New Ships released by Stuart!

Me thinks you are on the right the right track Bc. Having recently work with a new platform entry there were some similar anomalies encountered, a bit different but in away, similar.
Mine was the aircraft loading on the deck in a different position on virtually every startup. Once to the left side another to the right, forwards or back.

To trouble shoot this I went this route.

As soon as the aircraft loads in the sim hit Pause. It has to done quickly. Before the contact points of the aircraft settles in with its compression.
Hit the alt key, go to views, and spot.

Use the hat switch to move around to a side view of the player aircraft.
When you are at a profile view of the complete bird, un-pause and observe the relationship of the wheels to the platform ( Deck ).
Does it start with the tires below and bounce up or the opposite?

Either is no good. There needs to be very fine adjustments to the platform height. A little goes a long way. 0.03 plus cured my situation since it started above deck and floated a bit before settling in a different area.

Maybe this will help here?


Hi all
I just did a test with the Overhauled TBF.
The wheels sat slightly below deck level and then bounced up.
I removed the 'Dynamics' section. The wheels sat below deck level and then bounced up, no change.
I then raised the platform heights by 0.2m (12.445). The wheels are pretty close to deck level, but still bounce up.
I tried raising by 0.3m (12.545) and 0.4m (12.645) with the same result.
Note that it is difficult for me to test as I do not have the exploding aircraft problem.
And I have tested Seafire's, Barracuda's and Corsair's.
Cheers
Stuart

Try this

[flight_deck_section]
; this section defines the control points the
; AI (and LSO) use to steer towards the flight deck
width=23.0
length=126.8
takeoff_start=0,12.645,-65
takeoff_stop=0,12.645,113.094
landing_start=0,500,-5000
landing_touch_down=0,12.645,-96.111
landing_stop=0,12.645,0


[platform.0]
; platforms are the actual surface that the planes
; land on. You can define as many platforms as you
; want by adding subsequent sections with increasing
; numbers. e.g. [platform.1], [platform.2] etc.
;
; vertices should be defined in model coordinates,
; and counter-clockwise order when viewed from above.
: REMEMBER, positive z is out the TAIL of the ship
; the shape may be concave or convex
; there may be from 3 to 20 vertices (limitation
; may go away later) and they must all be on the same
; plane.
vertex.0=10.192,12.645,-115.94
vertex.1=-10.192,12.645,-115.94
vertex.2=-10.192,12.645,113.094
vertex.3=10.192,12.645,113.094

[LANDING AIDS]
cable.0=10.0,13.645,-101.800,-10.0,13.645,-101.800
cable.1=10.0,13.645,-94.400,-10.0,13.645,-94.400
cable.2=10.0,13.645,-74.800,-10.0,13.645,-74.800
cable.3=10.0,13.645,-67.400,-10.0,13.645,-67.400
cable.4=10.0,13.645,-59.500,-10.0,13.645,-59.500
cable.5=10.0,13.645,-52.700,-10.0,13.645,-52.700
cable.6=10.0,13.645,-45.200,-10.0,13.645,-45.200
cable.7=10.0,13.645,-38.500,-10.0,13.645,-38.500
 
Hi Stuart,

From your description it sounds more like contact points. I loaded up the Mk II with 2000 lbs of ordinance + 100% fuel load.
this is how it showed.

Empty she looks fine. I'll see if the cp's can be fudged around a bit.
 

Attachments

  • CP.jpg
    CP.jpg
    44.5 KB · Views: 4
Hi Stuart,

It looks like Illustrious is fine.

The TBF Mk II though has no " c_tire " in the model file. Without a c_tire the contact point can not be set
in the aircraft.cfg.

Someone needs to call maintenance. :kilroy:
 
Guys,
I just flew several fighter missions in Iceberg and had ZERO problems with aircraft jumping or exploding.
Take offs and landings were fine.

It seems to be only in Meridian. Those aircraft all have contact points below deck surface.

The only problem I am having now is getting textures to show on all the other carriers other than Illustrious. Hers show fine.
Lee
 
Hi Dvslats,

The config file does not care if the tire is there or not.
The rotation animation just does not work.

Regards,
B24Guy
 
Hi Dvslats,

The config file does not care if the tire is there or not.
The rotation animation just does not work.

Regards,
B24Guy

So maybe I'm barking up the wrong tree. Thanks B24 Guy.

I've changed these purely for the aesthetics. (beauty pose)
Just a simple replacement for the contact points.

TBF_AVENGER_MKII

Code:
[contact_points]
static_pitch = 12.3
static_cg_height = 7.2
tailwheel_lock = 0
gear_system_type = 0
max_number_of_points = 11

point.0 = 1, -20, 0, -3.9, 1600, 0, 0.8, 180, 0.4, 2.5, 0.95, 4, 4.5, 0, 150, 230
point.1 = 1, 0.7, -5.58, -7.5, 2600, 1, 1.5, 0, 0.5, 2.5, 0.75, 8.5, 6.5, 2, 150, 230
point.2 = 1, 0.7, 5.58, -7.5, 2600, 2, 1.5, 0, 0.5, 2.5, 0.75, 7, 8, 3, 150, 230
point.3 = 2,0,-20,-0.15,8,0,0,0,0,0,0,0,0,5
point.4 = 2,0,20,-0.15,8,0,0,0,0,0,0,0,0,6
point.5 = 2, -19.9, 0, -2.9, 9999, 0, 0, 0, 0, 0, 0, 0, 0, 9, 0, 0
point.6 = 2,2.21,0,-1.7,800,0,0,0,0,0,0,0,0,4
point.7 = 2,-2.25,0.1,-3.7,1800,0,0,0,0,0,0,0,0,9
point.8 = 2,4.10,0.10,-3.7,1800,0,0,0,0,0,0,0,0,4
point.9 = 2,-2.25,-0.10,-3.70,1800,0,0,0.0,0,0.0, 0.00,0.0,0.0,9
point.10 = 2,4.10,-0.10,-3.70,1800,0,0,0.0,0,0,0,0,0,4
 

Attachments

  • Hollywood.jpg
    Hollywood.jpg
    52.9 KB · Views: 6
Last edited:
Reply...

Stuart277,

Thank you for releasing these, and it's nice to see that your work is drawing attention! This discussion has gotten really interesting...
 
Here's a question.
If the wheels are 'in' the flightdeck, does it slow the aircraft down i.e. does it impede it's take-off?
Cheers
Stuart
 
Guys,
I just flew several fighter missions in Iceberg and had ZERO problems with aircraft jumping or exploding.
Take offs and landings were fine.

It seems to be only in Meridian. Those aircraft all have contact points below deck surface.

The only problem I am having now is getting textures to show on all the other carriers other than Illustrious. Hers show fine.
Lee

Hi DD
Check your pm
Cheers
Stuart
 
Hi DD
Check your pm
Cheers
Stuart

Done and remedied....

Looking GOOD!
I did have to modify the starting position by backing up to -90 feet to get fully loaded Corsairs off the deck without getting wet.
Also modified the FDG2 Corsair's aircraft config to:

[piston_engine]power_scalar = 1.01


[propeller]
thrust_scalar = 1.1

They will probably take off just fine with 1.1 on either scalar, but they do well with what I changed.
Fully loaded Corsairs are the only aircraft I have trouble getting airborne. Clean belly Corsairs do just fine.

Lee
 
GMax FNS Bretagne BB for CFS2 V1.0 by Stuart277!

358715342998736139.jpg

A new entry has been added to Add-Ons Library, category CFS 2 Ships Add-Ons

Description: GMax models of the Marine Nationale Bretagne Class battleships for CFS2.

This is V 1.0: There are five ships in this download.

FNS_BretagneClass_1916_LOD.

FNS_BretagneClass_1939_LOD.

FNS_Lorraine_1939_LOD, 4 x 2 - 100mm/45 M1930.

FNS_Lorraine_1940_LOD, The twin 100mm AA are replaced by 8 single 75mm AA.

FNS_Lorraine_1944_LOD, Heavier AA armament.

These models are Multi-LOD.

They have new .Dp files.

The GMax LOD Models are included.

Cheers,

Stuart

To check it out, rate it or add comments, visit GMax FNS Bretagne BB for CFS2 V1.0.zip
The comments you make there will appear in the posts below.
 
Reply...

Stuart277,

These are excellent models; I love the detail work on the superstructure. Nice job! :encouragement:
 
Hi Stuart,

Great work - thanks for this and all your latest Royal Navy and Regia Marina ships. :ernaehrung004:

Kevin
 
GMax RN Arethusa Cl WWI for CFS2 V2.0 by Stuart277!

789015369013926865.jpg

A new entry has been added to Add-Ons Library, category CFS 2 Ships Add-Ons

Description: GMax models of the Royal Navy Arethusa Class Light Cruisers built during WWI

There are five models in this download:

RN_ArethusaClassCL_1914_LOD as built with 3 pounder AA gun.
RN_ArethusaClassCL_1915_LOD with flying-off platform over the forecastle and 3 inch gun.
RN_ArethusaClassCL_1915b_LOD without flying-off platform and 3 inch gun.
RN_ArethusaClassCL_1918_LOD with flight deck over the forward gun.

RN_ArethusaClassCL_1918b_LOD with flying-off platform over the forward gun 2 x 3 inch AA and the aft 4 inch guns replaced by one 6 inch gun.

This is version 2.0

Models are now Multi_LOD.

They also have new dp files.

Each ship has its own texture files, although they are all named 'RN_CarlisleClass'.

Take-off is very tricky, landing is not possible.

Cheers,

Stuart

To check it out, rate it or add comments, visit GMax RN Arethusa Cl WWI for CFS2 V2.0.zip
The comments you make there will appear in the posts below.
 
Reply...

Stuart277,

Very nice, all of your hard work is appreciated! Now someone can protect Baldy's new carriers! :very_drunk:
 
Back
Top