Only just absorbing my first cup of coffee.....
But - couldn't we add cables in DPEdit - like the trap wires on the deck of a carrier - to a Balloon / Dirigible ?
SC
Platforms and Cables are done in the ship.cfg. Yes and No. See below.
I wondered the same thing. Doug Westfall's models use the airships as 'flying ships' in missions but if cables could be applied to aircraft models it would be even cooler!
From the USS Akron Read me it sounds like it dosn't work well if ship platforms and cables are used on an aircraft
*** Creator's Notes:
I have attempted to recreate a significant time-period in aviation history. A pilot had to land his Sparrowhawk at it's stall speed onto a moving Airship's trapeeze. It was not a simple task.
I have encountered many limitations during the development of this CFS2 mission, but I think that it is still similar to the experience faced by these pilots.
1) A CFS2 'ship' will not go fast enough, so I had to add flaps to the Sparrowhawk.
2) CFS2 'Tailhooks' won't work upside down, so I had to add a landing platform with cables (transparent) underneath the trapeeze.
3) CFS2 'Flying Carriers' blank out right before you trap on them when the aircraft is 'on top' of the landing deck, so I had to use a ship model instead.
4) CFS2 ignores mission 'speed' and 'height' parameters when in a mission.
5) The apparent maximum height for a CFS2 visual object is well less than 500'. So ... (132' tall airship - trapeeze - deck) = you are 200' off the water for all operations. GEEZ !!!
6) About a hundred more problems.
EDITZ:
Also Platforms and Cables do not work on aircraft. To get around the Zep blanking out I used the DP file with 4 [EXTRA.#]s that used fx_mzlflsh_m show the out line of the landing platform. I've tried landing than crashing into the platform. They don't work on aircraft....
Also my idea to get around each aircraft having to have its own Zep in order to land and take off failed.