• There seems to be an up tick in Political commentary in recent months. Those of us who are long time members of the site we know that Political and Religious content has been banned for years. Nothing has changed. Please leave all political and religiours commentary out of the fourms.

    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 politicion 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 amoung members. It is a poison to the community. We apprciate compliance with the rules.

    The Staff of SOH

  • Server side Maintenance is done. We still have an update to the forum software to run but that one will have to wait for a better time.

HMS Bounty - FSX Native

HMS Bounty Launch

I finally got the Bounty Launch to work in AI. Although currently, this isn't FSX native, I am using it in P3D V3.4 it looks to be a sitting a little high above the water.


Capture.jpg
 
Are there plans for the launch to undergo FSX native conversion..?
Or for the transom to gain texture..?

No, not yet. The Launch project was part of Nigel's scenery project.

It's mapping and textures are temporary. The boat had been remapped for textures but they have not been re-done.

As such, there are no plans to convert to FSX until the original project is completed.

Remember, I gave you an alpha release 2 years ago to play. That is the last of it until the next phase is completed.

Water in the boat, or any aircraft/vehicle in the water in the exterior view is normal. Check aircraft like the Mallard or Goose, you will see that in exterior view.
 
I finally got the Bounty Launch to work in AI. Although currently, this isn't FSX native, I am using it in P3D V3.4 it looks to be a sitting a little high above the water.


Capture.jpg

Check the sim.cfg for the AI Launch for this section and adjust accordingly:

[contact_points]
static_pitch=0.0 //degrees, pitch when at rest on the ground (+=Up, -=Dn)
static_cg_height=6.0 //feet, altitude of CG when at rest on the ground

If that does not correct it, change the same statement in the aircraft.cfg.
 
I made adjustments accordingly - Still riding high:

From Aircraft.cfg:
[contact_points]

max_number_of_points = 5

point.0=4, 3.635, -2.170, -2.30, 3000, 0, 0.00, 5.00, 0.25, 1.60, 1.00, 0.00, 0.00, 2, 0.00,

0.00
point.1=4, 3.635, 2.170, -2.30, 3000, 0, 0.00, 5.00, 0.25, 1.60, 1.00, 0.00, 0.00, 3, 0.00,

0.00
point.2=4, -10.66, -2.735, -2.60, 3000, 0, 0.00, 5.00, 0.25, 1.60, 1.00, 0.00, 0.00, 2, 0.00,

0.00
point.3=4, -10.66, 2.735, -2.60, 3000, 0, 0.00, 5.00, 0.25, 1.60, 1.00, 0.00, 0.00, 3, 0.00,

0.00


static_pitch = 0
///static_cg_height = 2
/static_cg_height = 6
gear_system_type = 4


From Sim.cfg
[contact_points]
static_pitch=0.0 //degrees, pitch when at rest on the ground (+=Up, -=Dn)
static_cg_height=6.0 //feet, altitude of CG when at rest on the ground


stilhigh.jpg
 
The CG_Height should be around 2.4', not 6'. That was just an example from the Bounty.

The launch has this statement:

static_cg_height = 2

That should be correct.

Here are the contact points I have for the sailable Launch:



[contact_points]


max_number_of_points = 5


point.0=4, 3.635, -2.170, -2.30, 3000, 0, 0.00, 5.00, 0.25, 1.60, 1.00, 0.00, 0.00, 2, 0.00, 0.00
point.1=4, 3.635, 2.170, -2.30, 3000, 0, 0.00, 5.00, 0.25, 1.60, 1.00, 0.00, 0.00, 3, 0.00, 0.00
point.2=4, -10.66, -2.735, -2.60, 3000, 0, 0.00, 5.00, 0.25, 1.60, 1.00, 0.00, 0.00, 2, 0.00, 0.00
point.3=4, -10.66, 2.735, -2.60, 3000, 0, 0.00, 5.00, 0.25, 1.60, 1.00, 0.00, 0.00, 3, 0.00, 0.00




static_pitch = 0
static_cg_height = 2
gear_system_type = 4
 
I made adjustments accordingly - Still riding high:

From Aircraft.cfg:
[contact_points]

max_number_of_points = 5

point.0=4, 3.635, -2.170, -2.30, 3000, 0, 0.00, 5.00, 0.25, 1.60, 1.00, 0.00, 0.00, 2, 0.00,

0.00
point.1=4, 3.635, 2.170, -2.30, 3000, 0, 0.00, 5.00, 0.25, 1.60, 1.00, 0.00, 0.00, 3, 0.00,

0.00
point.2=4, -10.66, -2.735, -2.60, 3000, 0, 0.00, 5.00, 0.25, 1.60, 1.00, 0.00, 0.00, 2, 0.00,

0.00
point.3=4, -10.66, 2.735, -2.60, 3000, 0, 0.00, 5.00, 0.25, 1.60, 1.00, 0.00, 0.00, 3, 0.00,

0.00


static_pitch = 0
///static_cg_height = 2
/static_cg_height = 6
gear_system_type = 4


From Sim.cfg
[contact_points]
static_pitch=0.0 //degrees, pitch when at rest on the ground (+=Up, -=Dn)
static_cg_height=6.0 //feet, altitude of CG when at rest on the ground
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
I went with what you had in RED of 6 in both mentioned files -
Now again, I changed those values to "2"

Sim.cfg

[fltsim.0]
title=HMS Bounty Launch
model=
texture=

[General]
category=Boat

[contact_points]
static_pitch=0.0 //degrees, pitch when at rest on the ground (+=Up, -=Dn)
static_cg_height=2.0
///static_cg_height=6.0 //feet, altitude of CG when at rest on the ground

[DesignSpecs]
max_speed_mph = 50
acceleration_constants = 0.5, 0.4 //Time constant (effects responsiveness), and max acceleration (Gs)
deceleration_constants = 2.0, 0.5 //Time constant (effects responsiveness), and max acceleration (Gs)
SternPosition = 50

[Effects]
wake = fx_wake_l

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Aircraft.cfg

[contact_points]

max_number_of_points = 5

point.0=4, 3.635, -2.170, -2.30, 3000, 0, 0.00, 5.00, 0.25, 1.60, 1.00, 0.00, 0.00, 2, 0.00, 0.00
point.1=4, 3.635, 2.170, -2.30, 3000, 0, 0.00, 5.00, 0.25, 1.60, 1.00, 0.00, 0.00, 3, 0.00, 0.00
point.2=4, -10.66, -2.735, -2.60, 3000, 0, 0.00, 5.00, 0.25, 1.60, 1.00, 0.00, 0.00, 2, 0.00, 0.00
point.3=4, -10.66, 2.735, -2.60, 3000, 0, 0.00, 5.00, 0.25, 1.60, 1.00, 0.00, 0.00, 3, 0.00, 0.00


static_pitch = 0
static_cg_height = 2
gear_system_type = 4

Results are same:

still-lhigh.jpg
 
I assume you tried restarting the sim????
Is this the only copy you have of the Launch in either the airplanes or Boats folders?

Other than that, no clue.
 
I stumbled onto this from another forum and thought maybe this may be relevant somehow:

Ignore the static_cg_height, it is only used in Slew Mode.


1.000000= the class of the point, 1=wheel. This is what we want, there should be 3 of them. If you find a bunch more than that, post the whole [Contact Points] section in a reply.

22.166667,0.000000,-4.916667= the location of the wheels in the following order- for/aft, right/left, up/down. The red one is what we want to change.

That value is the distance, in feet, between the aircraft reference datum and the ground. Ignore the "-" sign.

To raise the vehicle we need more distance between the datum and the ground, make the number bigger.
 
In my #59 I was interested in converting this driveable Launch into an AI mode. I concocted my on sim.cfg file and soon discovered that the launch was
viable in AI Carriers only it sits too high off water.

This is the current contents

[fltsim.0]
title=HMS Bounty Launch
model=
texture=

[General]
category=Boat

[contact_points]
static_pitch=-0.0 //degrees, pitch when at rest on the ground (+=Up, -=Dn)
static_cg_height=0.0
///static_cg_height=6.0 //feet, altitude of CG when at rest on the ground

[DesignSpecs]
max_speed_mph = 50
acceleration_constants = 0.5, 0.4 //Time constant (effects responsiveness), and max acceleration (Gs)
deceleration_constants = 2.0, 0.5 //Time constant (effects responsiveness), and max acceleration (Gs)
SternPosition = 50

[Effects]
wake = fx_wake_l
 
I've renamed the aircraft.cfg file to a .bak extension. I Borrowed from a True AI ship in P3D V3.4 the contents of the sim.cfg and re titled it accordingly and it
sill hovers a few feet above the water. All of my True payware and freeware AI ships do NOT have Aircraft .cfg file. I suspect that was intended for a pilotable
version. which would make sense.
In AI carriers, I made just a "Launch" (dingy boat) selection in the AI Carriers menu and it too shows hovering above the water.

Would like to know if any P3D V3/4 users have this problem?
 
I've renamed the aircraft.cfg file to a .bak extension. I Borrowed from a True AI ship in P3D V3.4 the contents of the sim.cfg and re titled it accordingly and it
sill hovers a few feet above the water. All of my True payware and freeware AI ships do NOT have Aircraft .cfg file. I suspect that was intended for a pilotable
version. which would make sense.
In AI carriers, I made just a "Launch" (dingy boat) selection in the AI Carriers menu and it too shows hovering above the water.

Would like to know if any P3D V3/4 users have this problem?

My apologies; this head cold or allergies has me clogged up and fogs my thinking.

You will need to change these "vertical distance to ground" parameters to set the height:

[contact_points]

max_number_of_points = 5

point.0=4, 3.635, -2.170, -2.30, 3000, 0, 0.00, 5.00, 0.25, 1.60, 1.00, 0.00, 0.00, 2, 0.00, 0.00 //front left of boat
point.1=4, 3.635, 2.170, -2.30, 3000, 0, 0.00, 5.00, 0.25, 1.60, 1.00, 0.00, 0.00, 3, 0.00, 0.00 //front right of boat
point.2=4, -10.66, -2.735, -2.60, 3000, 0, 0.00, 5.00, 0.25, 1.60, 1.00, 0.00, 0.00, 2, 0.00, 0.00 //rear left of boat
point.3=4, -10.66, 2.735, -2.60, 3000, 0, 0.00, 5.00, 0.25, 1.60, 1.00, 0.00, 0.00, 3, 0.00, 0.00 //rear right of boat

static_pitch = 0
static_cg_height = -2.10 // change this to be at least 0.2 higher than the red number above
gear_system_type = 4
 
Sorry Milton you've got the stuff going around - I just got over it a couple weeks ago. Sure went thru the Kleenex.

Anyway, I tried your last suggestion and as you can see - no joy. I am showing contents of sim.cfg and Aircraft.cfg files.
IMHO, I don't think the aircraft.cfg is required for any AI aircraft/boats - I've managed to make them work without with it.

launch.jpg


Sim.cfg contents:

[contact_points]

max_number_of_points = 5

point.0=4, 3.635, -2.170, -2.30, 3000, 0, 0.00, 5.00, 0.25, 1.60, 1.00, 0.00, 0.00, 2, 0.00, 0.00 //front left of boat
point.1=4, 3.635, 2.170, -2.30, 3000, 0, 0.00, 5.00, 0.25, 1.60, 1.00, 0.00, 0.00, 3, 0.00, 0.00 //front right of boat
point.2=4, -10.66, -2.735, -2.60, 3000, 0, 0.00, 5.00, 0.25, 1.60, 1.00, 0.00, 0.00, 2, 0.00, 0.00 //rear left of boat
point.3=4, -10.66, 2.735, -2.60, 3000, 0, 0.00, 5.00, 0.25, 1.60, 1.00, 0.00, 0.00, 3, 0.00, 0.00 //rear right of boat

static_pitch = 0
static_cg_height = -2.15 // change this to be at least 0.2 higher than the red number above
gear_system_type = 4


Aircraft.cfg contents

[contact_points]

max_number_of_points = 5

point.0=4, 3.635, -2.170, -2.30, 3000, 0, 0.00, 5.00, 0.25, 1.60, 1.00, 0.00, 0.00, 2, 0.00, 0.00 //front left of boat
point.1=4, 3.635, 2.170, -2.30, 3000, 0, 0.00, 5.00, 0.25, 1.60, 1.00, 0.00, 0.00, 3, 0.00, 0.00 //front right of boat
point.2=4, -10.66, -2.735, -2.60, 3000, 0, 0.00, 5.00, 0.25, 1.60, 1.00, 0.00, 0.00, 2, 0.00, 0.00 //rear left of boat
point.3=4, -10.66, 2.735, -2.60, 3000, 0, 0.00, 5.00, 0.25, 1.60, 1.00, 0.00, 0.00, 3, 0.00, 0.00 //rear right of boat

static_pitch = 0
static_cg_height = -2.15 // change this to be at least 0.2 higher than the red number above - I did change this to current value.
gear_system_type = 4
 
I wanted you to change the 4 contact points (in red) to more positive number ....

point.0=4, 3.635, -2.170, -2.30, 3000, 0, 0.00, 5.00, 0.25, 1.60, 1.00, 0.00, 0.00, 2, 0.00, 0.00 //front left of boat
point.1=4, 3.635, 2.170, -2.30, 3000, 0, 0.00, 5.00, 0.25, 1.60, 1.00, 0.00, 0.00, 3, 0.00, 0.00 //front right of boat
point.2=4, -10.66, -2.735, -2.60, 3000, 0, 0.00, 5.00, 0.25, 1.60, 1.00, 0.00, 0.00, 2, 0.00, 0.00 //rear left of boat
point.3=4, -10.66, 2.735, -2.60, 3000, 0, 0.00, 5.00, 0.25, 1.60, 1.00, 0.00, 0.00, 3, 0.00, 0.00 //rear right of boat

You can start at 0.00 and go more positive if necessary.

As you change them, you must change the static height so it is a little more positive than the contact points vertical distance #s.
 
Is anyone else using the beauty in P3Dv4? If so how are your frame rates? How about at 4x time compression?

Joe,

Just wanted to double check with you on two things:

1) did you follow the special instructions for P3DV4 users and copy the panel.cfg over?:


ATTENTION P3DV4+ Users:


Copy the panel.cfg from the "P3DV4 Users" folder to the "Panel" folder to activate the 64-bit code.
You may wish to rename the original before saving.

2) The 64-bit gauge requires the VS2015 Redistributable to be installed on the user PC .. See comment in the panel.cfg.

Did you read the comments in the panel.cfg?

// Dec. 30 2018:
// Added AVM32/64 bit gauges and XMLSound64 gauge for P3Dv4
// IMPORTANT: the AVM32/64 bit gauges requires the Microsoft Visual C++ 2015 Redistributable !!
// Since the interface gauge (named AVM**.dll) between my XML gauge-code and FSX' SimConnect, is built with
// Visual Studio 2015, it REQUIRES the presence of the library "Visual C++ 2015 Redistributable" on your PC.
// Without this software library installed, the flightmodel WILL NOT work.
// You can check this in Windows, under "Installed Programs". It should contain the entries:
// - Microsoft Visual C++ 2015 Redistributable (x86)
// and
// - Microsoft Visual C++ 2015 Redistributable (x64).
//
// If not installed yet, you can download it here:
//
// https://www.microsoft.com/en-us/download/details.aspx?id=48145
//
// Works for WindowsXP-SP3 upto Windows10.
// It's best to install both the .x86 and .x64 versions.
 
Joe,

Just wanted to double check with you on two things:

1) did you follow the special instructions for P3DV4 users and copy the panel.cfg over?: ...

Hi Milton, thanks yes I did do that. I double checked I had the 2015 redistributes installed and I copied the new p3d panel into place. It works well at normal speed, as far as I can tell everything is working as it should, its just when I turn up time compression that things slow to a crawl. I have been beginning to suspect something is wrong with my setup and it may be time to rebuild it from scratch (too many addon's possibly), so I was asking if anyone else using V4 was having the same experience.

With most craft it would be fine, but at 7-10 kn my lack of patience gets the better of me.
 
New install

I've just done a new install of the FSX native 2.0 version of the Bounty and am seeing a problem.

I also have the same problem with version FSX 1.2.

When I bring up the sail management window all looks good for about 6 seconds with the birds crying in the background.
Then the sound changes so its not only birds but whale sounds as well.
All the sail management switches start flipping on and off with the other switches locked out and not movable.

"Visual C++ 2015 Redistributable" (x86) & (x64) are both installed.
FSUIPC is installed.

Rebooted the PC, no change.

I have HMS Victory installed and she sails with no problems.
The same with the Bounty launch, no issues.
 
I've just done a new install of the FSX native 2.0 version of the Bounty and am seeing a problem.

I also have the same problem with version FSX 1.2.

When I bring up the sail management window all looks good for about 6 seconds with the birds crying in the background.
Then the sound changes so its not only birds but whale sounds as well.
All the sail management switches start flipping on and off with the other switches locked out and not movable.

"Visual C++ 2015 Redistributable" (x86) & (x64) are both installed.
FSUIPC is installed.

Rebooted the PC, no change.

I have HMS Victory installed and she sails with no problems.
The same with the Bounty launch, no issues.

Hi, as I recall, and just tested, the switches start flipping after the red warning light has been on for 15-20 seconds.

This happens when your auto skipper is off and you manually select the sails or use the Master switch.
When more sails are deployed than the high winds allow, damage occurs.
The red light is a warning to decrease your sail square footage.
If this is not done (and you are still in manual sail management mode), the red light flashes and the individual sail deployment switches flip up and down to indicate damage has occurred.
You can quickly correct the situation and reset the red light by turning on Auto Skipper, or collapsing sails.

You may RESET by turning the auto skipper switch on/off, then redeploy the sails using auto skipper, the Master switch, or the individual sail switches.
Be sure to deploy fewer sails if you have not decreased wind speeds.
There is a sail/wind speed guide in the pdf manual in the Docs folder.
 
Back
Top