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Some U.S.S. Nimitz WIP shots

A voice in the wilderness! I thought I was all alone, thank you Dino for speaking out!

Javier once this ship has been released my diet will consist of uppers pep-pills only... no more time to sleep :isadizzy:

Many, many thanks in advance!

LOL :ernae:
 
I have a question, and forgive me if already addressed; but will this carrier be used as Scenery also, or just for multiplayer?

NC
 
That's a good question. I do not plan to release it as scenery but, don't worry because it will be available for single player as if it were an scenery...

This package will include the boat files and a .CFG file to be used with Lamont Clark's AIcarrier2 freeware software. This application is in my opinion a 'must have' for carrier ops in FSX. I´m sure most of you are familiar with that incredible piece of software, but I´ll explain how it works for those who aren't. With AIcarriers2 you can place with two mouse clicks (inside FSX) a carrier or even an entire fleet anywhere in the world in realtime and give it simple commands such as 'stop' 'move forward' or 'turn N degrees'. I use it 99% of the time for carrier ops.

The CFG file I'm going to provide will include all the variants of my carriers as well as the default model. So, all you have to do is open the AIcarriers menu, choose the specific carrier variant you want to use and there you go. Anyway I'm sure someone will sooner or later create a BGL traffic file.

Javier

I have a question, and forgive me if already addressed; but will this carrier be used as Scenery also, or just for multiplayer?

NC
 
Javier,Thank You very much for the info!! I use a moving AI carrier package but they always do a 90deg turn as soon as I'm about to touch down,makes it aweful hard to trap!!
Your work is Amazing!! I'm stunned by the detail!!
Cheers!!:icon29:
 
With AIcarriers software you won't have that problem. AI sometimes do that kind of sudden turns in FSX. AIcarriers2 overrides FSX's AI and controls directly the ships movements.

Javier

Javier,Thank You very much for the info!! I use a moving AI carrier package but they always do a 90deg turn as soon as I'm about to touch down,makes it aweful hard to trap!!
Your work is Amazing!! I'm stunned by the detail!!
Cheers!!:icon29:
 
...............................available for single player as if it were an scenery...

This package will include the boat files and a .CFG file to be used with Lamont Clark's AIcarrier2 freeware software. This application is in my opinion a 'must have' for carrier ops in FSX. I´m sure most of you are familiar with that incredible piece of software, but I´ll explain how it works for those who aren't. With AIcarriers2 you can place with two mouse clicks (inside FSX) a carrier or even an entire fleet anywhere in the world in realtime and give it simple commands such as 'stop' 'move forward' or 'turn N degrees'. I use it 99% of the time for carrier ops.

The CFG file I'm going to provide will include all the variants of my carriers as well as the default model. So, all you have to do is open the AIcarriers menu, choose the specific carrier of variant you want to use and there you go. Anyway I'm sure someone will sooner or later create a BGL traffic file.

Javier
Excellent, just what I wanted to read, thank you very much, yes, I use this freeware program. I make my own fleets with it as well, lol, adding them in the cvn_id.cfg file in the conf.d folder.

But 'turn N degrees' is a new variable? Can you change turn angle ????? Default in the program are 10 or 90 degrees left or right. These are useful with 10 degrees most useful. But can I change or add another turn of 5 degrees as an example?
 
Sniff...Sniff...(tear runs down cheek)....At long last, a home for me and my Orphan Tomcat in FSX......:applause::applause:
 
AHHHHHHHHHHHHH!!! BEEEEEAUUUUUUTIFULLLLL!!!
faint.gif
 
So, if I understand correctly, I would use the AI carrier program, and your carrier would then be used as scenery for carrier ops?

Forgive me for asking the obvious!

Thanks.

NC:mixedsmi:
 
From Javier's statement from above quote["I use it 99% of the time for carrier ops." ]unquote.sounds like it works to me!:ernae:
 
Hi Thrawn, here is a copy of my xanim code

<Anim name="blastshield_3_pct" guid="0E681B9C-3CD8-4d1e-B9E3-B28610A8DF00" length="100.000000"
type="Sim" typeParam="AutoPlay" typeParam2="blastshield_3_pct">
<AnimStream name="Rotation" id="0" partName="blastshield_4_pct" length="100.000000">
<Keyframe time="0.000000" type="Quaternion" data="0.000000;-0.054000;0.000000;1.000000"/>
<Keyframe time="100.000000" type="Quaternion" data="0.598325;-0.004000;0.000000;0.801254"/>
</AnimStream>
</Anim> // End anim block

As the others I cannot remember but as you can see my 4th blastshield has the anim name (blastshield_3_pct) while I personally named my model animated part (blastshield_4_pct) so I could identify it as the fourth one...I think as long as your 4th Cat is working then the blastshield should work no matter how far it is behind the cat as the cat links the animation of the blastshield even if it is out of the models ref radius...the attachpt no matter what should be named (attachpt_blast_shield_4)
here is my code on that

Frame frm-attachpt_blast_shield_4 {
PartData {
152;
60, 63, 120, 109, 108, 32, 118, 101, 114, 115,
105, 111, 110, 61, 34, 49, 46, 48, 34, 32,
101, 110, 99, 111, 100, 105, 110, 103, 61, 34,
73, 83, 79, 45, 56, 56, 53, 57, 45, 49,
34, 32, 63, 62, 32, 60, 70, 83, 77, 97,
107, 101, 77, 100, 108, 68, 97, 116, 97, 32,
118, 101, 114, 115, 105, 111, 110, 61, 34, 57,
46, 48, 34, 62, 32, 60, 65, 116, 116, 97,
99, 104, 112, 111, 105, 110, 116, 32, 110, 97,
109, 101, 61, 34, 97, 116, 116, 97, 99, 104,
112, 116, 95, 98, 108, 97, 115, 116, 95, 115,
104, 105, 101, 108, 100, 95, 52, 34, 62, 32,
60, 47, 65, 116, 116, 97, 99, 104, 112, 111,
105, 110, 116, 62, 32, 60, 47, 70, 83, 77,
97, 107, 101, 77, 100, 108, 68, 97, 116, 97,
62, 0;
} // End PartData
FrameTransformMatrix {
0.999962, 0.000000, -0.008727, 0.000000,
0.000000, 1.000000, 0.000000, 0.000000,
0.008727, 0.000000, 0.999962, 0.000000,
-20.448280, 21.742298, -65.870064, 1.000000;;
} // End FrameTransformMatrix
Mesh attachpt_blast_shield_4 {
8; // Mesh 'attachpt_blast_shield_4' contains 8 vertices
-0.451763; -1.678930; -0.000000;,
0.451763; -1.678930; -0.000000;,
-0.451763; 1.678930; -0.000000;,
0.451763; 1.678930; -0.000000;,
-0.451763; -1.678930; -2.597431;,
0.451763; -1.678930; -2.597431;,
-0.451763; 1.678930; -2.597431;,
0.451763; 1.678930; -2.597431;;
12; // Mesh 'attachpt_blast_shield_4' contains 12 Faces
3; 3, 2, 0;,
3; 0, 1, 3;,
3; 7, 5, 4;,
3; 4, 6, 7;,
3; 5, 1, 0;,
3; 0, 4, 5;,
3; 7, 3, 1;,
3; 1, 5, 7;,
3; 6, 2, 3;,
3; 3, 7, 6;,
3; 4, 0, 2;,
3; 2, 6, 4;;
MeshMaterialList {
1; // No Materials detected. Default Wireframe color used
12; // 12 Faces have materials specified
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0;
Material default-material-WireColorattachpt_blast_shield_4 {
// Material generated from WireFrame Color attributes
0.345098; 0.694118; 0.101961; 1.000000;;
0.000000;
0.345098; 0.694118; 0.101961;;
0.000000; 0.000000; 0.000000;;
} // End Material 'default-material-WireColorattachpt_blast_shield_4'
} // End MaterialList for 'attachpt_blast_shield_4'
MeshNormals { // Mesh normals for attachpt_blast_shield_4
6; // 6 vertex normals
0.000000; 0.000000; 1.000000;,
0.000000; 0.000000; -1.000000;,
0.000000; -1.000000; -0.000000;,
1.000000; 0.000000; -0.000000;,
0.000000; 1.000000; -0.000000;,
-1.000000; 0.000000; -0.000000;;
12; // 12 faces with normals
3; 0, 0, 0;,
3; 0, 0, 0;,
3; 1, 1, 1;,
3; 1, 1, 1;,
3; 2, 2, 2;,
3; 2, 2, 2;,
3; 3, 3, 3;,
3; 3, 3, 3;,
3; 4, 4, 4;,
3; 4, 4, 4;,
3; 5, 5, 5;,
3; 5, 5, 5;;
} // End Mesh normals for attachpt_blast_shield_4
} // End of Mesh 'attachpt_blast_shield_4'
AnimLinkName { //attachpt_blast_shield_4
"attachpt_blast_shield_4";
}
} // End of frame frm-attachpt_blast_shield_4

I was the one that solved the capital(C) thingy in a hex editor so all four cats would work...hope this helps as all 4 of my shields work...If your 4th cat works then there is just probably a typo in your anim name and it is not linking it
Noshadez..the 1st to figure out in FS2002 to overide lighting on things like tree objects so there is no shading on them..the result-- trees that look right..IE Noshadez
 
NoShadez,

Yeah cool work on the capital C.

Like you my blastshield 4 did not work, its not the attach point that's faulty its the animation code that wont work for me. I found that animation pct 0 did not work correctly.

The SDK requires cat # to be 1-4, it also requires blastshield attachpoint # to be 1-4, yet is asks for animation # to be 0-3. With my compiler and set up following above made the blastshield on the adjoining cat move, not the one behind the aircraft.

So for MS SDK we have

Cat_1.....attachpoint blastshield_1.....animation pct_0
Cat_2.....attachpoint blastshield_2.....animation pct_1
Cat_3.....attachpoint blastshield_3.....animation pct_2
Cat_4.....attachpoint blastshield_4.....animation pct_3

This works for three of them but blastshield 4 does not, sit on cat 2 and blastshield 3 rises !, the rest are offset as well ?.

On my set up I had to use

Cat_1.....attachpoint blastshield_1.....animation pct_1
Cat_2.....attachpoint blastshield_2.....animation pct_2
Cat_3.....attachpoint blastshield_3.....animation pct_3
Cat_4.....attachpoint blastshield_4.....animation pct_0

Note the zero is now attached to cat 4, this still does not work as 0 cannot be connected to 4, so I modify the code in Hex and change the 0 to a 4 for the animation only and everything works fine, here and on other testers Pc's.

Hope that helps someone, its not the attachpoint code but the actual animation coding that seems errant and the blastshields can be outside the ref bubble and still work....so far :).

Best

Michael
 
Navychief,

Using that program you can use my ships for carrier ops with all their features (cables, cats...). It even has a cool feature to request heading and distance to carrier.

NoShadez,

Your 'capital C' trick saved me many, many hours of frustration :) Thanks so much!! :ernae:

My problem with the blast shields was that I was using the 'ExportLOD' tool in 3dsMax to compile. I tried to export the mdl using Xtomdl via command line and suddenly all my 4 blast shields worked!!

BTW, wilycoyote4, you are exactly right, you can only change turn angle in 10 or 90 degrees.
 
Navychief,
Using that program you can use my ships for carrier ops with all their features (cables, cats...). It even has a cool feature to request heading and distance to carrier.QUOTE]

Thankyou, Thrawn!!!!

GO NAVY, GO NAVAIR

NC
 
navy chief
Here are step by step examples of the program in use. I have added to the selections of ships and convoy fleets (groups) so I have 3 pages of selections.

http://lc0277.nerim.net/wiki/index.php?software is the website of the author who I quote----
"AICarriers: This is a small software that allows you to place and control single ships or co mplete naval fleets in Flight Simulator X. Doesn't need complex edit of traffic files or mission files. Just add carriers when you are in free flight, anywhere you want. Requires Java JRE 1.5 or upper (get it free at http://www.java.com/getjava) and FSX SP1 (RTM version is not supported).FSX SP2. Works with acceleration carriers and supports full carrier ops when available. Vista have not been tested. Download (r2) (4 november 2007). "

I run Vista. I have no trouble in Vista and often use DX10.

Hoping this helps.

Thrawn
I wish other turn angles could be used.
 
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