Seaplanes-Catapults-Battleships and Cruisers

MDCX Help

I am using 1.40 (In P3D 4.5) and not having much luck creating a hard deck. I did save to a backup name and when I opened that mdl I got a MCX message that the format not supported.

Tried to us the paper clip button but did not see red area that I was working on either. Bummer......

Cannot export to FSX mdl.

Does MDX read what sims are installed automatically or do you have to input that info, if so, how?


How to change to meters?
As I mentioned above, I fly in FSX/A box not P3D any version so I don't know if I can help but I'll try. Open up MDCx V1.40 and in the menu bar, click Options and scroll down to Exporter Settings and fill in the P3DV4.4 BGL Comp path since there is no P3DV4.5 and every other information for P3DV4.5. If you don't understand what information they are asking for perhaps Ed or someone else here who is using MDCx and P3DV4.5 can take a screen shot or two of their settings and post it here for you. Sometimes that is the easiest way which is why I put all the MDCx screenshots above. Then click the last line FS Related Settings and select your ModelDef path from the P3D SDK location; the P3D V4 path and the preferred FS version from the drop down menu. As far as meters, I believe that is hard-coded by Arno not selectable that I found
 
As I mentioned above, I fly in FSX/A box not P3D any version so I don't know if I can help but I'll try. Open up MDCx V1.40 and in the menu bar, click Options and scroll down to Exporter Settings and fill in the P3DV4.4 BGL Comp path since there is no P3DV4.5 and every other information for P3DV4.5. If you don't understand what information they are asking for perhaps Ed or someone else here who is using MDCx and P3DV4.5 can take a screen shot or two of their settings and post it here for you. Sometimes that is the easiest way which is why I put all the MDCx screenshots above. Then click the last line FS Related Settings and select your ModelDef path from the P3D SDK location; the P3D V4 path and the preferred FS version from the drop down menu. As far as meters, I believe that is hard-coded by Arno not selectable that I found

As you can see, the paths for my P3D V3 and V4 are shown here and I did a export to P3D V4 mdl and the path was pointing to where the original mdl is located.

To be clear, I was using the Baltimore and not your ship. So maybe that makes all the difference, I don't know - apples/oranges..... But, I would think the same methods/technique
would be the same.


Untitled.jpg
 
Ok but

I see where you have filled in the P3D paths but your preferred FS version is NOT FSX but P3DV4.5 so change that. The ship does not make a difference I have put platforms on all my cruisers and battleships this way. Ed put the platforms on the USS IOWA. After you change your preferred FS try again. I have to go out for a while but will check back here in about an hour or so. Hope that the "FS" preference fixes your problem. :loyal:
 
I see where you have filled in the P3D paths but your preferred FS version is NOT FSX but P3DV4.5 so change that. The ship does not make a difference I have put platforms on all my cruisers and battleships this way. Ed put the platforms on the USS IOWA. After you change your preferred FS try again. I have to go out for a while but will check back here in about an hour or so. Hope that the "FS" preference fixes your problem. :loyal:

I changed the path for prefered FS - Screenshots of port/stbd cat entries and when I loaded the save mdl - no workee... I never got the red blocks to show in the original.
Maybe I didn't tick on right icon for that. Note I have orientation and not rotation in V1.40
port.jpg



stbd.jpg



Results in non supported format.
no-work.jpg
 
Alabama vs Baltimore

Hey gray eagle,

I can see in your values that unless its a huge coincidence you have entered the values of the Alabama that I posted for your Baltimore and they can't be the same. I am in the middle of merging and animating a prop in MDCx which I have never done before like you with this. Since I need to post to someone at FSDevelopers and wait for a reply back, I will see about putting the platform on the port catapult of the USS Baltimore and see what the values should be. I will send it to you and you can make the starboard one with those values. I hope it works from FSX to P3D V4.5. I think that if you can install the unconverted one you could use this but we'll see. I know how frustrating it can be believe me. Back to you in a bit. :banghead:
 
Butch,

When you export the mdl make sure it is set to P3Dv4.4 object. No need to set it as FSX as your not using FSX. That is why you are getting the error message.
You don't have the FSXA SDK installed. (or do you?)
Another thing that you can do in MCX is click on the Wireframe Render Mode and the paper clip and you will be able to see all attached objects on the model. (if any)
Then be able to see where the attach point is then move it if needed.

tgycgijoes,

You do know that you can add the default cat (FSX,P3D) to any ship with a platform on it. Just use the Attached Object Editor, click on ADD, then Empty and fill in the blanks.
Use these names for each cat.

attachpt_catapult_start_1
attachpt_catapult_end_1

Now if you are going to have 2 separate cats you would change the 1 to a 2. There is no need to use the RCBCO gauge if you add the cats in MCX.

Joe
 
Didn't Always Work

I have the best success the way I am doing it. That is "FOR ME". I know that what you posted is a corrrect way to do it too. Rob's RCBCO is fail-safe. FSX doesn't like all aircraft for cat shots or arrested landings I found in a lot of different aircraft especially FS2004 ones that have been port-overs not native. I even have a different post about that with pre_WWII aircraft on the Langley or the old Sara and Lex last year.
 
Hey gray eagle,

I can see in your values that unless its a huge coincidence you have entered the values of the Alabama that I posted for your Baltimore and they can't be the same. I am in the middle of merging and animating a prop in MDCx which I have never done before like you with this. Since I need to post to someone at FSDevelopers and wait for a reply back, I will see about putting the platform on the port catapult of the USS Baltimore and see what the values should be. I will send it to you and you can make the starboard one with those values. I hope it works from FSX to P3D V4.5. I think that if you can install the unconverted one you could use this but we'll see. I know how frustrating it can be believe me. Back to you in a bit. :banghead:

I did use those values. I thought that they didn't make any difference. That's why when things didn't work, I would let you know what ship I was using to emulate your work.
 
Richard and Cees, to the best of my knowledge ModelConverterX is unable to add animations to a model and this seems to be what is needed to get back aboard. (An animated elevator of sorts) This would need to be done in GMax/Max/Blender and the merged with the model in MCX.

Lets say you have a simple animated elevator MDL. What you could do is export this as a .X file in MCX. This would also generate a .xanim file. This .xanim file would be simple to edit with a text editor, adjust as required.
The difficult part is adding rotation as well, I'm sure it must be possible, but that's as much as I can say.
Once edited satisfactorily export as a MDL and merge with the ship MDL.
 
Richard,

I think we are getting closer to having hard points over the cat(s)
I tried your values you emailed me - She sits a bit high over the cat. Need new value(s) to make it fit flush on the cat.
I slewed it above the port cat and in steps let it down and heard a clank (get we had contact with the deck) its
a bit high over the cat.

Edit: Thing I noticed, when the plane is in proximity of the cat, the wheels are down. can't get them to raise. In slew mode the plane will auto launch, wheels up.

Capture.jpg
 
OK

This might be a P3D thing??? I don't know. Did you try to just raise the gear? In my MDCx, the red platform is actually right on top of the catapult so just slightly lower the value until you get it where you want it. That is what you have to do to get it perfect.
 
Off Topic but

Well, I just spent the whole afternoon trying to merge a prop with another seaplane but just when I thought I had it all figured it.......well, it will be another project maybe next week...maybe the week after because I don't feel like getting frustrated, its been too good a week. LOL! CCP tutorial maybe added tomorrow. Tonight is movie night. Bye, ya'll.

R:dizzy:
 
This might be a P3D thing??? I don't know. Did you try to just raise the gear? In my MDCx, the red platform is actually right on top of the catapult so just slightly lower the value until you get it where you want it. That is what you have to do to get it perfect.

So in MDCx, how do I locate that port cat so I can lower it a bit? Right now, I can call up the Baltimore mdl and that port cat is in red. If I click on the object editor, I can add a platform,
which I don't want to do, I wanted to find the port cat and try to tweak it, if possible.
 
This might be a P3D thing??? I don't know. Did you try to just raise the gear? In my MDCx, the red platform is actually right on top of the catapult so just slightly lower the value until you get it where you want it. That is what you have to do to get it perfect.

Of the three value, which one would need to be lowered?


Position: (-6.00;-80.00;9.50)
 
Values

the three values are as follows:

The -6.00 is the distance the catapult is from the centerline of the ship. The second value the -80.00 is the distance aft of the center point of the ship and the last value 9.50 is the height above the deck of the attach point of the catapult. If before you enter the length and the width you will see a yellow square with three axis lines coming out of it x-y-z. That is the actual attach point of the object. To get your Kingfisher to sit on the cradle on the catapult you will need to lower the 9.50 value 0.25 at a time ie: 9.25 and see where that puts it. IF that is TOO LOW, then enter 9.30 etc. You will find though that all your values are now gone and you will have to remove the platform and start over. That is why above I said to make a written record of your values for every ship you attach a catapult to. Don't get frustrated but make it fun. When you are done you will have a good looking model. I don't know what you will have to use for the catapult launch in P3DV4.5
 
the three values are as follows:

The -6.00 is the distance the catapult is from the centerline of the ship. The second value the -80.00 is the distance aft of the center point of the ship and the last value 9.50 is the height above the deck of the attach point of the catapult. If before you enter the length and the width you will see a yellow square with three axis lines coming out of it x-y-z. That is the actual attach point of the object. To get your Kingfisher to sit on the cradle on the catapult you will need to lower the 9.50 value 0.25 at a time ie: 9.25 and see where that puts it. IF that is TOO LOW, then enter 9.30 etc. You will find though that all your values are now gone and you will have to remove the platform and start over. That is why above I said to make a written record of your values for every ship you attach a catapult to. Don't get frustrated but make it fun. When you are done you will have a good looking model. I don't know what you will have to use for the catapult launch in P3DV4.5

Thank you very much for the info. I thought you'd hung it up for the day (weekend) anyway, you sent me the coordinates for the B'more (email) so I can refer to that.
In the meantime, I had mosied over to the MDCX forum and was seeking if it possible to edit the platform that I had just created and now I found out (from you) that
I'd have to redo it from scratch.

If I may ask, how did you come up with the figures to use for the catapult platforms. It's all interesting and intriguing stuff.

Thanks

Butch
 
Eureka

Managed to dial in the right numbers to make the kingfisher sit on the catapult.

Only thing is, when I used the slew keys to position it on the cat, and turn off the slew, it will actually launch from the cat.

And all the while I am in slew mode, the wheels are up but with slew off, wheels are down.

So for now, I will just play with the port cat and try some launches.

That third value (9.50) I changed to 9.00 -

I wonder if the other Navy seaplane can be slewed on the cat with the wheels up?
I think the Curtis Seagull is in FSX, doubt if P3d but I may look/try that one as well.

Capture.jpg
 
Two versions

Interestingly, the Kingfisher is not an amphibian so you cannot retract the "landing gear". That is not landing gear but in fact Tim's version of the dolly that the seaplane rests on when on deck or on land. I wish I knew how he modeled it to not be there all the time. There is in fact a wheeled version of the Kingfisher available. The Kingfisher AND the Seagull both were able on land to remove the floats and install landing gear interchangeably by the plane crew. I have the same problem with the model I made by merging my scratch-built seaplane dolly from photos in Sketchup and then created an mdl. Here is a photo of the dolly.

attachment.php


My problem was and I learned the hard way from the FSDeveloper experts that I did SUCH A GOOD JOB that there were so many polygons that this bogged down FSX so that I couldn't use it and then when it was attached I couldn't create any way to make it "disappear" once the seaplane was in the water so it flew with the dolly and looked stupid. GM and Ford have made expensive boo boo's too right? LOL!!! :biggrin-new:
 

Attachments

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FSX doesn't like all aircraft for cat shots or arrested landings I found in a lot of different aircraft especially FS2004 ones that have been port-overs not native.
This is because MOST FS2004 ported over aircraft don't have the "Takeoff Assist" section in their aircraft.CFG. Another requirement for using FSX/P3D catapults is that the aircraft must have contact points for wheels as well as floats in the aircraft.cfg. The wheels do not have to be modeled, but the config entries must be there.This is the reason that you see the wheels down in the screenshot the Greyeagle posted. It is not a difference in FSX or P3D, but a requirement for the catapult.

Lets say you have a simple animated elevator MDL. What you could do is export this as a .X file in MCX. This would also generate a .xanim file. This .xanim file would be simple to edit with a text editor, adjust as required.
The difficult part is adding rotation as well, I'm sure it must be possible, but that's as much as I can say.
Once edited satisfactorily export as a MDL and merge with the ship MDL.
This is exactly the solution that I was thinking of. Create an animated hardened elevator using transparent materials/textures and then merge it with the model. IF the aircraft is placed close enough to the catapult at close to the right angle it will lock in once you hit "shift+I". I will leave the actual creation to some one else as I am tied up with other matters right now.

Only thing is, when I used the slew keys to position it on the cat, and turn off the slew, it will actually launch from the cat.
This is probably because your catapult section is narrower than your "wheels" contact points. When I set up my test, I used a square hardened area big enough to cover both catapults. You are not catapulting, you are coming off "Slew" in mid air. To have an actual catapult, you must add both catapult start and end attach points to the model. https://www.fsdeveloper.com/wiki/index.php?title=Catapult/Arrestor_Operations_(FSXA) What you are overlooking is that the sim could care less what the catapults look like on the model. It is only interested in the math. The actual dimensions of your hardened area and your contact points.

I hope this helps clarify things rather than further muddying the water.:)
 
Curtiss Seagull

Found an old issue of the Curtiss Seagull. This one has no options for a up/down dolly-landing gear but sits well albeit a little low on the short catapult.

Capture.jpg
 
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