Seaplanes-Catapults-Battleships and Cruisers

Seagull and the USS Baltimore

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
That looks great. If you want it to sit a bit higher and you are only going to use the Seagull then raise the platform in MDCX just a wee bit. If you are going to use the Kingfisher too, then just leave it. Can you launch it?
 
Thanks to Edakridge

Ed has helped me understand a lot of FSX and flight sim programming in general and we are good friends. I appreciate his input here it's always on the mark.:encouragement:
 
That looks great. If you want it to sit a bit higher and you are only going to use the Seagull then raise the platform in MDCX just a wee bit. If you are going to use the Kingfisher too, then just leave it. Can you launch it?

No, on startup it just sits there. The Kingfisher seems anxious to launch when I use the slew key. I guess the dolly wheels were "baked" in by Tim when he developed the Kingfisher.

I may just stick with Tim's OS2U.

Edit: I wish that MDCX had the ability to keep the platform settings and one could just edit what entries were there. What would really be a + is to actually see the red platform

as you are making entry edits. That would eliminate the current procedure when making adjustments, but then, I'd still have to test it in the sim.
 
No, on startup it just sits there. The Kingfisher seems anxious to launch when I use the slew key. I guess the dolly wheels were "baked" in by Tim when he developed the Kingfisher.

I may just stick with Tim's OS2U.
No, it's because you MUST add the "Launch Assistance" section to the aircraft.cfg for catapults to work.

[launch_assistance]
launch_bar_pivot = 6.74, 0.0, -1.68
launch_bar_lug = 7.95, 0.0, -2.05

Also, to catapult an aircraft MUST have wheels added in the contact point section of the aircraft.cfg. The sim could care less if they are present on the model.
 
No, it's because you MUST add the "Launch Assistance" section to the aircraft.cfg for catapults to work.

[launch_assistance]
launch_bar_pivot = 6.74, 0.0, -1.68
launch_bar_lug = 7.95, 0.0, -2.05

Also, to catapult an aircraft MUST have wheels added in the contact point section of the aircraft.cfg. The sim could care less if they are present on the model.

I don't need this in the O2SU - In P3D V4.5 when I slew the plane to position it on the catapult and it makes contact with the cat, I turn off the slew key and the thing will just

fling itself off the cat (just like a carrier launch) Wish I had a video of it.


I did add the launch assistance parameters to the OS2U aircraft.cfg thinking that I would have to enable the launch keys used for a aircraft carrier launch. No cat armed message

like I normally see on a cat shot from a carrier. So I just released the "Y" slew key and off it went.......
 
A Byproduct

No, it's because you MUST add the "Launch Assistance" section to the aircraft.cfg for catapults to work.

[launch_assistance]
launch_bar_pivot = 6.74, 0.0, -1.68
launch_bar_lug = 7.95, 0.0, -2.05

Also, to catapult an aircraft MUST have wheels added in the contact point section of the aircraft.cfg. The sim could care less if they are present on the model.

When we spoke this will also allow the seaplane to be "pushed back" on the seaplane ramp and NOT have to be slewed. The sim will not push a seaplane without contact points for wheels. A nice perk. I didn't realize this when I started the post about NAS Kaneohe or this applies to any other seaplane ramp for that matter.
 
From the SDKs

Here is the information "right from the horse's mouth" the Simulators Software Design Kits (SDKs)

Configuring FSX Acceleration

To enable the Catapult/Arrestor operations functionality, two seperate key aspects must be configured/functioning -

  • Aircraft - The launch-bar, (for the catapult), and tailhook, (for the arrestor-cables), located on the aircraft.
  • Vessel - The runway, catapult, and arrestor-cables, for the carrier you'll takeoff from, and recover to.


Prerequisite

The FSX Acceleration key-mapping must also be functioning correctly.


Configuring (FSXA)

fsx.CFG

In the [Realism] section.
Add/edit to enable -


  • CatapultForceLimiter=1 - Only fighter type aircraft can be catapulted.
  • CatapultForceLimiter=0 - Enables the catapult systems to generate the required force for any type of aircraft.

TODO - Find/add info how FSX discriminates between fighter and non-fighter aircraft.

Configuring (Aircraft)

Catapult Assist (Aircraft)

To launch an aircraft, a launch bar is lowered to engage the catapult system.
Add a launch bar to an aircraft, by either -

  • defining a [launch_assistance] entry in the aircraft configuration file.
  • setting the attachpt_Launch_Bar_Pivot and attachpt_Launch_Bar_Lug attach points in the model,
An entry in the configuration file will override the model's attach points, if they exist.


aircraft.cfg - launch-bar

Works for any aircraft.
Add a section titled [launch_assistance]
with the following parameters and values -
launch_bar_pivot = Launch bar pivot point, relative to datum reference point.
launch_bar_lug = Launch bar lug point, relative to datum reference point.

Example - Boeing F/A-18
[launch_assistance]
launch_bar_pivot = 5.0, 0.0, -1.0
launch_bar_lug = 5.0, 0.0, -4.5Model - launch-bar
Requires the model's source code.
TODO - Add/edit/split instructions for implementation.



This document provides notes on the aircraft supplied with Prepar3D and guidelines on how to implement some of the more complex systems, requiring the use of attach points, event IDs, simulation variables and aircraft configuration file settings.



Catapult Assisted Takeoff P3D
To add a launch bar to an aircraft, either set the attachpt_Launch_Bar_Pivot and attachpt_Launch_Bar_Lug attach points in the model, or define a [launch_assistance] entry in the aircraft configuration file. An entry in the configuration file will override the attach points, if they exist.



  1. Use one of the KEY_TOGGLE_LAUNCH_BAR_SWITCH or KEY_SET_LAUNCHBAR_SWITCH key events to drop the launch bar from the nose of the aircraft. This is an animated feature of the F-18, and the launch bar should be visible.
  2. The aircraft should be moved into position on the catapult, and then one of the KEY_TAKEOFF_ASSIST_ARM_SET or KEY_TAKEOFF_ASSIST_ARM_TOGGLE key events should be used to attach the launch bar to the bogie of the catapult (which is not animated). If the aircraft is not in the correct location, the connection will not be made. If all goes well, the connection will be made, and the blast shield will be raised.
  3. The KEY_TAKEOFF_ASSIST_FIRE event key is used to fire the catapult. The user cannot control the position of the aircraft until the aircraft clears the deck.
  4. If for any reason the assist arm is unset, again using the KEY_TAKEOFF_ASSIST_ARM_SET or KEY_TAKEOFF_ASSIST_ARM_TOGGLE key events, then the blast shield will also be retracted. The aircraft can then be moved away from the catapult.

I found it interesting that the F/A 18 default aircraft in my FSX Acceleration does NOT have this information in the aircraft.cfg

I understand why neither the Kingfisher or the Seagull aircraft.cfg doesn't and needs to be added because they have never been changed since they were developed "back when" by Tim Conrad or Paul Clawson. They were seaplanes that took off from and landed on the water.

SO...this will allow any aircraft you configure properly in the aircraft.cfg in either sim FSX or P3D to be launched from a catapult that you have placed it on by whatever method. You then do NOT need RCBCO to accomplish this.

Use a text editor like Notepad or Notepad++ to edit the aircraft.cfg but if you use Notepad be SURE to save it as aircraft.cfg or you will get a text file and your aircraft WILL NOT WORK.

There is the food for thought for the weekend.
 






This document provides notes on the aircraft supplied with Prepar3D and guidelines on how to implement some of the more complex systems, requiring the use of attach points, event IDs, simulation variables and aircraft configuration file settings.



Catapult Assisted Takeoff P3D
To add a launch bar to an aircraft, either set the attachpt_Launch_Bar_Pivot and attachpt_Launch_Bar_Lug attach points in the model, or define a [launch_assistance] entry in the aircraft configuration file. An entry in the configuration file will override the attach points, if they exist.



  1. Use one of the KEY_TOGGLE_LAUNCH_BAR_SWITCH or KEY_SET_LAUNCHBAR_SWITCH key events to drop the launch bar from the nose of the aircraft. This is an animated feature of the F-18, and the launch bar should be visible.
  2. The aircraft should be moved into position on the catapult, and then one of the KEY_TAKEOFF_ASSIST_ARM_SET or KEY_TAKEOFF_ASSIST_ARM_TOGGLE key events should be used to attach the launch bar to the bogie of the catapult (which is not animated). If the aircraft is not in the correct location, the connection will not be made. If all goes well, the connection will be made, and the blast shield will be raised.
  3. The KEY_TAKEOFF_ASSIST_FIRE event key is used to fire the catapult. The user cannot control the position of the aircraft until the aircraft clears the deck.
  4. If for any reason the assist arm is unset, again using the KEY_TAKEOFF_ASSIST_ARM_SET or KEY_TAKEOFF_ASSIST_ARM_TOGGLE key events, then the blast shield will also be retracted. The aircraft can then be moved away from the catapult.
I assume item #1 concerns the key commands in P3D V4

Takeoff assist (arm/disarm) Shift + I

Launch bar (extend/retract) Shift + U

The seaplane (for me) has to be slewed to the cat. Having done so, the take off/launch bar commands do not work - I tried that before.

When I use those commands after I have rolled the nose wheel over a carrier cat shuttle, the bridles show and I can launch.

Now I realized in the seaplane situation, (P3d) this isn't going to happen, or is it?
 
This is what Edakridge did on his Iows

Try to redo your hard platform like Ed has done making it 30 wide instead of 3 and 60 long instead of 20 and see if covering the whole aft end of the ship makes a difference. Otherwise, I would go and post in the P3D forum and ask THEM why it doesn't work when you followed the P3D SDK exactly. I don't know what else to tell you. Let someone here (besides Ed) who uses P3D V4.5 advise you if they can make it work with the launch entries. If you make your stern a "flight deck" platform it might make a difference, I don't know. Is that true for either the Kingfisher OR the Seagull?
 
CCP

Spending the day in Carrier Convoy Planner creating the launch position aboard the pre-war USS Arizona BB-39 downloaded from Klaus's battleships which I already configured for a hard platform and this morning attached the catapult start and catapult end attach points in MDCx 1.30.

To assign a start position in CCP you can start with your catapult values from MDCx but for whatever reason they are not exactly that spot but very close. It then becomes a matter of starting a log with your first PA.cfg value in CCP for Pos1 which is in essence a location on a carrier flight deck. CCP comes configured for a number of ships including Javier's Nimitz which for whatever reason is the ONLY one that shows where positions are on the flight deck. I am sure its something that was incorporated when the model was designed. Every other ship I have created values in PA.cfg has been trial and error checking it in the sim each time until it is exactly where I want it to be. I don't intend to show HOW to use CCP here. Watching the online videos does a much better job of that than I could do in an SOH post with 100 screenshots.

Google: Carrier Convoy Planner Tutorials and watch. Some are over an hour long but very well done especially BLUE ZONE. The program comes with a manual in English and French and a Starting guide in the two languages as well. They are well written and illustrated but the tutorial videos I think are much more helpful and detailed since the manuals are only 20 pp long. Tomorrow I will show you how to create the starting positions in CCP. To learn how to USE CCP watch the videos. Here is the download link to the stable version of CCP graciously provided by Motus because any other links are no longer working:

https://drive.google.com/file/d/1sPqGzZ5v6RXl7LI2yJWUbD7eHcM_Qcxs/view

I would suggest not to install this OVER a version you have but install as a new version in another location. Then you can incorporate any custom data you have into the new stable version.

Now, back to my USS Arizona...
 
Final Post For This Topic

Yesterday I spent quite a number of hours positioning exactly where I want my seaplane to be on the catapult which is what it takes. You have to create the POS in the PA.cfg like this:

# Posx = offset : side, rear, height, heading relative to the reference position of the PA.

[CVN68]
path = USS_NIMITZ
CVN68_1 = 57X;112.00
CVN68_2 = 57X;112.00
CVN68_3 = 57Y;112.05
CVN68_4 = 57Y;112.05
CVN68_5 = 58X;112.10
CVN68_6 = 58X;112.10
CVN68_7 = 58Y;112.15
CVN68_8 = 58Y;112.15
CVN68_9 =
CVN68_10 =
CVN68_11 =
CVN68_12 =
Pos1 = 29.6, -68.1, 22.2, +1.0
Pos2 = -29.7, -101.0, 22.2, -100
Pos3 = -12.9, -35.3, 22.2, -20
Pos4 = -30.0, -26.2, 22.2, -100
Pos5 = -12.2, -15.5, 22.2, -20
Pos6 = -29.9, 40.9, 22.2, -100
Pos7 = -29.7, -113.0, 22.2, -100
Pos8 = 20.5, 32.5, 22.2, +1.0
Pos9 = 20.5, -12.5, 22.2, +1.0
# on spot 2 and spot 7 wait until ramp is at the beginning of the top where it will sit for five minutes or so before lowering
# If you happen to spawn when the elevator is down or in transition then aircraft will crash and re-spawn in the air.

This is the exact entry for Javier's Nimitz with all 9 positions on the flight deck as it comes configured with the program download.

Everytime you create a position you have to close Windows Explorer; start FSX or your sim; select the seaplane or aircraft; select an airport (it doesn't matter what airport or even if its on a runway) open up CCP; and go through the entire process of putting the aircraft on that position. Now you connect to the sim in CCP and change the view to outside and pan around to see exactly where the aircraft is. If its not where you want it, you go back in and adjust the PA.cfg Position value ever so slightly and do it all over again until it is exactly where you want it. I keep a log of each position on a piece of paper for each position as I do this and when it is exact it goes into a permanent record in my binder with all of the MDCx attach point values for every ship I have done. You CAN printout the PA.cfg when you are done with final values. I copied/pasted the PA.cfg and then renamed the copy. Then I deleted all of the ships I don't care about so that all that is in there are the ships I want. Much simpler to make additions that way. I hope that you have been able to follow this and understood my explanation. Three KEY POINTS when you are using CCP is:

#1 Be absolutely sure that your time in CCP in GMT is later than the sim time. It does NOT have to be 15 minutes like the tutorial because MY version doesn't sit on the runway until the CCP time and then appear on deck. As soon as it has connected with the sim, it is immediately on deck/catapult.

#2 Be sure that you have paused the sim and the parking brake is set.

#3 in the Connect screen in CCP be ABSOLUTELY certain that the box DISABLE PAUSE IN THE SIM is NOT checked or as soon as the connection is made, the sim will unpause and off goes your aircraft on the catault or across the deck.

Once you are in the sim; positioned on deck or catapult; unpause and your aircraft will settle down on to its wheels/float ready for you to get ready to start flying.

Have a lot of fun with this I do. Its so much easier than slewing once you get the hang of it.

If you are having a specific problem you just can't figure out, you can PM me and I will answer and try and help.

Richard

Here is a screenshot I took yesterday after I had completed all three positions on the USS Colorado BB-45. Klaus modeled the starboard and port cradles and tracks on the Colorado so I created positions for all three locations. This is the section leader's Seagull on the cradle on the port side

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The Seaplane Replaced On The Catapult

I forgot to mention this as how I get the seaplane back onto the catapult in CCP. Get the seaplane on the catapult ready to launch it in CCP/FSX. With FSX open, SAVE THE FLIGHT. Go ahead and fly. As long as FSX (let me know if this works in P3D) and CCP remain open in this session, you can load the saved flight and restart the flight again with the aircraft on the catapult ready to launch. It only works in a single session though so you have to do it from the beginning again and resave it in the new session. Not perfect but at least in this session you don't have to start the whole process over. Something may come up in the future how to do this. I even investigated the hoist in the FSX SDK but that ONLY works on helicopters no way to attach it to the deck crane. Oh well!
 
Is this going to be available eventually to the public on SOH as a whole addon or do,I need to follow all the directions and instructions to get this to work?Thanks
 
I guess I'll make it easy...

LOL!!! Yes I will offer the USS Colorado with its platforms in the model and a README with a copy and paste section you can add to the PA.cfg in Carrier Convoy Planner (CCP). I will pack it into a zip folder and send the admin here. You will also get the texture files for Paul Clawson's SOC Seagull for fsx in DDS for aircraft No. 1 and No. 2 of the 4 plane section embarked on USS Colorado. If you want all four aircraft you can create the other two from plane no. 2.
I only did two of them for myself. I have had so much help from so many people here on SOH, at FSDevelopers and personally from friends I made here and there that I would be selfish not to share it. If you want any other ships you learned how to do them here. I have Klaus's permission to share the ship model with its additions and also Paul Clawson from before he passed to share Seagull addons and changes. You can download the Seagull on flightsim.com.
 
Forgive me if I didn't see it in your previous posts, but where can I download Carrier & Convoy Planner?
 
USS Colorado BB-45 Upload

The USS Colorado with platforms, FSX SOC Seagull 4-O-4 Repaint and aircraft.cfg and PA.cfg info has just been approved and is in the Warbirds Library under FSX Ships. Enjoy it. That ends this thread. I have a new one coming in the next day or so. :wavey: bye.
 
.......and finally Rob Barendregt for his RCBCO-20 (he now has a -30) which I use to launch off the catapults. (Don't ask me why my FSX doesn't like RCBCO-30 but after hours of his patient efforts with me, I use 20 it works for me......
Another user accidentally pinpointed the problem with the Catapult launch in COP3: one of Doug's .gau/.dll gauges, defined in the ControlPanel 2D-window, doesn't like this Window to be re-sized; and fails then.

No idea why, but the remedy is simple:
In the panel.cfg, just move the six gauges (gauge01= upto gauge07= ) from the ControlPanel Window to the VCockpit01 section.

Cheers, Rob
 
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