Psst HMS Victorious has put to sea

James,

The models themselves don't have any nav-aids in as that's not possible, the Hornet HUD that adds TACAN and ILS is actually searching for the two Nimitz models amongst the traffic, rather than tuning into a beacon.
I'm toying with making something similar for the Swordfish I'm working on, although I think the homing beacon on the Vic only provided bearing (Type 72 DM Homing Beacon) but I'm still researching it.
I'm not sure what frequency Ark IV used for it's TACAN, although a google search would probably turn something up!
However, from looking at the code, it should be possible for the HUD gauge to be re-written to include other carriers.

Thank you very much, Mr. "SkippyBing" and Mr. Rich Roscue!

You actually educated me about "How" they did this...(knowing that NAV AIDS couldn't be attached to moving objects, etc.) Knowing this, it might be worth adding to the Aerosoft's F-16 HUD as well? In the mean time, I look forward to your updates that might enable a TACAN (for the Ark Royal) or an NDB (for Victories Models) to your models. What ever happens, these are exceptional carrier models. I've even created .cfg files for their use in the AICarriers utility. I plan on releasing them in a package shortly and you have my permission to FREELY add them into your next update(s), if you wish.

Thank you very much and have a Merry Christmas!
 
Finally today I was able to test landing and take-off with the Victorious. I had no problem landing (okay, I think I damaged the landing gear since they would not retract after the first landing). This is with the default tail hook settings for the RealFlight Hellcat. I could not see a catapult, so I took off without one. There were no object collisions though I left the deck about 3/4 from the stern (Hellcat takes off quickly).
 
mfitch, when you say you could not find a catapult do you mean you could not see one on the deck or you could not hook up.

Here are a few screenies to show the location of the catapult on the deck, ok there is no visible shuttle but the blue light under the prop will show hook up point.

The Hellcat does not have Launch assist in the default aircraft.cfg so unless you added the one I uploaded you will not find or hook up, the small blue light is a guide to get to the hook up.

Hellcat1.jpg


Hellcat2.jpg


There are 2 shots showing the default tailhook attachment points and the location of the virtual hook when it is down, a little forward of the visual hook but near enough, when I have a plane that noses over no matter how much I move the hook location in the aircraft.cfg hook section back a little till the nose over stops.

Hellcat3.jpg


Hellcat4.jpg


I have'nt looked at it yet but I suspect if a proptip scrape point was added to [contact_points] labled propstrike you would get propstrike warnings off many of them.

Have long since deleted the default hook location so could someone pleas post the Hellcat default hook settings so I can confirm I have it in the right place
 
Thanks for the photos Rich. I could not find the spot on the deck. At this point I have successfully trapped on Javier's Nimitz, Ark Royal, Victorious, Clemenceau, and Gambier Bay. Catapulting has been successful on Ark Royal (rear catapult), Clemenceau (front catapult), Nimitz (front catapult). I will try Victorious now that I know where to go.

In each case I must have the engines at about 15 Hg to activate the catapult (ctrl-I). If not, the Hellcat bounces around and after a couple seconds disengages. This is not the case with other planes (modern jets like Dino's Goshawk). However, it works reliably, so I am very happy. Thanks for all the help.

I have not tried the F4U yet (not enough time).

The original tailhook section is included below. I'm not sure which line is the original (I also do not have a completely non-modified version).

[TailHook]
tailhook_length = 4
// tailhook_position = -15, 0, -1
tailhook_position = -22.3, 0, -1
cable_force_adjust = 1
 
mfitch, thanks for posting your hook location, what you have with your setting is not default, compare it with mine which is in the download I posted,

Mine

[TailHook]
tailhook_length = 4
tailhook_position = -22, 0, -0.22
cable_force_adjust =08

Yours

[TailHook]
tailhook_length = 4
// tailhook_position = -15, 0, -1 This is default
tailhook_position = -22.3, 0, -1 This is modified
cable_force_adjust = 1

Screenshot of both hook positions so yours will work near enough the same as mine, it does'nt really matter as long as it works, as to cat dissengaging it does'nt for me it maybe a FSX thing that does'nt like piston engines used in max realism as I can sit at full throttle for ages with easy realism
 
mfitch, have you got a typing error here shift + I activates the cat, do'nt know what ctrl + I does

In each case I must have the engines at about 15 Hg to activate the catapult (ctrl-I).
 
As it turns out I have multiple errors. Yes, the keystroke is wrong (I no longer think about them, my fingers just move to the correct place).

Also, it turns out I have not yet successfully installed the HMS Victorious. After running the installer and setting up AIcarriers, the Victorious fails to show up. I put two carriers in the group and only the second one showed up (which explains why I couldn't find the catapult, since the second carrier does not have one).

So far I can find no reason why the model fails. Using a utility, I can read and display the model with no problem. However, it does not show up in FSX. I am still investigating the problem.
 
Finally

Hours of looking and finally I discover a typo. Now the HMS Victorious works great. I love the automatic crash barriers.

With some effort I have trapped twice on deck. I did have trouble with crashing into the ship not entirely similar to the notes by peter12213. Unlike his, mine involved bad landings. In the first I bounced over the wires and crashed as I came abreast of the tower (no visual collision however). The second time I trapped far to the left then a crash was indicated though again there was no visual collision. However, when I landed properly (down the center line) I did not collide with anything. Apparently there are some sensitive areas for collisions, but so far they have not been totally unrealistic for me.

I have not modified the tailhook settings, nor do I intend to play with them more, since trapping on multiple carriers works fine.

There was no problem connecting to the catapult on the Victorious so long as I leave the engine revving high enough (same on every carrier). I can apply more power and still stay on the cat as well.

The only problem remaining seems to be an issue with Acceleration. The catapults are so strong, these little planes are hurled off at nearly 200 kias. That is a problem because the flaps and landing gear are damaged around 125 kias. This means any additional flying is hampered by not being able to retract landing gear and having no flaps.

Does anyone know how to reduce the force of the catapult? I know I could turn off airplane damage (not going to do that), and I suspect the effect would be less if I had a full load of fuel and bombs, but I like practicing landings with a light fuel load.
 
mfitch, tailhook settings what you posted as your settings has been modified, the line with the double slash in front is the default setting

// tailhook_position = -15, 0, -1 This is default dissabled by double slash

the line tailhook position is modified

tailhook_position = -22.3, 0, -1 This is modified

I going to make a issue of it but your statement that you landed ok with unmodified hook settings is not correct that 7 ft between -15 and -22 makes a lot of difference, why the default is at -15 I cannot imagine unless it was copied from another aircraft as it is 7 ft in front of the tailhook position



Mine

[TailHook]
tailhook_length = 4
tailhook_position = -22, 0, -0.22
cable_force_adjust =08

Yours

[TailHook]
tailhook_length = 4
// tailhook_position = -15, 0, -1 This is default
tailhook_position = -22.3, 0, -1 This is modified
cable_force_adjust = 1
 
I going to make a issue of it but your statement that you landed ok with unmodified hook settings is not correct that 7 ft between -15 and -22 makes a lot of difference, why the default is at -15 I cannot imagine unless it was copied from another aircraft as it is 7 ft in front of the tailhook position

You are of course correct that I am using a modified tailhook position. Perhaps a more precise statement on my part is that I have made no changes since the long forgotten change you note, and I am not going to make any more since it works for me. This lack of change with tailhooks is meant to be contrasted with the request for ideas on how to keep the catapult from destroying the landing gear and flaps.

Incidentally, the original tailhook position makes sense if you look at how tailhook entries are embedded in a model. Since the hook spits out the tail, it is originally much farther forward. If the pivot position were read from the model it would be far forward. This of course does not mean they should work. Your entry is more functional.
 
HMS Victorious , the second of 3 in her class of the British Fleet Aircraft Carrier .
1Large-80.jpg

With my Hellcat ground currently grounded , Corsair was to be
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4Large-74.jpg


5Large-64.jpg


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8Large-44.jpg

course not the same ship nor the year , I wonder if i could ask Igor S to put a hook on it
9Large-31.jpg


The link http://flyingstations.com/victorious.html


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With regards to WWII homing beacons. I am not familiar with the british iteration of this, but the USN used a "YE" beacon. The pilot was issued a "code wheel" for the day as the beacon transmitted a different morse coded letter for each 15 degree segment from the carrier. By matching the recieved letter with the wheel it was possible to determine what direction you were from the carrier. This was a fairly short range system, perhaps up to 40 miles at 4-5000' altitude and less at lower altitudes.

Cheers: T
 
T,

Thanks for that, as I understand it the UK and US systems were similar (Victorious got a YE beacon in her mid-war refit), what I didn't know was what size the segments were as the only info I'd found was a technical document that explained how you could transmit different morse idents in two directions from the same aerial array.
I might be able to come up with something to simulate a Type 72/YE style beacon if I think about it...
 
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