USS Oriskany SCB-27C/125A

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Not sure what you mean by "mobile uploading"? Thanks, NC

And I enjoyed the video!


Thanks Chief!
I remembered that you were trying previously to upload it on to an ipad or tablet. Wasn't sure if the link would work this time either.
Deke
 
Looking at Oriskany in MCX may give us a clue into the crash detection issue. Unlike other carriers Oriskany has platforms on each of the cables. Hence, I'm guessing there is a way to make model parts cosmetic only (non crashable). MCX will presumably refuse to put platforms on such parts.
A good comparison is HMS Ocean where the cables are raised up and you can taxi straight though them.
I've no idea how this is defined.
 
Well spotted chaps...it's something I had noticed a while back, as the flight deck and cables are part of the same component in sketchup, I had inadvertently applied a platform texture to the cables so when I used the MCX auto platform component for the deck texture, it applied it to the cables too. That's now fixed and am in the process of compiling the next beta release (hitting some snags in MCX I need to work through). Changes include:

-addition of tilly crane
-addition of deck crew (yellow, green and red shirts only until I assess frame rates)
-island lowered from deck to bridge (was too high)
-rounddown width reduced (was not accurate)
-mirror sight repositioned(new position not accurate but should offset floating meatball when using default acceleration IFOLS
-LSO platform added (LSO figure to be done later after frame rate assessment)
-new gun mounts
-removed hidden polys at bow which were affecting frame rates
-some texture rework

Will keep you posted once I get the model to compile

ATB
G
 
BTW Deke, your latest vid is AWESOME!

once I've done the next beta release I've got loads of questions about how you did that. Want to do something similar for my invincible class models

cheers
G
 
BTW Deke, your latest vid is AWESOME!

once I've done the next beta release I've got loads of questions about how you did that. Want to do something similar for my invincible class models

cheers
G

Thanks Gary!

The process is long and involved, but fairly straightforward. I'm happy to share the technique I use - just requires FRAPS, FS recorder, and AI carriers, of course. Will provide specific details. Looking forward to your next release. Now, if we can just get Coral Sea straightened out!
All the best,
Deke
 
Great final scene with all four whales folded and lined up on the foredeck with the F-8 and F-3 next to the non AI Skyhawks as the O steams away. Really all looks as it should.
 
Got some free time now - so testing underway on the next release.

View attachment 91702

I can tell it's been a while since i've been using FSX...couldn't remember some key commands and my flying in the circuit is awful!. IFOLS still not right so i'll tweak that. From the few bolters i've performed it looks like the phantom "crashpoint" around the arrestor gear has been resolved. As you can see from the picture the tilly crane is in place and there are now some deck crew (not too many until I test frame rates). Also some texture changes and model optimisation.

ATB
G
 
Almost there

View attachment 92596

Tested the port and starboard catapults, and the cables all seem to be fine. Only issues I have are the smoke effects for the funnel not displaying all the time, and misaligned when they do (easy fix), the IFOLS positioning, and the night lights extending out past the edge of the deck (because i'm using acceleration IFOLS which is scaled to a Nimitz carrier)...nothing I can do about that so hopefully peops can live with it.

All going well fixing these minor problems i'll upload Oriskany tomorrow evening (GMT). As more skilled colleagues than myself are also working on Essex class carriers I will stop any further updates to this model...hopefully she'll do as an interim until Crashazs' version comes out.

ATB
G
:salute:
 
Crikey that is looking superb Gary :cool: Great Job , looking forward to it :applause:<input id="gwProxy" type="hidden"><input jscode="leoInternalChangeDone()" onclick="if(typeof(jsCall)=='function'){jsCall();}else{setTimeout('jsCall()',500);}" id="jsProxy" type="hidden">
 
Gary, we appreciate all the work and adjustment you've done to this ship. It's looking great. Thank you very much for your efforts. :salute:
 
Indeed! Have probably had more enjoyment from your O than any other cv in the relatively short time I have had it!
 
:applause::applause::applause: Gorgeous! Just looking great, Gary. Did you do the deck hands?

Hi Lazarus,

No I didn't. I used the 3D german groundcrew objects by Malte Deja available at Flightsim.com, and altered the textures. I contacted Malte for permission to use the objects but didn't receive a response so i'm using them as per the fair use agreement in the readme, with all credit to the objects going to him.

Cheers
G
 
Here's the latest beta release

View attachment 92616

I've not attached it to the main download area as i'm looking for some other brave souls to test it first (seems okay on my PC but may impact frame rates on other PCs)

Known issues listed in the readme. There are green shirts manning the LSO platform, as I haven't created all the deck hand textures (white, purple, brown etc) and I wanted to test frame rates with all these crew members first.

Deck Pennant still hard coded but I was working on a pennant texture so it could be modified. Also was working on individual Essex models to reflect the slight differences between each hull (Hancock and Bonnie Dick were next in line)

If there's still enough interest in this model I will continue to develop until Crashaz's has created his.

ATB
G
 
Thanks gp183601, she is really looking good. :salute: FPS on my older rig are real good (locked at 30) in DX10.
Decided to have her in a time warp so to speak with the original Oriskany, (when keel was laid) CV18. (aka Wasp)
Name was changed after CV7 was sunk by I-19 on 15 September of 1942.





Joe
 
Custom FLOLS

I've found these lights
http://aussiex.org/forum/index.php?/topic/13030-anyone-like-to-test-some-new-lights-i-made/
AntsTVASIStextYBNA.zip

They are fsx native so can be manipulated with MCX, just extract each MDL.
They can then be resized, rotated etc. Only one problem

"What I do is use a fresnel ramp on the light texture. This limits the visibility to about 3 or 4 degrees"

Ideally for a multi cell flols we need the vertical beam width to be less than 2 degrees. If we could achieve that, we'd be in business.
 
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