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Kitty Hawk Class Aircraft Carriers

I think I have sorted out the height issue by making all the sim.cfg's static cg height = 0, but like Tarpsbird I am having the deckcrowd (including F4U's on the Essex boats) left behind floating in the air and trailing the carrier once it is set to move forward in AICarriers2. It's behaviour is almost like it not having as much physics mass as the ship so it slides off as the ship accelerates. Sometimes get this with the flyable model on the deck appearing to slip backwards (actually staying stationary) after pressing "1" to start the ship moving forward, which you can quickly correct by pressing slew or brakes to get the wheels to "stick" to the deck so plane and ship are now moving together.

I don't know quite why this is still happening with Midway if you have the static CG height right because both the deckpark and carrier work of the same sim file however you might want to check the entries in the corsair deckpark sim files and see if they match the carrier (Not just height but the speed and acceleration figures aswell)

I'll let you know if I can figure it out
 
Deke I think its got something to do with the Static CG height entry in the ships sim.cfg file see below the default entry is 5.0 the correct entry on the right is 0.0 see image below.
attachment.php


Hope this helps everyone.


Cheers,

Hooky

Hooky, my question is a bit off topic, but similar in that I have AI flights arriving at McChord Field (KTCM) that while starting and departing from McChord, they are on the ground, but when they land, they are about 6 feet or so off the ground as they taxi off the runway to a parking spot. Apologies for hijacking a little bit, but I am ecstatic at getting FSX to function fantastic, look fantastic, but my AI is floating to their parking area's. Not a major show stopper, more of an immersion killer though.


Thoughts?
 
I'll let you know if I can figure it out

Hooky, thanks, but I will mess around with it a bit more. I do now have all the static cg height's =0. It may be 'cause I am using the same saved flight over and over testing, etc.

Now here is another idea: I noticed landing on the freeware (Wombat) Kitty Hawk and Connie the same fps drop around the jet blast area. Any chance you could work your magic on this model? It really has made a big difference on the Oriskany and Midway - thanks again!
 
Is there going to be a Fix for "Constellation" also ?

Yes, while Hooky's fix worked well for me on the other carriers, I now notice I have the same fps hiccups with the (freeware) Kitty Hawk class models, so the same treatment on these would be welcome.
 
I believe Hooky has already fixed Kitty Hawk and Connie and he is waiting to hear back from Warren (WombRaider78) for permission to upload the fix here. Warren dropped off this thread a few weeks ago, we'll see if Hooky has an update.
 
Any news on this? Would be great solve the fps issue for Warren's Super Carrier fleet.

Interestingly, on a related issue, I have been experimenting with AI boat traffic and carrier tracks. Added the deck aircraft for Gary's Midway in the Route and Boat folders, covering the exact track and times. The planes have showed up - which is cool - so you now can fly to a pre-programmed carrier route - I have 3 and growing on Yankee Station - and instead of finding an empty deck boat, you can trap on one with deck furniture. In my first test, unfortunately the aircraft pack was trailing behind the carrier. The static deck height in the sim.cfg = 0 so not sure what is the cause/solution.
 
Working on last texture set - for Gary's Midway with the F-4's, A-6's and A-7's aboard.
CAG-5 (CVW-5) with VF-161 representing the Phantoms, and VA-93 the SLUF. Of course, VA-115 for the Intruder.

I was thinking of making alternate air wing paints that members can drag and drop should they want some difference - noting YoYo's Pukin' Dog phantom overflying Connie - as all know Air Wing - to - Carrier assignments change from time to time - and Connie did have CVW-14 aboard during the Vietnam war for a period. Anyhow, that may be a possibility for the future if there is a desire.

For now, here is CVW-5/Midway WIP:

Ref: post #95 - did these air wing textures for the Midway ever get posted? Could not find them here in the Library. Thanks!
 
Greetings simmers!

While life has been hacking away at my time on this project, I have not forgotten it.

I have adjusted the Kitty Hawk's and the Forrestal's platforms from auto to manually placing them to see how it effects the FPS.

So far so good. I am able to sit anywhere on deck and with any aircraft and peg a 30.0 locked FPS.

Now I need to repeat the process 4 more times. I will be releasing them as soon as I can. I have also done some other sprucing up to the models.

Thanks
Warren
 
Does anyone use the hangar bay? Should I add a platform for there??

EDIT: As with Hooky's fix the platforms may not be 100 percent accurate. You might be able to hover over the water in some areas of the deck. Personally, I think it is a good trade-off for the gain in FPS.

EDIT2: Another question that I have is how about a renumber of the Kitty Hawk to include the JFK and America? I did not include them because the island structures are significantly different in the stack area. It would require some remodeling for sure. Would everyone be happy if I just renumbered the Kitty Hawk with 66 and 67? It would be a while until I could revamp the island.
 
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And a big thank you for your work from me too, Warren! I'm enjoying this very much! I didn't even know the hangar bay is useable? Learning something every day!

:dizzy:

Cees
 
Hi Warren,
Just speaking for myself here... I never venture into any carrier's hangar bay since it involves bringing the ship to a stop and slewing to get down there, so I don't care about a hard hangar deck. Also, I think providing additional ship #'s for America and John F. Kennedy would make everybody happy until you get the time (or the urge) to modify the islands for each ship.
 
Hi Warren:wavey:

I'm with TARPSBird. Don't think I've ever been down the hangar of any carrier!! Didn't realise you could get 'downstairs' on these carriers. Thought they were sans animation.

ATB
DaveB:)
 
I just tried it on the Nimitz. The starboard aft elevator works and you can get to the hangar. Great modelling! Great animations! Off to try the hangar of the Kitty!

:biggrin-new:

Cees
 
If I could (for example) taxi a A-4 Skyhawk onto a centerline elevator like on the Oriskany, shut down the engine and ride the elevator down to the hangar deck and hear the klaxon warning as the elevator lowers, that would be fun. If any of the carriers have that capability, I haven't figured out how to do it yet. :biggrin-new: I'm just happy to trap on the back end and cat off the front end.

Edit: Cees, how did you use the elevator on Nimitz?
 
Tarps,

Just park near the elevator. The railing will come down and you can get on the elevator. It will go down after a little while. I don't know if there's a keyboard command.


Cees
 
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