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USS Midway

I used 114.60 in RFN_Carrier.xml
<carrier name="USS Midway CV-41"
<carrier name="USS Midway CV-41"

Carrier Name="USS Midway CV-41"
<carrier <="" strong="">Name="USS Midway CV-41"
<carrier name="USS Midway CV-41"
Sim_Name="USS_Midway"
CarrierType="1"
Frequency="114.60"
Language="US"
RunwayAngle="12.45"
GS_Angle="3.99"
ILS_Xcoord="-5.05"
ILS_Ycoord="16.80"
ILS_Zcoord="-115.50"
TCN_Xcoord="20.00"
TCN_Ycoord="66.45"
TCN_Zcoord="-29.00"
Sim_Name_Helo="none"
Helo_Bearing="0"
Helo_Distance="0"/><carrier name="USS Midway CV-41"


Note: There is a Missing "<"<carrier name="USS Midway CV-41"
in front of Carrier Name. Quote brackets cause some oddities and Code brackets didn't work either.
<carrier name="USS Midway CV-41"

I also adde a helo to mine<carrier name="USS Midway CV-41"

Sim_Name_Helo="VEH_SH-3H_Seaking_Midway"
Helo_Bearing="250"
Helo_Distance="100"/>

It's a repainted Team SDB SH-3 that came with their USS Enterprise CVN65 package(payware)

View attachment 15459

The hook is inches off the deck, just beyond the 2nd wire. Keep the ILS cenetered and grab "3"...Don</carrier></carrier></carrier></carrier></carrier></carrier></carrier></carrier>

Now I especially like this . A Marine squadron with F-8's . Now you have the " Old Gunfighters " on board .:rocket:

Rich
 
Based on some of the feedback, I've been working on another update to the USS Midway. Attempts to create animation have failed and i'm really reaching the limit of my abilities. However for those of you that are still interested I have attached V0.3 to this thread.



Changes i've made:

-Added some more antennas, wires and general 'stuff' to make the island look more cluttered
-Remodeled the rear of the island to more closely resemble the real thing
-Moved the IFOLS position to match the attachpoint so that the floating meatball isn't as obvious (not 100% perfect but best I could do)
-Added A-6 intruders to the deck (thanks to Mike at MCDesigns for supplying me all the static aircraft models included)
-Made the F-4, A-6 and A-7 aircraft separate mdls so that the number of aircraft on the deck can be configured through aicarriers (thanks to jagl04 for that tip)
-General tidy ups to the texture mapping

Included in the zip file is an example aicarriers config to add a clear deck version, and a full flight deck version. To customise the aircraft on deck simply create a new formation and configure the unit entries accordingly.

View attachment USS Midway 1975_V03_beta.zip

I've tested on my Quad Core and don't see a foreseeable hit on frame rates but I can't guarantee 100% 'stutter free' model. Best advice I can give is to tweak the number of aircraft on deck.

Any of you excellent repainters wishing to make the aircraft colours more accurate to the period and distribute amongst the community - feel free.

I know a lot of peops were looking for me to create an all singing animated ship but I just don't have the skills....hopefully that will come with time and practice. Simworks WIP USS Midway looks pretty cool and I for one will be buying that F-4B package when it comes out. Hopefully my attempt will plug the gap in the meantime.

Finally a big thanks to all the members of the sim community who have supported me on this little project. I only really had a passing interest in the US Navy and the older generation of carriers. In building the Midway i've had to do a lot of research and learned a lot about how you guys 'across the pond' operated these behemoths in the 60's and 70's. It's been enjoyable!
:very_drunk:

Cheers
Gary
 
Cheers Gary.. downloading now:very_drunk:

ATB
DaveB:)

Hay Dave-I took some of your advice 'Gary will learn to add moving bits....aerials and lights'. Added the aerials....lights and moving bits were much harder! :biggrin-new:

(Haven't posted on CBFSIM for a loooooong time but still and avid viewer on the site)

:encouragement:
 
Great job Gary.

Apart from a somewhat noticeable FPS hit once aboard, it's superb. Your very clever use of Jagls static model options helped (took out the F-4s) and it was very manageable.

Thanks for this gift.

DL
 
Great job Gary.

Apart from a somewhat noticeable FPS hit once aboard, it's superb. Your very clever use of Jagls static model options helped (took out the F-4s) and it was very manageable.

Thanks for this gift.

DL

If I had to guess, the minor FPS issue is due to the smoke stack effect. Some users may not have an issue but others including myself have. It's not too bad though.
 
Hay Dave-I took some of your advice 'Gary will learn to add moving bits....aerials and lights'. Added the aerials....lights and moving bits were much harder! :biggrin-new:

(Haven't posted on CBFSIM for a loooooong time but still and avid viewer on the site)

:encouragement:

Hiya Gary,

You WILL learn how to animate and add lights in the fullness of time.. I honestly believe it. I remember Dave Maltby telling me many years ago that reverse polish notation (I think that's what it was.. aka XML) was a step too far and he'd never get his head around it. I told him that was so much poop as I had the ultimate faith in his ability. When the penny dropped.. there was no stopping him! I'm sure it will be the same with you;)

Think I loaded her up a bit too close to shore last night. When she hit a couple of those invisible hard bits in the sea.. the Tooms shot 50 or 60 feet in the air though they did rest back in their correct positions when things calmed down. I see a frame hit too.. rates dropping from mid to low teens. Just manageable though. Storm mentioned the smoke and there IS a lot of it which may be hitting frames. Panning to look at the rear parked Phantoms also gave a noticeable hit but as I said.. just manageable.

ATB
DaveB:)
 
Sorry, i didn't readed all the thread, but this project is free or payware?
:) It looks very good! :thumbup:
 
Freeware!

Gary, you are far too modest. This is a notable achievement and your skills are far from limited! Hugely generous of you with your time on this - note that this USN period is a passing interest - we are all very very grateful.

expat
 
On the premise that the only stupid question is the one.....

Is it possible to do carrier ops in fsx sp2? And if a carrier is setup to work in acceleration, will it work at all without it?

And where can I find this marvelous piece of work? I am always in awe of those who can do this work well.
 
On the premise that the only stupid question is the one.....

Is it possible to do carrier ops in fsx sp2? And if a carrier is setup to work in acceleration, will it work at all without it?

And where can I find this marvelous piece of work? I am always in awe of those who can do this work well.


Without Accelereation, you can't use movable, land able aircraft carriers in FSX.

The latest model is linked right in Gary's post #122 - halfway down the post.

DL
 
Am not able to try this in the sim for a day or so but have looked at the files. Very interesting method used for the parked a/c - looks similar to how the SDB Enterprise has the SH-3 plane guard moving along with the cv.

Intrigued to know if you can change the number of e.g. A-6's or F-4's (or if it is just one or a fixed group of each a/c type) and also how they and where they position on the deck.

Also, presumably one can substitute any other flyable or AI models?
 
Very Nice....Thank you very much :encouragement::adoration:

eurkep.jpg
 
Cat launch

Does this version have the ability to cat launch aircraft? I tried and nothing happened.

Shift + U
Shift + I
Shift + Space
 
Does this version have the ability to cat launch aircraft? I tried and nothing happened.

Shift + U
Shift + I
Shift + Space

Yes it does. At the start of the catapult you should see a shuttle protruding (if you're in external spot view). The catapult start attachpoint is positioned on that shuttle so this is where the launch bar position on the aircraft needs to be aligned to.

ATB
Gary
 
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