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Pacific Theatre seaplanes bases

peperez

Charter Member
Just thinking... It could be easy to find where are the locations for seaplanes bases at the Pacific Theatre. Henderson, by the way, has the following locations:

S9*25.09'
E160*4.80'

Is in CFS2 any possibility to save them permanently as Henderson Seaplane? If so, we can build a complete database using collective work for our flying boats and seaplanes using Slew Mode to find the right latitude and longitude parameters for use seaports. I know the planes will begin at the air, but this could be a fantastic enhancement.

Cheers

Pepe
 
PTO Seaplane Bases

Pepe, Seems I remember a collection of seaplane bases being built over the years but the specific authors are unknown to me for now anyway.

I do know on the Free Flight Site there are two bases in the Solomons built in this dload : kff_v1.2.zip

Maybe a start? I don't have the time today to look for any others.

Anyone remember any others? Simviation maybe?
 
As a point of interest: all MR add-on airfields have Flying Boat (FB) start points.

They are accessed via the Start Location-> GoTo Location-> Advanced GoTo -> Scenery from FS95 and Before -> Scenery Area -> Search Results List

In the Search Results List they are listed as FB Refuel, FB Pierside, FB Beach, FB Water Runway, FB Ramp, etc....

Its surprising how many CFS2 add-on seaplanes start in the water with no issues. Not sure what the secret is.

The issue with the ones that start in the air doesnt really seem to be that they start in the air. It seems to have more to do with the fact that they start half-submerged. I think its either the violent pop-up out of the water or the fact that the sim reads them as sunk/crashed that re-spawns them in the air.

Cheers,
MR
 
As a point of interest: all MR add-on airfields have Flying Boat (FB) start points.

They are accessed via the Start Location-> GoTo Location-> Advanced GoTo -> Scenery from FS95 and Before -> Scenery Area -> Search Results List

In the Search Results List they are listed as FB Refuel, FB Pierside, FB Beach, FB Water Runway, FB Ramp, etc....

Its surprising how many CFS2 add-on seaplanes start in the water with no issues. Not sure what the secret is.

The issue with the ones that start in the air doesnt really seem to be that they start in the air. It seems to have more to do with the fact that they start half-submerged. I think its either the violent pop-up out of the water or the fact that the sim reads them as sunk/crashed that re-spawns them in the air.

Cheers,
MR

If the plane can take off from both land and sea ( catalina ) the wheels will automatically be in the lowered position so the plane sinks when taking off from the water.You can have them takeoff from the water in mission builder if you know how to do it,it just takes some hand editing.

TheBookie
 
If the plane can take off from both land and sea ( catalina ) the wheels will automatically be in the lowered position so the plane sinks when taking off from the water.You can have them takeoff from the water in mission builder if you know how to do it,it just takes some hand editing.

TheBookie

CC's "Mission Builder Handbook" pgs 152-55 shows you how to do that. My A6M2-N_RUFEs, set to take off in MB on a designated seaplane base, always crash on spawning, so I always start them in the air (a simplified solution.)
 
The ability of an airplane to float and take off from water is defined in the [CONTACT_POINTS] section of the aircraft.cfg file. The first number after each contact point's = sign defines what type of point it is.

1 is a wheel
2 is a scrape point i.e. a spot where the aircraft touches the ground
3 is a skid
4 is a float point

Check your Rufe, or any other sea plane, to see if its contact points are a type 4. If not, it's gonna sink. Adjusting the float point values will determine how high in the water and the angle it's going to float. If it's adjusted too deep the plane can't take off, might crash or even jump around on the water, so the height adjustment value is important.

A float plane will still need a defined runway to takeoff of in missions, just like a land plane needs a runway.

An amphibian like the PBY-5A is a different issue because it may be that the contact points can only define either wheels or floats but not both. That might be worth some experimentation to see if that's true or not.
 
You have a float plane takeoff anywhere on the sea if you know how to do it in mission builder.I have done it many times.I learned this from one of the CFS2 mission builders that has done many missions and campaigns over the years for this community and no it wasn't Rami.

TheBookie
 
I assume you mean hand editing in a latitude and longitude and altitude into the takeoff location you want the aircraft to use? CFS2 still sees that as a runway even though it is a just a location and not a permanent air field. Or is there some other technique you use?
 
You have a float plane takeoff anywhere on the sea if you know how to do it in mission builder.I have done it many times.I learned this from one of the CFS2 mission builders that has done many missions and campaigns over the years for this community and no it wasn't Rami.

TheBookie

TheBookie: I explained where to find the instructions on how to do that in my post above. Captain Kurt: Thank you for your "contact points" explanation. :applause:
 
TheBookie

Very mysterious. Let's see, the only other way I can conceive of doing it is to edit the [waypoint_path.X] waypoint.0=lat/lon/altitude entry in the aircraft mission file.
Could you let us know what you are doing that is different so we can learn from it? Knowledge is only valuable if it is shared, after all. :wavey:
 
All you have to do is pick somewhere on sea you want to takeoff from.

Set way point 0 as turn.

Next set all the other WPs in the mission the way you want them and anything else you want to happen in the mission.

Test fly to make sure everything works the way you want.After you have it the way you like you have to go into the mission file and hand edit WP 0.You set alt. to +0 and you can reset the speed.

TheBookie
 
Success!

Captain Kurt: I used your "contact points" adjustment method on that Rufe, mentioned above and set up a mission, where it spawns at MR's Cebu City (non-GSL Philippines) Water Runway when I reach waypoint 2. It spawned normally, without crashing and took off. It worked! Thanks again. :applause: When I publish my campaign, I'll include the modified .cfg file for that Rufe. :wavey:
 
Ah yes, forgot about the speed part. Yours would be much easier. Very good, thanks.

Captain Kurt,

This was all worked out by Talon ( rip ) not me.He did a post about this and other things he did in Mission Building that went beyond the CC Mission building hand book.He planned on doing an update with Cody's blessing but never got around to doing it.

TheBookie
 
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