedy, can i install the regular Global AI Ship Traffic over the retro package and have both running side by side.
 
Im a bit greedy, can i install the regular Global AI Ship Traffic over the retro package and have both running side by side.[/QUOTE

Sorry for not reacting but somehow notifications were off.

Yes, you can do that. You might have a ship collision or two once in a while as routes might overlap, but there is no technical issue.
 
If one has not said so before - amazing package of vessels - a prodigous effort. Thank you!

Now a slight problem with wakes in P3DV5. I noted the advice in the preceding blogs about checking the wake.fx files and entries. I have done that thoroughly all comply and all the LM wake files are also good. But I am still getting this vertical wake - but only on some ships not all - it almost random. Because if I indentify the vessel and check the wave file it is ok. Any ideas. Oh yes, I also did a complete reinstall with fresh downloads and have no other maritime traffic or AI excepting what may have been there by default.

Pic 1 one ship has correct wake one does not

GFC0aYI.jpg


Pic 2 typical vertical wake

r69dXBy.jpg

Both the ships you show here use the default fx_wake_l which is not provided in the package, so you must have a defect wake eventually downloaded with some other ship or scenery. Now just to check -
which version did you download "Global AI Ship Traffic V2" or something earlier? The Global AI Ship Traffic V2 from flightsim.com, simviation.com or flightsimnorway.com will have the correct wakes but for the two ships you show it depends on the default wake you have installed, so I guess you have the right package but a corrupted default wake. I can upload a default wake if needed.
 
Henrik,

I've made the mods to Invincible so she's more in keeping with her early service years (7 degree ski-ramp, sea dart with type 909 trackers, no goalkeeper) and stuck a couple of FRS1 on the deck with late 70's/early 80's (pre-Falkland's) paint kit.
Couple of issues with the bow wake positioning...once I've resolved that she's over to you for sea trials :adoration:


bWJfDCo.jpg


Cheers
Gaz
 
Henrik,

I've made the mods to Invincible so she's more in keeping with her early service years (7 degree ski-ramp, sea dart with type 909 trackers, no goalkeeper) and stuck a couple of FRS1 on the deck with late 70's/early 80's (pre-Falkland's) paint kit.
Couple of issues with the bow wake positioning...once I've resolved that she's over to you for sea trials :adoration:


bWJfDCo.jpg


Cheers
Gaz

That looks so splendid, Gary - I'm beside myself with excitement. It's been Harriers and RAF/RN helos all the time of late, and this rendition of the Lusty is very much what the doctor ordered.

Henrik, earlier in the thread, there was an HMS Ocean - is that available anywhere, or is that part of a separate project? Would love to have that one in P3D if/when it's ready. Especially with the night lighting you were working on.

cheers all,

dl

PS - In P3DV4, I've only added this latest version (Global Classic). In FSX, I've added past packs such as Global v1. Is it "safe" to add FSX-era packs like that one to P3D4, from a "wake" point of view?

I've had quite a few instances of "vertical" wakes from ship effects I dragged over from FSX carelessly only to find out they had the annoying effect.cfg issue I had to hunt down and correct. They obviously weren't your ships, but I'm checking since with the 200-ship pack, I really don't want to be chasing those effects down if it's known they'll misbehave in P3DV4.

Thanks,

dl
 
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If one has not said so before - amazing package of vessels - a prodigous effort. Thank you!

Now a slight problem with wakes in P3DV5. I noted the advice in the preceding blogs about checking the wake.fx files and entries. I have done that thoroughly all comply and all the LM wake files are also good. But I am still getting this vertical wake - but only on some ships not all - it almost random. Because if I indentify the vessel and check the wave file it is ok. Any ideas. Oh yes, I also did a complete reinstall with fresh downloads and have no other maritime traffic or AI excepting what may have been there by default.

Pic 1 one ship has correct wake one does not

Pic 2 typical vertical wake

Its typical issue with missing entry in model cfg. Its not a wave effect issue but cfg file of the model.
But its an FSX corner, you asking about Ultra water in P3Dv5. For FSX no any issue like this.
 
Gearing Fram I

I have modified your Gearings as Fram I. Two types served the Armada. Could it be interesting to include them in the package?

D61-Churruca.jpg
D65-Blas-de-Lezo.jpg
 
Anyone noticed that with HMS Fearless, there's an oddity with the wake and smoke?

It's as if the bow wake and smoke are shifted aft, roughly a ship's length or so.

Am seeing this in P3DV4.5.

cheers,

dl
 
Anyone noticed that with HMS Fearless, there's an oddity with the wake and smoke?

It's as if the bow wake and smoke are shifted aft, roughly a ship's length or so.

Am seeing this in P3DV4.5.

cheers,

dl
From testing of Earl Watkins' "Adams" Class destroyer in P3D v4 we (Team SDB) found that P3D doesn't handle coordinates in effects the same as FSX. In fact it seemed that it didn't at all. So we had to change the attachment point of the two smoke effects to be at the individual smoke stacks rather than a single point with the offset built into the effect. We made the adjustment using MCX. Hope this helps.
:ernaehrung004:
 
From testing of Earl Watkins' "Adams" Class destroyer in P3D v4 we (Team SDB) found that P3D doesn't handle coordinates in effects the same as FSX. In fact it seemed that it didn't at all. So we had to change the attachment point of the two smoke effects to be at the individual smoke stacks rather than a single point with the offset built into the effect. We made the adjustment using MCX. Hope this helps.
:ernaehrung004:

So the solution for P3D is that this needs to be changed in the model with MCX?

Yikes. Any tutorials on how to do this?

thx,

dl
 
Update - again, apologies this in the FSX thread, but it's clearly the active thread on this topic.

I'm noticing some real weirdness RAN HMAS Melbourne, with the forward wake, lights-basically all the effects are shifted forward almost a ship's length.

Will this need to be edited in MCX too? This is a more recent ship than the Fearless, so I'm surprised that it, having been for the P3D pack, had issues.

Thoughts?

thanks,

dl
 
Update - again, apologies this in the FSX thread, but it's clearly the active thread on this topic.

I'm noticing some real weirdness RAN HMAS Melbourne, with the forward wake, lights-basically all the effects are shifted forward almost a ship's length.

Will this need to be edited in MCX too? This is a more recent ship than the Fearless, so I'm surprised that it, having been for the P3D pack, had issues.

Thoughts?

thanks,

dl

I will have a look at it - but are you with the stand alone version here from SOH or with the version included in the Global AI Ship Traffic?
 
Hi Henrik,

I got mine from the Global Pack.

Thanks for looking into this.

Actually - I found my problem.

After tearing my hair out learning MCX and trying to reposition effects wouldn't "move" - I discovered the issue.

First, I realized in some (many?) of your boats, it looks you've baked in other effects into your wake, such as smoke and lights. I realized this when tried substituting the default wake on the Melbourne with another from one of the HMS destroyer classes. When I reverted back to the default you intended, the weirdness went away.

So in effect, there is no issue per se with your vessels.

That all said, somewhere along the line of installing all the new vessels, my "default" wakes that come with the P3D sim seem to now be corrupt, or they've somehow gotten overwritten by an older/uncompatible version. These include fx_wake_m, wake = fx_wake_l, fx_wake_s, so far as I checked - there may be others. The problem is hard to describe, and it's not the "vertical" wake problem - but rather the wake emanate in strange white 3D wisps above the surface level and extend aft, above the water, instead of staying flat to the water surface.

In particular, since the Melbourne calls for wake = fx_wake_m, and it being messed up as explained above, I sought to replace it, and discovered that what I need is a simple flat wake, not the more complex "wake+smoke+lights" type effects that boats in your big pack typically come with.

So I guess, if someone knows that their default P3Dv4 stock wakes still work correctly, and either a) know where to download those wakes, or b) is willing to post those three wakes (fx_wake_m, wake = fx_wake_l, fx_wake_s) as attachments, I'd be much obliged, as mine seem to be irreparably damaged somehow.

Thanks, and (self-induced) frustration aside, I've learned a lot about how these ship models are integrated with effects, and how to tweak. I might end up tweaking some more as I learn.

cheers,

dl
 
Thanks expat!!!!

Unfortunately, it looks like it wasn't the state of my wakes. Substituting those you just posted gave the same wispy nearly non-existent wake. And I tried that same wake (fx_wake_m) on another ship, and it gave the same results. Maybe it's the texture associated with the effect, don't know.

Here's a shot of the HMAS Melbourne. Stock sim.cfg, stock effect. Notice all that presents is the wispy bits near the front, and no actual wake emanating from the middle/rear of the boat.

2021-4-18_9-45-17-440.jpg

Ideas appreciated.

dl
 
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