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Blood_Hawk23
January 13th, 2013, 20:45
I'm sure that this has been asked before.

How can you make an aircraft float?

is it part of the MDL? or can you add points to the CFG?

I want to make a Sopwith pup with the Floation bags. or add something to make it float. any thoughts?

TARPSBird
January 13th, 2013, 21:47
You can add float points in the [CONTACT_POINTS] section of the Aircraft.cfg file. They are type 4 points. Same line entries as with scrape and wheel points. I'm not familiar with the Sopwith Pup but whatever means of flotation it used, those parts on the aircraft would have to be used for landing (i.e. hull, floats, pontoon), not something that deploys in the water. In FS9 and FSX you can taxi up onto the beach in a PBY by lowering the gear while you are in the water, try that in CFS2 and the aircraft sinks.

Blood_Hawk23
January 13th, 2013, 22:28
You can add float points in the [CONTACT_POINTS] section of the Aircraft.cfg file. They are type 4 points. Same line entries as with scrape and wheel points. I'm not familiar with the Sopwith Pup but whatever means of flotation it used, those parts on the aircraft would have to be used for landing (i.e. hull, floats, pontoon), not something that deploys in the water. In FS9 and FSX you can taxi up onto the beach in a PBY by lowering the gear while you are in the water, try that in CFS2 and the aircraft sinks.

Sadly the current models dont have the ability to float. The more i look into it, the more i feel that this will require a new model altogether. here is a basic description of the plane.

"The Pup was used as a ship board fighter by the R.N.A.S., operating not only from aircraft carriers, but also off platforms fitted to light cruisers. A number of Pups were fitted with skid undercarriages instead of wheels for shipboard use and re-designated the Sopwith 9901a. A small number of these were used in catapult trials, others used in early experimentation with floatation bags and a drop-able undercarriage able to be jettisoned prior to ditching the aircraft at sea."

i guess the bags would remain inflated for an hour but from what i've read it was more like 10 to 30 mins. it took brave and crazy men to try this. imagine doing this in the north atlantic.

Blood_Hawk23
January 14th, 2013, 14:18
can someone help with a ship issue.

I'm trying to add the deck on the "Q" turrent on the HMS tiger. the problemi'm having is getting the deck hight to match the model.

here is what i have so far.

[flight_deck_section]
width=20
length=30
takeoff_start=0,22.300,-20.00
takeoff_stop=0,22.300,-60.00
landing_start=0,0,0
landing_touch_down=0,0,0
landing_stop=0,0,0

[platform.0]
vertex.0=17.100,22.300,-10.200
vertex.1=-17.100,22.300,-10.200
vertex.2=-17.100,22.300,-60.200
vertex.3=17.100,22.300,-60.200

i keep falling through and end up either in the ocean at start or flipping and blowing up.now i'll still end up facing the front of the ship which probly cant be helped.

any thoughts or ideas?

Blood_Hawk23
January 14th, 2013, 15:00
[flight_deck_section]
width=20
length=30
takeoff_start=0,12.300,-25.00
takeoff_stop=0,12.300,-60.00
landing_start=0,0,0
landing_touch_down=0,0,0
landing_stop=0,0,0

[platform.0]
vertex.0=17.100,12.300,-20.200
vertex.1=-17.100,12.300,-20.200
vertex.2=-17.100,12.300,-60.200
vertex.3=17.100,12.300,-60.200

ok here are some of the adjustments that i've made.

i droped the height 10m and moved it back 5m for the take off start. i now will sit on the turrent for nearly 2 seconds before i blow up.

Allen
January 14th, 2013, 15:31
Make sure your staring on the platform.

Open the DP of the ship and find if it has any [EXTRA.#] in the DP use the next avable number if it dosn't have any [EXTRA.#] start at [EXTRA.0]

[EXTRA.#]
location=17.100,12.300,-20.200
effect=fx_marker

[EXTRA.#]
location=-17.100,12.300,-20.200
effect=fx_marker

[EXTRA.#]
location=-17.100,12.300,-60.200
effect=fx_marker

[EXTRA.#]
location=17.100,12.300,-60.200
effect=fx_marker

Now when you load the ship it will put out smoke marks on each corner of the landing platform. If you don't see 4 smoke markers in a square somthing about the lay out it wrong.

Blood_Hawk23
January 14th, 2013, 18:22
i wounder if i'm crashing into the collision bubble. i'm going to try backing up another 5m and see what happens.

Blood_Hawk23
January 14th, 2013, 18:54
i fixed the ship. it was an error on my part. i had the platform layed out wrong.

[platform.0]
vertex.0=17.100,13.300,-20.200
vertex.1=17.100,13.300,-60.200
vertex.2=-17.100,13.300,-60.200
vertex.3=-17.100,13.300,-20.200

there is the correct order. now to get it ready to launch.

Blood_Hawk23
January 14th, 2013, 19:41
now that i have the ship finished i have to get back to the plane. i need to find a picture of the pup with floation bags. i'm not having much luck.

Allen
January 14th, 2013, 20:38
i wounder if i'm crashing into the collision bubble. i'm going to try backing up another 5m and see what happens.


You never did see my Zeppelin Research Thread. The part of it that applys to this is that any thing above platforms can't be crashed into. You can fly right into the towers on all of the stock Carrers and not crash. Found this out when I tested the macon and akron packs take off and landing mission.

Blood_Hawk23
January 14th, 2013, 21:22
You never did see my Zeppelin Research Thread. The part of it that applys to this is that any thing above platforms can't be crashed into. You can fly right into the towers on all of the stock Carrers and not crash. Found this out when I tested the macon and akron packs take off and landing mission.

Allen, no i haven't. an interesting idea just came into my head. i'll have to think about it.

Well i have done it.

i now have a sopwith pup that you can land on the water.

note: you can only land. if you try to takeoff you will have a prop strike and sink. I can live with it.

I have the HMS Tiger (VN_HMS_Tiger) and now the modifed Aerocrates Sopwith pup to go with it. sadly the Tiger isn't modeled to have the ramp on the "Q" turret. but its still fun.

if anyone is interested let me know.

Thank you Allen and TARPSBird for you help and advice.

Till Later
John

Allen
January 14th, 2013, 22:56
The sopwith pup prop stake is prob do the the Float or Scrape points being to far forward. I should have told you this. Send me the Pup I've messed with fload planes quite abit. I should be able to fix this.

Blood_Hawk23
January 15th, 2013, 07:12
yeah the strike point isn't far off the water. thats fine because this isn't realy a float plane. or i should say wasn't. its just the Sopwith Pup made to float on the water for recovery. it was the dampening that i had to fix to keep it floating. i had it too low.