USS Oriskany SCB-27C/125A

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No problem Ian I actually managed to get quite a few pics of the tilly after some digging...so will probably add that in my next release.
Superb , i'll have a little play and adjust tail-codes colours to suit :cool:


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Gary - it's a nice looking boat - no doubt about that.

Cables now work (versus the beta I had), and the cat works as it should. I don't know if it's the new statics - but my FPS are down to 4 / 5 - your earlier version caused a drop, but not nearly so drastic (was about 12-15, from my pegged 30) Bear in mind, I have an ancient PC - but there's at least a relative impact hit of some kind.

Anyone else found this?

Regardless, a wonderful work - hoping the meatball gets sorted - maybe on final compile the fps will get sorted ... but even if not, will keep this until I get a new pc - maybe then it'll be fine. Great project, and thanks so much!!

DL
 
A very nice boat! As nice as the statics are to have, I do think it would be good to have a version with no static aircraft. I'm not criticizing, just putting an idea out there :)
 
I'm not sure if this helps with the 'crash' issue, but when I hover the Sea Sprite at about 10 feet off of the deck and just forward of the cables, I get a lot of smoke and sparks coming from the rotor blades. It's like the rotors are striking something right there. I know you said to turn off the crash detection (which I did), but there's something in the model that's showing up as an invisible obstacle in that spot.
 

Mr.Payne,sir. Your carrier is looked really great in my windshield sir:wiggle:

I hope someone will repaints the planes of Oriskany for us like these S2F-3 and E1B from the Eagle Rotorcraft Simulations and the Douglas A-1H Skyraider by Mr.Conrads.:wavey:

Greeting from Thailand sir :salute:
 
Outstanding piece of work! I can almost smell the stack gas as I'm approaching the ramp. :icon_lol: After seeing the ship's rusted hulk sunk for a reef some years back it's good to see the "O-Boat" underway again, if only as a nicely detailed animation. Hats off to Gary for getting the ship working in FSX.
 
Gary - it's a nice looking boat - no doubt about that.

Cables now work (versus the beta I had), and the cat works as it should. I don't know if it's the new statics - but my FPS are down to 4 / 5 - your earlier version caused a drop, but not nearly so drastic (was about 12-15, from my pegged 30) Bear in mind, I have an ancient PC - but there's at least a relative impact hit of some kind.

Anyone else found this?

Regardless, a wonderful work - hoping the meatball gets sorted - maybe on final compile the fps will get sorted ... but even if not, will keep this until I get a new pc - maybe then it'll be fine. Great project, and thanks so much!!

DL

Hmmm...curious about the FPS. With this version I removed a lot of dead polys which were hidden in the sketchup model. My PC is about 6 years old running Vista 32, and I noticed an INCREASE in framerates over the model I sent to you for test. I'll look into it.

As for the meatball - the attachpoint positioning is correct for runway start, end and edge, but I think several other developers have noticed if you use the default acceleration IFOLS it's really positioned for Nimitz Class carriers so doesn't work too well on anything smaller. The meatball is automatically placed on the left hand side of the area defined as the runway, and it's not possible to configure the IFOLS for anything other than the default glideslope, or to alter the style and configuration of the lights. I could "move" the defined runway area over slightly which would get the meatball to line up, but then the glideslope wouldn't accurately represent where the runway is. Might be easier just to move the positioning of the IFOLS in the model. It wouldn't be accurate as to it's proper position on the carrier but it might look a little more aesthetically pleasing!

:)
 
A very nice boat! As nice as the statics are to have, I do think it would be good to have a version with no static aircraft. I'm not criticizing, just putting an idea out there :)

Two versions with and without statics? - Can do!
 
I'm not sure if this helps with the 'crash' issue, but when I hover the Sea Sprite at about 10 feet off of the deck and just forward of the cables, I get a lot of smoke and sparks coming from the rotor blades. It's like the rotors are striking something right there. I know you said to turn off the crash detection (which I did), but there's something in the model that's showing up as an invisible obstacle in that spot.

Yep you've hit the nail on the head. That's exactly where I see the crash but try as I might, so far I haven't been able to track it down. I believe it's the way i've modelled the arrestor cables, but having enabled "view" crash boxes in MCX and checking over the model I can find nothing. If I remove the arrestor cable polys the crash issue goes away but visually it doesn't look right. If I raise the platform for the defined hard deck area it also fixes the crash problem but then the aircraft look like they are floating. At the moment i'm trying to come up with a compromise.

As an aside is everyone getting black smoke belching out of the funnel? I forgot to include the fx file but it is a standard FSX effect. If not i'll include it in the next version.

ATB
Gary
 
As an aside is everyone getting black smoke belching out of the funnel? I forgot to include the fx file but it is a standard FSX effect. If not i'll include it in the next version.

ATB
Gary[/QUOTE]

Gary,

No smoke here....... Maybe some... cough.... cough.....stack gas.....:)

View attachment 84891
 
As an aside is everyone getting black smoke belching out of the funnel? I forgot to include the fx file but it is a standard FSX effect. If not i'll include it in the next version.

ATB
Gary

She's smoking for me quite nicely.
 
No Smokie

I checked the Beta 0.4 files and I see no effects so if there is smoke like some people say there is then, I'm not seeing it in version I got. No biggie. No antenna animation either but then
its a WIP :icon_lol:
I made a trap on the "O" boat with s2f like other gentleman did and I looked for smoke but it's not showing up. Is there a smoke effect file that I am missing?

View attachment 84903
 
Lol. Oops! Sorry, but I forgot that I turned this model into a pilotable version, using the Alphasim USS Belleau Wood model's CFG and FDE. The effects I'm seeing are from the Belleau Wood. Oddly, the smoke is coming from the exhaust stack just perfectly, and I didn't change the coordinates for it.
I checked the Beta 0.4 files and I see no effects so if there is smoke like some people say there is then, I'm not seeing it in version I got. No biggie.
 
Installed and flew several approaches and landings in the default EH-101 and Dino T-45C.

The crash point above and forward of the arresting gear is there and I had the same results in the helo. Sparks and smoke if I was close.

Landing the T-45 was trial and error. You had to be really slow and extremely light. I made my first approach at 46% fuel, full flaps and boards to keep the speed at 137-140kts across the ramp. The arresting gear couldnt stop me and I went over the edge.

On the go, I dumped down to 15% fuel and made another approach. Same configuration as before, but kept my speed at 130kts or so. Trapped ok, but still very close to the edge and with alot of hopping.

I then taxied clear to Cat 1 and hooked up fine. No shuttle, but it did take up tension after lowering the launch bar and the cat assist "Shift I". The JBD stayed down, but upon the cat shot, got up to 180Kts at the end, with a very large drop off that required attention to prevent hitting the water.

The light emitters for the landing signal system are off to the left of the actual lights by a length and I did not have the smoke either. Frames were good, but did drop off while close to the ship by 10-15. On deck, about 10-15 again but managable.

All in all, this is a nice beta model. The detail is excellent. Thank you for the work you have put into it. It fills a void in carriers and I hope to see it continue.

-Jeff
 
Hi, you may want to talk to the guys over at RFN and see if you can inplement there tacan gauge as I am pretty sure withit, it does cat shots based on weight and arresting the same, as long as the gauge is put in the aircraft you are using. They can help you make this a better carrier, just look at there last CDG.
 
The crash point above and forward of the arresting gear is there and I had the same results in the helo. Sparks and smoke if I was close.

Yep - i've identified the same place in FSX, but having searched for it in MCX I can see nothing

View attachment 84904

You can see from the MCX screenshot there appears to be no crashboxes around the arrestor gear (the crashbox areas are defined in pink), so it's like trying to search for an invisible needle in a haystack. I've got no idea how many hours i've spent searching for it :banghead:

I then taxied clear to Cat 1 and hooked up fine. No shuttle, but it did take up tension after lowering the launch bar and the cat assist "Shift I". The JBD stayed down, but upon the cat shot, got up to 180Kts at the end, with a very large drop off that required attention to prevent hitting the water.

There are no JBD, shuttle or any other animations. This model is converted from a sketchup model using MCX and as such does not support the addition of animations. I could try and import it into GMAX and add animations but i don't really have the time to learn that package. I'm also more interested in Royal Navy Carriers so this project was more me offering to help some else out in dragging this beast into something useable for FSX.

That said if anyone wants to tinker with the model to add animations they can.

The light emitters for the landing signal system are off to the left of the actual lights by a length and I did not have the smoke either. Frames were good, but did drop off while close to the ship by 10-15. On deck, about 10-15 again but managable.

Yeah it's difficult to place the meatball as you can't place it next to where you have the landing sight....you define a runway "area" via attachpoints and the meatball is then placed within that area. I'm getting closer to alignment but with MCX it's a case of manually entering co-ordinates for start, end, and edge of the runway - compile,test, fiddle some more, compile test fiddle some more etc etc. lots more of this

:banghead::banghead::banghead::banghead::banghead::angryfir::angryfir::banghead::banghead:

ATB
Gary
 
I hope you don't mind, but I was going to create another texture file and change the cv number to CV-16/USS Lexington. I looked at all of the texture files with DXT-BMP, but don't see where the numbers are for the deck and island. I've looked and looked, and even magnified the files, but can't find where they are. Can you tell me where the deck and island numbers are located? My T-2C Buckeye is howling to go home.
 
I hope you don't mind, but I was going to create another texture file and change the cv number to CV-16/USS Lexington. I looked at all of the texture files with DXT-BMP, but don't see where the numbers are for the deck and island. I've looked and looked, and even magnified the files, but can't find where they are. Can you tell me where the deck and island numbers are located? My T-2C Buckeye is howling to go home.

The deck numbers are part of the model. The original sketchup model had them physically "embedded". I can remove them and put a transparent "placeholder" with numbering, though it'll take a bit of work as removing the polys will destroy sections of the flight deck and island.

Will plan it in for the next release.
 
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