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Simworks Studios F-4B/N Phantom II from Just Flight

I guess the answer to that is almost certainly yes if you want to see all of Coral Sea's new functions. I'll give it a go with the Intruder and see what happens. It may well stop these hissy-fits caused by non-carrier gauge fitted models;)

ATB
DaveB:)

You need to activate in that manner every aircraft you wish to use with the Coral Sea and still have all the advanced functions working like the moving elevators and the deck configuration. Otherwise you can spawn the Coral Sea using TP or AI carriers but the deck will be empty.
 
Yes, well.. it's not without it's problems at the moment. The lines were added as per those instructions to the Virtavia Intruder (plus cribbing from the 4B). I selected recovery from the Carrier Manager and Coral Sea didn't show a recovery deck. So.. I selected parking aft stbd and aft port using the click spots and these appeared ok. Landed on and moved to the fwd cat but the cat wouldn't engage. For want of something different to try, I then selected the Aerosoft F-14 which doesn't have these lines added. When the F-14 loaded.. I was surrounded by aircraft parked in recovery config! Regardless.. I continued with parking brake, shift+U/shift+I. The F-14's lug came down, the blast deflector came up and I was able to takeoff!!

I'll look at the Intruder again to try and determine why it's not engaging the cat.
ATB
DaveB:)
 
I went to the carrier activations page (link above) is that info need to be loaded in each aircraft that you want to land on the new Corral Sea?


aoa_threshold >>>> What value do I use?

This is the aircraft angle of attack when on approach. A rule of thumb to calculate it is this: When on a 3.5 degree glideslope take note of your aircraft pitch and add it to the glideslope.
I.e. if pitch is 5 degrees nose up, AoA is 5+3.5=8.5 degrees.
aoa_waveoff >>>> Same here

This is the angle of attack which is considered too high for an approach and you will be waved off by the LSO for danger of stalling. Use a higher value than aoa_threshold.
launch_bar >>> Some A/C already have this.

The position of the launch bar relative to the aircraft's center point in meters. The three numbers correspond to longitudinal, lateral, vertical distance from center.

  • Longitudinal: + aft, - forward
  • Lateral: +right, - left
  • Vertical: +down, - up

Alex, I just sent you an email,

Thanks

At the bottom of the F-4's aircraft.cfg is a CarrierExtensions section containing these entries. You can copy that as a template to any aircraft and change the values to the appropriate ones for your aircraft.
Unless you want to use the catapults on a drivable CV-43, all you should care about are AoA threshold and AoA Waveoff.

The former is the "on speed" AoA on approach, which is different per aircraft. This controls the cut lights. You can find it by noticing your pitch during an approach which is done on-glideslope. Glideslope is 3.5 degrees. Add the current pitch and you've got AoA.

AoA_Waveoff is used to wave you off the approach when your AoA is too high (to avoid stalling and falling in the water).

@DaveB: Noted
 
I had a idea today concerning static aircraft, specifically. My fellow USN vets can surely back up my memories on this, but am certain that whenever aircraft were not flying, there is a minimum of six tiedowns on every aircraft. So my thought was, how feasible would it be to add "chains" to static aircraft?

Just a fleeting thought from my addled Chief's brain. :dizzy: NC
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Chief,
Still have scars on my legs from hitting those damn tie downs in the dark on the flight deck....

Idea of adding the tie down chains is great!

Rick
 
Thanks Alex;)

Before hitting the sack last night, I did eventually get the Intruder and Coral Sea to work as prescribed. The initial problem with deck configs was my error. I copied the carrier extensions line exactly as it's shown on the wiki page (as one line) rather than it be a proper section (this is where cribbing from the F4 came in). I also got it to launch but the launch bar position needs some tweaking. I'd copied the position from the [launch_assistance] line already present but this puts the model too far forward when it engages. I was placing it where it normally launches and it doesn't engage.

So with all the lines in place and in the correct order (even though values in the carrier extensions may be off).. Coral Sea and a 3rd party model appear to work ok. The evil work is at hand today so no further fettling but I'll continue tomorrow;)
ATB
DaveB:)
 
Alex,

I've seen screenshots of the A7 by DaveH sitting on the lift (can't remember which one though). I've fitted the Sea Vixen with the Carrier Extensions and it works a treat.. well, everything that is except the lift and in particular, the fwd RH lift (fwd of the bridge). Although I can see it there, the Sea Vixen falls straight through then bounces off into the distance:dizzy: I tried to recover it by slewing back then taxiing onto the lift but it fell straight through again and shot off in a mad bouncing fit. This culminated in an app crash g3d error! I felt it's pain!:biggrin-new:

I've not tried any of the lifts before and presumed they were all 'hard'. I had Skyhawks parked on the left and right aft positions hence me going to the one left vacant.
ATB
DaveB:)
 
Yup.. I know I should be at work now but I've since tried moving the statics off lift#2 and driving the Sea Vixen onto it. I got so far and fell through before the tail had cleared.

I'm obviously missing something here and need a prod with a sharp stick:biggrin-new:

ATB
DaveB:)
 
I had a idea today concerning static aircraft, specifically. My fellow USN vets can surely back up my memories on this, but am certain that whenever aircraft were not flying, there is a minimum of six tiedowns on every aircraft. So my thought was, how feasible would it be to add "chains" to static aircraft?

Just a fleeting thought from my addled Chief's brain. :dizzy: NC


Would look nice but wonder if it would just add more eye candy that would slow down my rig?
 
That is a bug in FSX where hard surfaces on moving objects soften up, but do so inconsistently. On my computer I sometimes get the problem, I sometimes don't. From my experience and from talking with Sylvain, it seems that if you do a single elevator and put it atop the hierarchy, with the platform right under it, it will work perfectly -this happens with collimated HUDs also. However, when you have three of them it doesn't seem to work properly and is up to FSX's mood. It seems to have been solved in P3Dv3, though.

I have found a trick that is a bit impractical but works. If you load up the saved flight (FSX\SimWorks Studios\Saved flights) that puts you near the carrier track in Vietnam, all surfaces work perfectly. From that point on if you spawn an AI carrier anywhere, its elevators are going to be fine -even if you end the flight and start a new one somewhere else. Apparently loading in BGL format isn't bugged and sticks to memory for when you load it with AI carriers.

The decision was made to go ahead with it because it is an issue that is out of our control (from what we know), there is the workaround described above and it works with the future platform (P3D), so we won't have to bear with it for long. The other option was to provide only a single working elevator.

Is this info still valid for converting 3rd party aircraft to be compat with the New Corral Sea or was this to allow 3rd party aircraft to land on the Corral sea?
http://simworksstudios.com/forum/index.php?topic=470.0
Both are one and the same.

@NavyChief, that is one thing we thought of, but it wouldn't be noticeable unless you were right beside the aircraft so we didn't put it in. FPS would be more-or-less the same.

The Coral Sea and Phantom are not only our first product as SWS, but also technology demonstrators for what will come in the future. If we started redoing the Phantom today with the techniques we developed on the second half of CV-43, it would be lightyears better from all aspects.
All the statics put together use less texture than the rest of the ship because of the way they were built. At that point, the F-4 and Coral Sea were waaaaaay past the point of no return.
 
I'll give that a try Alex. Many thanks for the explanation;) (now late for work!)

ATB
DaveB:)
 
@NavyChief, that is one thing we thought of, but it wouldn't be noticeable unless you were right beside the aircraft so we didn't put it in. FPS would be more-or-less the same.

Thanks for your response on it. GE, I had also thought it would impact the frame rates.

But I will say this.....I think it would look cool on flight lines for AI aircraft. Again, no clue on how difficult it would be to add though. NC
 
Thanks for your response on it. GE, I had also thought it would impact the frame rates.

But I will say this.....I think it would look cool on flight lines for AI aircraft. Again, no clue on how difficult it would be to add though. NC

We've discussed this point before in other threads.

AI requires an AFCAD - which means no movement. FSX can't/won't handle moving AFCADs, so that's it. No AI.
At the moment it's also true for P3Dv2/3, but who knows for P3Dv4.......

If a working solution is ever found, then Steam may be updated, but I doubt it.

Some people in the past have said that they'd managed it, but never released their methods. So we're stuck. I have whole squadrons of F-4s waiting.....

Sorry,

Dave
 
Loadout manager

I guess i must be missing something, but how do you actually access the manager. the 7/4/17 update has been installed and im flying, and ive been reading the latest manual about its operation, but i still cant figure how to open it up :mixed-smiley-010:
 
I don't believe you asked that in public Ian!!:biggrin-new:

Alex..
Back from work and thought about the scenario you posted. I may try it at some point but if this is a known limitation of the sim.. I'm happy to accept that fact. TBH.. I've never been up or down any lift on any of the carriers I have.. doesn't bother me (even though I appreciate the work that has gone into filling up the inside). I thought I'd try Coral Sea because flicking a switch is so easy. Oh the irony:very_drunk:

Butch..
Have you got your 3rd party aircraft sorted with the carrier extensions yet?
ATB
DaveB:)
 
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