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HMS Victory

Perfect! That worked - sails dropped and the anchor went up at the minute, when the ship started it's trip... Now that small French frigate doesn't stand a chance... Still a more visible wake would be good. And then I would like to learn the trick... The tall ships in the Global AI Ship Traffic could all benefit from this.

19110308200116112916491461.jpg


That's a start; thank you. I see the stays, jibs, and spanker are not showing based on wind direction.

I will fix that.
 
Okay, thank you for that test.

Here we have the corrected AI model that fixes that center-line missing sails issue.
 

Attachments

  • model.staticsails.zip
    2.4 MB · Views: 1
Regarding effects, the AI is using the same effect as the regular version which appears correct here in FSXA.

[Effects]
wake = fx_wake_ss

Yours may appear differently if P3D or if you changed the speed of the ship n the cfg:

[DesignSpecs]
max_speed_mph = 15

There are other options for fx_wake sizes, and for bow wakes but the SDK only shows one type of wake= parameter.

I suppose a bow and regular stern wake effect could be combined for a new bow and stern wake effect to use with the wake= cfg parameter.

IRL, the Victory could achieve 11 knots, the Bounty only 6 knots so not much of either wake was evident compared to larger vessels.
 
Regarding effects, the AI is using the same effect as the regular version which appears correct here in FSXA.

[Effects]
wake = fx_wake_ss

Yours may appear differently if P3D or if you changed the speed of the ship n the cfg:

[DesignSpecs]
max_speed_mph = 15

There are other options for fx_wake sizes, and for bow wakes but the SDK only shows one type of wake= parameter.

I suppose a bow and regular stern wake effect could be combined for a new bow and stern wake effect to use with the wake= cfg parameter.

IRL, the Victory could achieve 11 knots, the Bounty only 6 knots so not much of either wake was evident compared to larger vessels.

The ship has been set on a route doing 9 knots... 15 and even 9 is a bit exaggerated... Anyway, I can easily create a nested wake with bow spray and wake, but it won't be until tomorrow.
 
As to the wake effects:

There are many variants of the default fx_wake_**.fx files.
Not sure which one works best for the Victory.
And if it's depending on the "water effects" setting in FSX/P3D, or not.

What I do know, that the visibibilty of any wake effect is depending on the actual speed of the user/AI ship.
Which must be a fixed setting in FSX/P3D, because there is no parameter in an .fx file to set visibility in relation to speed.


As to AI speed:
Not sure how the setting of

[DesignSpecs]
max_speed_mph = 15

in a sim.cfg affects the actual speed set in an AI "flightplan".
First, because the name says "_mph" .... Is that in Nautical of Statue Miles ???

Secondly (when using AI Carriers to launch an AI ship): the value of max_speed_mph is misleading.
With AI Carriers, the specified value will propell the ship forward to HALF that value in Knots.
So 15, means that the ship (or any object launched) will move at 7.5 Knots when commanded Forward.

Rob



 
Hi Rob,
Once operating on an AI-route the speed is determined in the traffic_boats.txt which is used to create the traffic.bgl. The max speed in the sim.cfg is just an upper limit.
Henrik
 
Hello Henrik,

I would like to test the AI version of new HMS Victory.
You provided 2 test traffic files in posting #74.
What is the time I can see the ship?

Dieter
 
Hello Henrik,

I would like to test the AI version of new HMS Victory.
You provided 2 test traffic files in posting #74.
What is the time I can see the ship?

Dieter

You will see it 24 hours a day. It is a short test route repeating every 2 hours.
 
I see the "Victory" in all her beauty. Sails are taken down during anchoring, sails are set when sailing.
I don't see the wake. fx_wake_ss.fx is in \effects folder.
?
Dieter
 
I see the "Victory" in all her beauty. Sails are taken down during anchoring, sails are set when sailing.
I don't see the wake. fx_wake_ss.fx is in \effects folder.
?
Dieter

Dieter, I run FSXA and that effect appears to be a default as it carries the same date as the other original effects.

I attach it here. But, open your Effects/textures folder to see if these two default textures are there as well:
fx_wake_1.bmp
fx_wake_2.bmp

Could be you are missing the fx or the textures.
 

Attachments

  • wakefx.zip
    822 bytes · Views: 1
I as well have FSXA.

With the correct fx_wake_ss.fxfile and both bmp files in the texture folder.

Aircraft wake Ok but no AI wake.
 

Attachments

  • 1.jpg
    1.jpg
    72.4 KB · Views: 2
I as well have FSXA.

With the correct fx_wake_ss.fxfile and both bmp files in the texture folder.

Aircraft wake Ok but no AI wake.

That's interesting Seahawk72s. The setup for the AI Bounty and the Victory is identical. I show a nice Wake for the AI Bounty.
The sim.cfg's for both are identical except for the title and model name.
 
That's interesting Seahawk72s. The setup for the AI Bounty and the Victory is identical. I show a nice Wake for the AI Bounty.
The sim.cfg's for both are identical except for the title and model name.

Good morning :D Just tested - the fx_wake_ss is simply too small to be seen when used as AI - it is hidden under the HMS Victory - I think the better thing is to change to fx_wake_m or even l as seen on the below test shots

fx_wake_l

19110708210016112916496845.jpg


fx_wake_m

19110708210016112916496844.jpg


fx_wake_s

19110708210016112916496843.jpg
 
Good morning :D Just tested - the fx_wake_ss is simply too small to be seen when used as AI - it is hidden under the HMS Victory - I think the better thing is to change to fx_wake_m or even l as seen on the below test shots

fx_wake_l



fx_wake_m



fx_wake_s


Nice catch, I am good to go as well...:encouragement:
 
Another note on the Victory AI model (sim.cfg):

@Milton,

For AI usage of the AI-Victory model with the AI-Carriers addon, you better set in the sim.cfg:

[DesignSpecs]
max_speed_mph = 20 // instead of 15.

For the FSX AI "flightplans" this makes no difference (since the speed is determined by the flightplan), but when a ship is spawned with AI-Carriers, this addon (when you command the ship "Forward") sets the end speed to Half the value of "
max_speed_mph = "
So with AI-Carriers, the Victory will sail with 10 Knots.

And using fx_wake_l in the sim.cfg, works for me too when using AI-Carriers ...


Rob
[SUB][/SUB]
 
Another note on the Victory AI model (sim.cfg):

@Milton,

For AI usage of the AI-Victory model with the AI-Carriers addon, you better set in the sim.cfg:

[DesignSpecs]
max_speed_mph = 20 // instead of 15.

For the FSX AI "flightplans" this makes no difference (since the speed is determined by the flightplan), but when a ship is spawned with AI-Carriers, this addon (when you command the ship "Forward") sets the end speed to Half the value of "
max_speed_mph = "
So with AI-Carriers, the Victory will sail with 10 Knots.

And using fx_wake_l in the sim.cfg, works for me too when using AI-Carriers ...


Rob

Thank you Rob; it is done.

Once we make the final adjustments as discussed today and get that all tested, then I think we will have accomplished something really special.
I am most appreciative of your efforts.
 
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