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NAS Alameda, CA KNGZ for FSX

Old Plumbing...LOL

When I saw two red/white checkered water towers practically side by side, I was a little bewildered.
I guess the AI oiler is a WIP for you so maybe that is why I didn't see it. When I didn't see it; I was beginning to wonder how I hosed up the installation..:indecisiveness:
Glad to see that this project just keeps getting better and better...Thanks Richard for all that you put into this. :encouragement:

Butch

Hey buddy,

Off and on inbetween waiting time on my Christian radio show which is most of my Saturdays for the next week, I have been on Google Earth and ADEX. I call this old plumbing. My wife and I rented an old house when our daughter was first born to get out of the apartment we were in and give her a yard to play and grow up in. Anyway, this house was a nice house but about 70 years old at the time...steam heat...old boiler, gas-fired (praise the Lord I didn't have to shovel coal which it was had). Everytime something went on the fritz, it took me forever to fix it, find parts, etc. I felt like that this afternoon with Alameda. All I wanted to do was add the East gate and a couple of roads. NOT!!! More work than I thought but its fun. I have a new Google Earth snap to back image and have corrected a few things besides what I said above. So far, I think that all the fixes are making it even better. Michaelangelo told the Pope when asked about the Sistine Chapel...I'll be done when its finished. That's me right now. Finish up the programming and get back to the airport. TTYL. If you want the ai ship bgl's PM me and I will send them to ya. Same offer to anyone else who is scratching their head right now and not seeing any ai ships they created.


Richard
 
Water Towers

I read somewhere that there were actually 3 water towers, but I can't confirm this yet. Here's a couple new photos from todays progress.

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These were taken in P3d V3. You can see the first of our custom hangars pretty well in these shots. These are still getting textures customised, and the Glass has not been mapped yet. It is our intention to animate the doors to the Hangars. When finished you will be able to dial in a frequency and click the Mic to open them. I actually have two separate versions going currently (FSX & P3D). This version you can see my beacon is not in the right place. Hope you like!

-Woog & Company
 

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Kngz v3

Richard,

Bob went for a walk around the base and noticed that both carriers have same number (64) on Islands; No Kitty Hawk (CV63). Looks like 64 was somehow duplicated. Landed on one of them
and noted that they both have the same blast deflectors raised. I actually preformed a cat launch while in port. Also, noted the irregular water line (circled in red) on one of the carriers.
I installed the Ship AI traffic and so far, I did not see any ship traffic. I went to the designated viewing area to observe.

Edit: I took a spin around the base and the adjacent bay area in a helo looking for the AI ship traffic and didn't see any thing.

bob.jpg
 
Two carriers

Since I had quite a number of changes to make to V3, I did not take the time to remove the static carrier from the "no static" version, I lied LOL there is one static ship, the Connie at the piers as you can see here. If you have two carriers, it means that you HAVE the static one, which is the one alongside the pier AND the ai Connie across the pier. If you open up the kngz file in ADEX, you will see a large pink rectangle along side the pier 3. That is the static Connie. Just click on it and delete it. Then save the airport and compile it. Re-load it in FSX and the static one will be gone. Then you have the ai carrier. I watched it last night. It moved from the pier a little then came back. I don't know why it did not sail down the bay. I am going to try and make a new Route using a different method not the Google Earth if possible. I want it to actually dock at the pier and sail away correctly and its not doing that right now. The AO is over at the O&R piers. Look in your top down view zoom out and you will see it there. At least I do. I am working this afternoon if possible on V3.1 with a lot of additions and the errors like the above and the water towers relocated and corrected. Like Barry said: "We sees what we wants to see". It looked good to ME. LOL---

Richard
 
Lookin REAL good

I read somewhere that there were actually 3 water towers, but I can't confirm this yet. Here's a couple new photos from todays progress.

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These were taken in P3d V3. You can see the first of our custom hangars pretty well in these shots. These are still getting textures customised, and the Glass has not been mapped yet. It is our intention to animate the doors to the Hangars. When finished you will be able to dial in a frequency and click the Mic to open them. I actually have two separate versions going currently (FSX & P3D). This version you can see my beacon is not in the right place. Hope you like!

-Woog & Company

Whaddya mean 3...I had enuff trubble findin 2? LOL!!! Well, I have been working on my air station V3.1 using this drawing and Google Earth for other things. Went back to see where it had the 2 towers and guess what...I have located #3 and I have marked them for you and all of us. I will be locating them this afternoon on my ADEX. Keep up the good work.

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Richard
 

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2 64s

Richard,

OK, I deleted the one box in ADEX (it was a black one) and recompiled and now as you can see one of them looks like it is underway, sorta..... and also they both sport the same number (64).
I had veh 63 and veh 64 before and I did not install your supplied ships files. I had them already and used them is AI carriers.

As for the oiler, I circled around in the cod and only found that frigate.

Do I need the AI Cimmarron installed? I don't have that one. I need that if that's whats needed for it to show.

anyway see for your self....


I see a frigate......what direction from here do I need to look?
frigate.jpg




Connie underway and moored.
2_64.jpg
 
Sorted out the Two carriers

Richard,

I think I now know why I was seeing Two carriers of the same number. When I used ADEX, I changed that beacon position (again) and when I compiled the changed, ADEX sent one compiled to the Scenery
world scenery folder and the other to the Alameda scenery folder hence two carriers upon loadup. Is that static carrier programmed to move and if so when and how far out is its track?

I tried the no static just for grins and as the name implies no carrier. So, I went back to the static version with all the trimmings (subfolders of goodies to be added to the Alameda scenery folder.

I'll be glade when the newer version comes out. Maybe that will iron out a few things that you were wanting to implement.

So for now, I have one carrier, it just sits there at the pier, unless you have it programmed to get underway whenever.
 
AI Ships

Richard,

OK, I deleted the one box in ADEX (it was a black one) and recompiled and now as you can see one of them looks like it is underway, sorta..... and also they both sport the same number (64).
I had veh 63 and veh 64 before and I did not install your supplied ships files. I had them already and used them is AI carriers.

As for the oiler, I circled around in the cod and only found that frigate.

Do I need the AI Cimmarron installed? I don't have that one. I need that if that's whats needed for it to show.

anyway see for your self....


I see a frigate......what direction from here do I need to look?
frigate.jpg




Connie underway and moored.
2_64.jpg

the files for the USS Cimmarron (spelled wrong) are in the other folder in the ai ships zip folder I put in the dropbox. Just put the whole folder into your Sim Objects Boats Folder. The Cimerron should show up then. If it doesn't then I'm lost.

Thank you for the Forrestal.
 
Looks like...

Richard,

I think I now know why I was seeing Two carriers of the same number. When I used ADEX, I changed that beacon position (again) and when I compiled the changed, ADEX sent one compiled to the Scenery
world scenery folder and the other to the Alameda scenery folder hence two carriers upon loadup. Is that static carrier programmed to move and if so when and how far out is its track?

I tried the no static just for grins and as the name implies no carrier. So, I went back to the static version with all the trimmings (subfolders of goodies to be added to the Alameda scenery folder.

I'll be glade when the newer version comes out. Maybe that will iron out a few things that you were wanting to implement.

So for now, I have one carrier, it just sits there at the pier, unless you have it programmed to get underway whenever.

Looks like we were both typing at the same time. My ai kinda works as I said. I'm gonna keep playing with that. I am out "laying asphalt roads" over in the Officers and Chiefs housing right now. TTYL
 
While you are laying out roads and other things, I thought I'd update you on my latest experiences with the AI ships.

First off I forgot to load the oiler AI in FSX. In next picture, it is on the schedule but not sure where it is visually.

Next, is pic of the same two carriers one tied up the other pointed towards sea or just getting underway (I think).

I also have it in traffic explorer and on the list of AI ships that it knows about, but I can see it next to it's sister ship tied up.

2_64s.jpg



According to this, both ships are in a state of "sleep".
CV_64_sleep.jpg


AO_Sleep.jpg
 
Last edited:
Here's an early look on the tower and adjacent buildings. I still need to build the upper level of the tower and shape the windows. Then apply textures.
I prefer to start on features that are most noticeable when I am in the flight line environment and work my way back into support buildings.
 

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Alright!

Here's an early look on the tower and adjacent buildings. I still need to build the upper level of the tower and shape the windows. Then apply textures.
I prefer to start on features that are most noticeable when I am in the flight line environment and work my way back into support buildings.

Lookin' good!
That is going to be great and thank you so much.
 
Tower and adjacent buildings

Lookin' good!
That is going to be great and thank you so much.

Next to the tower there are three 3inch guns. Is it possible to make them too? If not we'll surely deal without them. Just mentioned it. Here is the jpg.
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If you don't have this angle of the tower with the ladder at the back this may help too.
 

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Static ship files

I installed the two files from the static ships folders and have two CV 64s one tied up and the other heading on out from the pier.
The two file are KNGZ_ADEX_RRL_V3_0.BGL and KNGZ_ADEX_RRL_V3_0_GP.bgl

What is the purpose of the KNGZ_ADEX_RRL_V3_0_GP.bgl file? If I deleted this file with only one remaining, I think I still can see Two carriers.
That second file will not open in ADE either. Just a hummmm moment for me.
 
Every airport has files

Depending on the airport created with Airport Design Editor there are one or more files. Every airport including textures if the designer chooses has the XXXX(ICAO)ADEX_YYY(Designers initials)(the version if any).bgl This is the main airport file. Then if the designer has created "ground poly" all of the above descriptors plus GP.bgl is file number 2. Finally, if there are vector objects like roads/railroads/shorlines created, there is a third file XXXXYYYZZ_CVX.bgl file. All THREE files if there are any must be copied into the scenery folder for all of the airport to function properly. The program that I use to TRY (key word) to create ai boat traffic is called AIBTC (AI Boat Traffic Creator) a fantastic program downloadable for free. I Google searched and found AI Boat Traffic For Dummies at Return to Misty Mooring website again free download. Finally the Route is created in Google Earth (Boat Traffic For Dummies tells how) free version. Don't bother with the Pro even though it says free. It doesn't have some necessary stuff for us. RTMM's gurus all say that ai boat traffic is trial and error.
 
I found that AIBTC (AI Boat Traffic Creator) program and it looks like it wants the source file which I don't have. This gui looks a lot like TTools.
Any way, what I was interested in is looking at the source files so that maybe I could see what kind of journey/path the carrier and the oiler
were programed for.

It looks like I can use the aibtc to decompile your ship traffic files.

Like AI traffic, I was expecting to see the USS Cimarron somewhere out there near Alameda.

One other queston, you included the AI for the Kitty Hawk (CV63) did you use it for a traffic file as well?

TY, :adoration:
Butch
 
Ahh haaa

I finally stumbled on the AO 122 and that freighter. I was taking off from runway ??? and as soon as I rotated, there they were. I don't know how I missed them before.
From the looks of things... that oiler is just sitting er... floating in one spot with no particular place to go or does it?

I put all this in perspective to where the carriers were (red arrows)

Now will AO 122 be there all the time in static mode or what?

I finally found the USS Cimarron AO 122
oiler.jpg



Red arrows denote where the carriers are from this view
All_Ships.jpg
 
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