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Roger
June 25th, 2009, 05:41
Anyone know how to add Bruce Fitzgerald's CV6 into AI carriers?

Cheers,

Roger.

expat
June 25th, 2009, 06:07
Roger,

Not too difficult (if I can do it).

Make a copy of one of the other ships in the Boats folder.

Replace the model and texture folder with Paul's CV-6 model and texture folders. Rename the title entry in the sim.cfg file in the Boats folder to "CV6_Enterprise". Also rename the folder from the copy you made ("Copy of ... ) to the same. Replace or comment out any default carrier entry in the AI Carriers folder rename the same way.

Hope this is clear (but probably isn't completely . .).

I have made a whole WWII task force with escort carriers, battle wagons, oilers, destroyers etc. this way.

http://img151.imageshack.us/img151/1477/cv6h.jpg (http://img151.imageshack.us/i/cv6h.jpg/)


http://img151.imageshack.us/img151/5213/fleet2.jpg (http://img151.imageshack.us/i/fleet2.jpg/]http://img151.imageshack.us/img151/5213/fleet2.jpg)
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Roger
June 25th, 2009, 07:29
Thanks expat:ernae:. I'll give it a go and holler if it all goes wrong:isadizzy:

mfitch
June 25th, 2009, 07:57
My lazier version of those directions is to
1. place the CV6 folder in the boats directory
2. rename the aircraft.cfg file to not_aircraft.cfg
3. place the following sim.cfg file in the directory.

aicarriers has problems with lots of pilotable craft (not sure what), but they can all be fixed by replacing an aircraft.cfg file with the appropriate sim.cfg file.

[fltsim.0]
title=USS_Enterprise_CV6
model=
texture=

[General]
category=Boat

[contact_points]
static_pitch=0.0 //degrees, pitch when at rest on the ground (+=Up, -=Dn)
static_cg_height=0.0 //feet, altitude of CG when at rest on the ground

[DesignSpecs]
max_speed_mph = 40
acceleration_constants = 0.5, 0.4 //Time constant (effects responsiveness), and max acceleration (Gs)
deceleration_constants = 2.0, 0.5 //Time constant (effects responsiveness), and max acceleration (Gs)


[Effects]
wake = fx_wake

Roger
June 25th, 2009, 12:32
Well it's in the AI carriers menu but there is an error message that it failed to create the model?

peter12213
June 25th, 2009, 20:54
its crazy how easy this is to do I mean sorry I only jst learned this too but its class i know how to set any carrier as default now too its great!! Al help ya
mate if ya still havin trouble just let me know!!

GypsyBaron
June 25th, 2009, 22:26
Thanks expat:ernae:. I'll give it a go and holler if it all goes wrong:isadizzy:

Roger, insure that the "title=" in the sim.cfg file and the
"title=" entry in the aicarriers cfg file are exactly the same.

If they aren't, you will get that message.

My "Boats" entry for the Enterprise reads:

[fltsim.0]
title=CV6_Enterprise
model=
texture=

My aicarriers.cfg file entry:

[formation.6]
title=CV6 carrier
unit.0=CV6_Enterprise, 0, 0

Paul

Roger
June 26th, 2009, 02:33
Thanks fellas. I'll take a look at the titles Paul and I think that may be the issue.

Cheers,

Roger.

Z-AZ1USN
July 28th, 2009, 09:54
My lazier version of those directions is to
1. place the CV6 folder in the boats directory
2. rename the aircraft.cfg file to not_aircraft.cfg
3. place the following sim.cfg file in the directory.

aicarriers has problems with lots of pilotable craft (not sure what), but they can all be fixed by replacing an aircraft.cfg file with the appropriate sim.cfg file.

[fltsim.0]
title=USS_Enterprise_CV6
model=
texture=

[General]
category=Boat

[contact_points]
static_pitch=0.0 //degrees, pitch when at rest on the ground (+=Up, -=Dn)
static_cg_height=0.0 //feet, altitude of CG when at rest on the ground

[DesignSpecs]
max_speed_mph = 40
acceleration_constants = 0.5, 0.4 //Time constant (effects responsiveness), and max acceleration (Gs)
deceleration_constants = 2.0, 0.5 //Time constant (effects responsiveness), and max acceleration (Gs)


[Effects]
wake = fx_wake
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
I did this and the wake is at the bow of the ship not the stearn.
(looks like its going bakwards)...
Is there a carrier wake_fx that could be used here?

Z-AZ1USN
July 29th, 2009, 14:28
http://i31.tinypic.com/x26hzr.jpg Any one know why all my ai destroyers have a smoke vapor trailing, sometimes when I fly thru them the plume temporarly disappears. Also, on the CV6 the wake in on the bow (looks like it's going backwards).....