HMS Bounty - FSX Native - Page 3
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Thread: HMS Bounty - FSX Native

  1. #51
    I have been sailing her around and quite like her, have not found too many issues with her. I am using P3dv4.4. The one thing I can say about her is that she is hard on the frame rates. Especially when you push time compression up. At 1x she moves along on my rig in the 24-27fps, but at 4x it drops to less than 1. But given that she is for the slower pace of life I can't complain too much. It would be nice to have a VC view point on the bow but I can probably figure that out on my own.

    Thanks Milton.
    Joe Cusick
    San Francisco Bay Area, California.

    I am serious, and stop calling me Shirley.

  2. #52
    Quote Originally Posted by Milton Shupe View Post
    Found Nigel's HMS Bounty Paint Kit:

    http://www.sim-outhouse.com/sohforum...d=75678&sort=d
    Good catch, Sir. :-)

    I will prepare a set of 2048 x 2048 textures (main_t, hullinner, sailsfront, sailsrear) for each livery for you as mentioned via e-mail.
    Most men often say what they think!
    An honest man usually means what he says!
    A gentleman always says what he means!

    "Αίεν Υψικρατείν "

    A fool is not he who asks a simple question, but he who would simply have its asking denied. (Richards 2012)

  3. #53
    Quote Originally Posted by blanston12 View Post
    I have been sailing her around and quite like her, have not found too many issues with her. I am using P3dv4.4. The one thing I can say about her is that she is hard on the frame rates. Especially when you push time compression up. At 1x she moves along on my rig in the 24-27fps, but at 4x it drops to less than 1. But given that she is for the slower pace of life I can't complain too much. It would be nice to have a VC view point on the bow but I can probably figure that out on my own.

    Thanks Milton.
    Okay Joe, let's see if I can process this:

    1) I ... quite like her
    2) ... have not found too many issues with her.
    3) ... she is hard on the frame rates
    4) ... at 4x it drops to less than 1 [fps]
    5) ... I can't complain too much.
    6) ... It would be nice to have a VC view point on the bow but I can probably figure that out on my own.

    Coming from you Joe, I'll take this as a compliment. :-)

    Just as an aside, my 9.5 year old computer with 768MB Ram GTX260 (also 10 years old) gets 37fps. EDIT: Checked at 4X sim rate = 27-28fps
    Attached Thumbnails Attached Thumbnails ms-2019-jan-10-001.jpg  
    Milton Shupe
    FS9/FSX Modeler Hack

    Video Tutorials - Gmax for Beginners My Uploads on SOH

  4. #54

    Bounty Question for Milton

    Milton,

    Is there a reason why the AI files for the Bounty go to the /Aircraft folder rather then in the /Boats folder? Just trying to understand all this. It will work in both for me.

    Thanks

  5. #55
    Quote Originally Posted by gray eagle View Post
    Milton,

    Is there a reason why the AI files for the Bounty go to the /Aircraft folder rather then in the /Boats folder? Just trying to understand all this. It will work in both for me.

    Thanks
    Gray Eagle, I do not know as I have not invested time in AI.

    I have my AI aircraft and Bounty folders in the Airplanes folder.

    I'm sure someone here will enlighten us. :-)
    Milton Shupe
    FS9/FSX Modeler Hack

    Video Tutorials - Gmax for Beginners My Uploads on SOH

  6. #56
    I moved HMS Bounty to the SimObjects > Boats folder when I first installed it in May 2015. Seems to work okay. I have all my ships and boats located or relocated to the Boats folder. If there's a problem, I just haven't seen it.

  7. #57

    FSX Launch Help

    Looking at contents of FSXlaunch.zip appears to be a driveable dingy. How can this be made compatible
    with AI Carriers?


  8. #58
    Quote Originally Posted by llanning08 View Post
    I moved HMS Bounty to the SimObjects > Boats folder when I first installed it in May 2015. Seems to work okay. I have all my ships and boats located or relocated to the Boats folder. If there's a problem, I just haven't seen it.
    By itself, it doesn't matter whether you install a boat/airplane/helicopter in either the ../SimObjects/Airplanes/ , ../SimObjects/Boats/ or ../SimObjects/Rotorcraft/ folder.
    FSX (by default, defined in the fsx.cfg file) searches all these folders for aircraft.cfg files.
    You can even install an aircraft/boat/etc. in ANY folder, provided you add the search path to it in the fsx.cfg file.

    Be carefull however when you install a "flyable" addon to another place then suggested by the designer.
    Because there may be gauges / config files in the addon that uses "absolute" path names (relative to the main FSX folder).
    In that cases, the addon may not work.

    But for the Bounty addon, its not a problem.
    If you like, you could even add it to the
    ../SimObjects/Rotorcraft/ folder ...LoL . It would still work.

    Rob

  9. #59
    Quote Originally Posted by rcbarend View Post
    By itself, it doesn't matter whether you install a boat/airplane/helicopter in either the ../SimObjects/Airplanes/ , ../SimObjects/Boats/ or ../SimObjects/Rotorcraft/ folder.
    FSX (by default, defined in the fsx.cfg file) searches all these folders for aircraft.cfg files.
    You can even install an aircraft/boat/etc. in ANY folder, provided you add the search path to it in the fsx.cfg file.

    Be carefull however when you install a "flyable" addon to another place then suggested by the designer.
    Because there may be gauges / config files in the addon that uses "absolute" path names (relative to the main FSX folder).
    In that cases, the addon may not work.

    But for the Bounty addon, its not a problem.
    If you like, you could even add it to the
    ../SimObjects/Rotorcraft/ folder ...LoL . It would still work.

    Rob

    I wasn't so much concerned as to where to install it i.e boats or airplanes. My concern was that the files included, suggest that this is a driveable craft as I'm interested only
    adding it as an AI to AI Carriers. Some of the files will have to stripped (not required for AI) so just wanted to know how to convert it from driveable to AI status.
    Last edited by gray eagle; January 12th, 2019 at 04:40.

  10. #60
    Quote Originally Posted by Milton Shupe View Post
    Sail-able version, yes, FS9 and FSX versions.

    FS9 version: http://www.sim-outhouse.com/sohforum...d.php?t=106669
    FSX version: http://www.sim-outhouse.com/sohforum...d.php?t=106668

    Are there plans for the launch to undergo FSX native conversion..?
    Or for the transom to gain texture..?
    Attached Thumbnails Attached Thumbnails launchleaks.jpg  

  11. #61

    HMS Bounty Launch

    I finally got the Bounty Launch to work in AI. Although currently, this isn't FSX native, I am using it in P3D V3.4 it looks to be a sitting a little high above the water.



  12. #62
    Members +
    Join Date
    Apr 2013
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    Cape Town, South Africa
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    828
    And the Bounty scenery?

  13. #63
    Quote Originally Posted by Seahawk72s View Post
    Are there plans for the launch to undergo FSX native conversion..?
    Or for the transom to gain texture..?
    No, not yet. The Launch project was part of Nigel's scenery project.

    It's mapping and textures are temporary. The boat had been remapped for textures but they have not been re-done.

    As such, there are no plans to convert to FSX until the original project is completed.

    Remember, I gave you an alpha release 2 years ago to play. That is the last of it until the next phase is completed.

    Water in the boat, or any aircraft/vehicle in the water in the exterior view is normal. Check aircraft like the Mallard or Goose, you will see that in exterior view.
    Milton Shupe
    FS9/FSX Modeler Hack

    Video Tutorials - Gmax for Beginners My Uploads on SOH

  14. #64
    Quote Originally Posted by gray eagle View Post
    I finally got the Bounty Launch to work in AI. Although currently, this isn't FSX native, I am using it in P3D V3.4 it looks to be a sitting a little high above the water.


    Check the sim.cfg for the AI Launch for this section and adjust accordingly:

    [contact_points]
    static_pitch=0.0 //degrees, pitch when at rest on the ground (+=Up, -=Dn)
    static_cg_height=6.0 //feet, altitude of CG when at rest on the ground

    If that does not correct it, change the same statement in the aircraft.cfg.
    Milton Shupe
    FS9/FSX Modeler Hack

    Video Tutorials - Gmax for Beginners My Uploads on SOH

  15. #65
    I made adjustments accordingly - Still riding high:

    From Aircraft.cfg:
    [contact_points]

    max_number_of_points = 5

    point.0=4, 3.635, -2.170, -2.30, 3000, 0, 0.00, 5.00, 0.25, 1.60, 1.00, 0.00, 0.00, 2, 0.00,

    0.00
    point.1=4, 3.635, 2.170, -2.30, 3000, 0, 0.00, 5.00, 0.25, 1.60, 1.00, 0.00, 0.00, 3, 0.00,

    0.00
    point.2=4, -10.66, -2.735, -2.60, 3000, 0, 0.00, 5.00, 0.25, 1.60, 1.00, 0.00, 0.00, 2, 0.00,

    0.00
    point.3=4, -10.66, 2.735, -2.60, 3000, 0, 0.00, 5.00, 0.25, 1.60, 1.00, 0.00, 0.00, 3, 0.00,

    0.00


    static_pitch = 0
    ///static_cg_height = 2
    /static_cg_height = 6
    gear_system_type = 4


    From Sim.cfg
    [contact_points]
    static_pitch=0.0 //degrees, pitch when at rest on the ground (+=Up, -=Dn)
    static_cg_height=6.0 //feet, altitude of CG when at rest on the ground



  16. #66
    The CG_Height should be around 2.4', not 6'. That was just an example from the Bounty.

    The launch has this statement:

    static_cg_height = 2

    That should be correct.

    Here are the contact points I have for the sailable Launch:



    [contact_points]


    max_number_of_points = 5


    point.0=4, 3.635, -2.170, -2.30, 3000, 0, 0.00, 5.00, 0.25, 1.60, 1.00, 0.00, 0.00, 2, 0.00, 0.00
    point.1=4, 3.635, 2.170, -2.30, 3000, 0, 0.00, 5.00, 0.25, 1.60, 1.00, 0.00, 0.00, 3, 0.00, 0.00
    point.2=4, -10.66, -2.735, -2.60, 3000, 0, 0.00, 5.00, 0.25, 1.60, 1.00, 0.00, 0.00, 2, 0.00, 0.00
    point.3=4, -10.66, 2.735, -2.60, 3000, 0, 0.00, 5.00, 0.25, 1.60, 1.00, 0.00, 0.00, 3, 0.00, 0.00




    static_pitch = 0
    static_cg_height = 2
    gear_system_type = 4
    Milton Shupe
    FS9/FSX Modeler Hack

    Video Tutorials - Gmax for Beginners My Uploads on SOH

  17. #67
    Quote Originally Posted by gray eagle View Post
    I made adjustments accordingly - Still riding high:

    From Aircraft.cfg:
    [contact_points]

    max_number_of_points = 5

    point.0=4, 3.635, -2.170, -2.30, 3000, 0, 0.00, 5.00, 0.25, 1.60, 1.00, 0.00, 0.00, 2, 0.00,

    0.00
    point.1=4, 3.635, 2.170, -2.30, 3000, 0, 0.00, 5.00, 0.25, 1.60, 1.00, 0.00, 0.00, 3, 0.00,

    0.00
    point.2=4, -10.66, -2.735, -2.60, 3000, 0, 0.00, 5.00, 0.25, 1.60, 1.00, 0.00, 0.00, 2, 0.00,

    0.00
    point.3=4, -10.66, 2.735, -2.60, 3000, 0, 0.00, 5.00, 0.25, 1.60, 1.00, 0.00, 0.00, 3, 0.00,

    0.00


    static_pitch = 0
    ///static_cg_height = 2
    /static_cg_height = 6
    gear_system_type = 4


    From Sim.cfg
    [contact_points]
    static_pitch=0.0 //degrees, pitch when at rest on the ground (+=Up, -=Dn)
    static_cg_height=6.0 //feet, altitude of CG when at rest on the ground

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    I went with what you had in RED of 6 in both mentioned files -
    Now again, I changed those values to "2"

    Sim.cfg

    [fltsim.0]
    title=HMS Bounty Launch
    model=
    texture=

    [General]
    category=Boat

    [contact_points]
    static_pitch=0.0 //degrees, pitch when at rest on the ground (+=Up, -=Dn)
    static_cg_height=2.0
    ///static_cg_height=6.0 //feet, altitude of CG when at rest on the ground

    [DesignSpecs]
    max_speed_mph = 50
    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)
    SternPosition = 50

    [Effects]
    wake = fx_wake_l

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Aircraft.cfg

    [contact_points]

    max_number_of_points = 5

    point.0=4, 3.635, -2.170, -2.30, 3000, 0, 0.00, 5.00, 0.25, 1.60, 1.00, 0.00, 0.00, 2, 0.00, 0.00
    point.1=4, 3.635, 2.170, -2.30, 3000, 0, 0.00, 5.00, 0.25, 1.60, 1.00, 0.00, 0.00, 3, 0.00, 0.00
    point.2=4, -10.66, -2.735, -2.60, 3000, 0, 0.00, 5.00, 0.25, 1.60, 1.00, 0.00, 0.00, 2, 0.00, 0.00
    point.3=4, -10.66, 2.735, -2.60, 3000, 0, 0.00, 5.00, 0.25, 1.60, 1.00, 0.00, 0.00, 3, 0.00, 0.00


    static_pitch = 0
    static_cg_height = 2
    gear_system_type = 4

    Results are same:


  18. #68
    I assume you tried restarting the sim????
    Is this the only copy you have of the Launch in either the airplanes or Boats folders?

    Other than that, no clue.
    Milton Shupe
    FS9/FSX Modeler Hack

    Video Tutorials - Gmax for Beginners My Uploads on SOH

  19. #69
    Quote Originally Posted by Milton Shupe View Post
    I assume you tried restarting the sim????
    Is this the only copy you have of the Launch in either the airplanes or Boats folders?

    Other than that, no clue.
    Yes and Yes. I place any boat stuff in Boats folder only.
    I have a folder AI_Bounty and another Bounty Launch. Both in Boats folder....
    Could it be adjustments needed in the Contact_Points section?
    Something related to this?
    https://www.avsim.com/forums/topic/4...on-the-ground/

  20. #70
    I stumbled onto this from another forum and thought maybe this may be relevant somehow:

    Ignore the static_cg_height, it is only used in Slew Mode.


    1.000000= the class of the point, 1=wheel. This is what we want, there should be 3 of them. If you find a bunch more than that, post the whole [Contact Points] section in a reply.

    22.166667,0.000000,-4.916667= the location of the wheels in the following order- for/aft, right/left, up/down. The red one is what we want to change.

    That value is the distance, in feet, between the aircraft reference datum and the ground. Ignore the "-" sign.

    To raise the vehicle we need more distance between the datum and the ground, make the number bigger.

  21. #71
    In my #59 I was interested in converting this driveable Launch into an AI mode. I concocted my on sim.cfg file and soon discovered that the launch was
    viable in AI Carriers only it sits too high off water.

    This is the current contents

    [fltsim.0]
    title=HMS Bounty Launch
    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
    ///static_cg_height=6.0 //feet, altitude of CG when at rest on the ground

    [DesignSpecs]
    max_speed_mph = 50
    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)
    SternPosition = 50

    [Effects]
    wake = fx_wake_l

  22. #72
    I've renamed the aircraft.cfg file to a .bak extension. I Borrowed from a True AI ship in P3D V3.4 the contents of the sim.cfg and re titled it accordingly and it
    sill hovers a few feet above the water. All of my True payware and freeware AI ships do NOT have Aircraft .cfg file. I suspect that was intended for a pilotable
    version. which would make sense.
    In AI carriers, I made just a "Launch" (dingy boat) selection in the AI Carriers menu and it too shows hovering above the water.

    Would like to know if any P3D V3/4 users have this problem?

  23. #73
    Quote Originally Posted by gray eagle View Post
    I've renamed the aircraft.cfg file to a .bak extension. I Borrowed from a True AI ship in P3D V3.4 the contents of the sim.cfg and re titled it accordingly and it
    sill hovers a few feet above the water. All of my True payware and freeware AI ships do NOT have Aircraft .cfg file. I suspect that was intended for a pilotable
    version. which would make sense.
    In AI carriers, I made just a "Launch" (dingy boat) selection in the AI Carriers menu and it too shows hovering above the water.

    Would like to know if any P3D V3/4 users have this problem?
    My apologies; this head cold or allergies has me clogged up and fogs my thinking.

    You will need to change these "vertical distance to ground" parameters to set the height:

    [contact_points]

    max_number_of_points = 5

    point.0=4, 3.635, -2.170, -2.30, 3000, 0, 0.00, 5.00, 0.25, 1.60, 1.00, 0.00, 0.00, 2, 0.00, 0.00 //front left of boat
    point.1=4, 3.635, 2.170, -2.30, 3000, 0, 0.00, 5.00, 0.25, 1.60, 1.00, 0.00, 0.00, 3, 0.00, 0.00 //front right of boat
    point.2=4, -10.66, -2.735, -2.60, 3000, 0, 0.00, 5.00, 0.25, 1.60, 1.00, 0.00, 0.00, 2, 0.00, 0.00 //rear left of boat
    point.3=4, -10.66, 2.735, -2.60, 3000, 0, 0.00, 5.00, 0.25, 1.60, 1.00, 0.00, 0.00, 3, 0.00, 0.00 //rear right of boat

    static_pitch = 0
    static_cg_height = -2.10 // change this to be at least 0.2 higher than the red number above
    gear_system_type = 4
    Milton Shupe
    FS9/FSX Modeler Hack

    Video Tutorials - Gmax for Beginners My Uploads on SOH

  24. #74
    Sorry Milton you've got the stuff going around - I just got over it a couple weeks ago. Sure went thru the Kleenex.

    Anyway, I tried your last suggestion and as you can see - no joy. I am showing contents of sim.cfg and Aircraft.cfg files.
    IMHO, I don't think the aircraft.cfg is required for any AI aircraft/boats - I've managed to make them work without with it.



    Sim.cfg contents:

    [contact_points]

    max_number_of_points = 5

    point.0=4, 3.635, -2.170, -2.30, 3000, 0, 0.00, 5.00, 0.25, 1.60, 1.00, 0.00, 0.00, 2, 0.00, 0.00 //front left of boat
    point.1=4, 3.635, 2.170, -2.30, 3000, 0, 0.00, 5.00, 0.25, 1.60, 1.00, 0.00, 0.00, 3, 0.00, 0.00 //front right of boat
    point.2=4, -10.66, -2.735, -2.60, 3000, 0, 0.00, 5.00, 0.25, 1.60, 1.00, 0.00, 0.00, 2, 0.00, 0.00 //rear left of boat
    point.3=4, -10.66, 2.735, -2.60, 3000, 0, 0.00, 5.00, 0.25, 1.60, 1.00, 0.00, 0.00, 3, 0.00, 0.00 //rear right of boat

    static_pitch = 0
    static_cg_height = -2.15 // change this to be at least 0.2 higher than the red number above
    gear_system_type = 4


    Aircraft.cfg contents

    [contact_points]

    max_number_of_points = 5

    point.0=4, 3.635, -2.170, -2.30, 3000, 0, 0.00, 5.00, 0.25, 1.60, 1.00, 0.00, 0.00, 2, 0.00, 0.00 //front left of boat
    point.1=4, 3.635, 2.170, -2.30, 3000, 0, 0.00, 5.00, 0.25, 1.60, 1.00, 0.00, 0.00, 3, 0.00, 0.00 //front right of boat
    point.2=4, -10.66, -2.735, -2.60, 3000, 0, 0.00, 5.00, 0.25, 1.60, 1.00, 0.00, 0.00, 2, 0.00, 0.00 //rear left of boat
    point.3=4, -10.66, 2.735, -2.60, 3000, 0, 0.00, 5.00, 0.25, 1.60, 1.00, 0.00, 0.00, 3, 0.00, 0.00 //rear right of boat

    static_pitch = 0
    static_cg_height = -2.15 // change this to be at least 0.2 higher than the red number above - I did change this to current value.
    gear_system_type = 4

  25. #75
    I wanted you to change the 4 contact points (in red) to more positive number ....

    point.0=4, 3.635, -2.170, -2.30, 3000, 0, 0.00, 5.00, 0.25, 1.60, 1.00, 0.00, 0.00, 2, 0.00, 0.00 //front left of boat
    point.1=4, 3.635, 2.170, -2.30, 3000, 0, 0.00, 5.00, 0.25, 1.60, 1.00, 0.00, 0.00, 3, 0.00, 0.00 //front right of boat
    point.2=4, -10.66, -2.735, -2.60, 3000, 0, 0.00, 5.00, 0.25, 1.60, 1.00, 0.00, 0.00, 2, 0.00, 0.00 //rear left of boat
    point.3=4, -10.66, 2.735, -2.60, 3000, 0, 0.00, 5.00, 0.25, 1.60, 1.00, 0.00, 0.00, 3, 0.00, 0.00 //rear right of boat

    You can start at 0.00 and go more positive if necessary.

    As you change them, you must change the static height so it is a little more positive than the contact points vertical distance #s.
    Milton Shupe
    FS9/FSX Modeler Hack

    Video Tutorials - Gmax for Beginners My Uploads on SOH

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