How to Add Static Planes to Carriers? - Page 2
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Thread: How to Add Static Planes to Carriers?

  1. #26
    Here is the problem with AI aircraft landing and taking off from a carrier.You can`t controll the alt or speed of the AI when landing much less where they park.If we could get the ships to accept a loadout then you have part of the problem solved.

    There is another solutation, and that is to turn the AI aircraft you want to put on the deck into ships sitting the hight of the carrier deck.This way you can move them around have deck ops as well as takeoff ops and landing ops.I don`t know how to make ships or anyother structure or aircraft but I think it would work.I have talked about this idea for about 8 years but I think everyone thinks I am nuts.Think of it this way , a plastic aircraft sitting on a clear plastic stand.Here is somthing else to look into ,someone made a tender that moved and it hade a sub that moved with it.It was also I think set to do the same with aircraft.
    BOB EDWARDS

    You have to understand the CFS2 AI inorder to command them.

    Why walk when you can ride

    It is not what CFS2 is doing but what it looks like it is doing that counts

  2. #27
    One problem that won't go away is that I can't get the aeroplanes to stack on the deck close to one another, so that the deck could be highly populated.....still poking around with it.

  3. #28

    Colission bubble?

    Quote Originally Posted by demorier View Post
    One problem that won't go away is that I can't get the aeroplanes to stack on the deck close to one another, so that the deck could be highly populated.....still poking around with it.
    Just wondering: Could that be the size of the collision bubble still with the size of an extended wings plane, and the CFS2 engine not admiting the player to put them through the MB close enough to collide and explode? You see folded wings aircrafts small enough to be parked closer, but CFS2´s engine "sees" them bigger and won´t let you make a "mistake" and let them explode at the startof a mission.

  4. #29
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    Exclamation Togetherness.....

    Quote Originally Posted by Discus View Post
    ....You see folded wings aircraft small enough to be parked closer, but CFS2s engine "sees" them bigger and won´t let you make a "mistake" and let them explode at the start of a mission...
    That's easy enough to test - use MkMDLC to reduce the collision bubble to [2] and see if they still go boom !

    MaxStuka's idea last week had validity, but didn't cooperate in my test case - I think it would with parked planes in a static environment.....


    Try it and see !
    SC
    "...And, When I died, They washed me out of the turret with a hose..."

  5. #30
    If someone would try what I suggested you might fine it would work.
    BOB EDWARDS

    You have to understand the CFS2 AI inorder to command them.

    Why walk when you can ride

    It is not what CFS2 is doing but what it looks like it is doing that counts

  6. #31
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    Question Hmmm

    Quote Originally Posted by bobhegf View Post
    ...If someone would try what I suggested you might fine it would work...
    This is an interesting idea, Bob.

    How do we elevate the planes to deck height ?

    SC
    "...And, When I died, They washed me out of the turret with a hose..."

  7. #32
    Iam not sure, need to check into that.
    BOB EDWARDS

    You have to understand the CFS2 AI inorder to command them.

    Why walk when you can ride

    It is not what CFS2 is doing but what it looks like it is doing that counts

  8. #33
    Adjust the wheel contact points in the aircraft config file to the height of the carrier deck.
    Cheers,

    Captain Kurt
    ------------------------------------------------------
    "Fly, you fools!" Gandalf the Gray

  9. #34
    There is the answer.
    BOB EDWARDS

    You have to understand the CFS2 AI inorder to command them.

    Why walk when you can ride

    It is not what CFS2 is doing but what it looks like it is doing that counts

  10. #35
    Hi All,

    It is a bit tricky the more aircraft you add the harder it gets.
    Bunch of good ideas here though.

    I am not sure if I changed the collision bubble on the Static Aircraft or not.

    One thing you can do is to replace the wheels with skids and also increase the MOI and aircraft weight in the config. file. This will help keep the AC on Deck. (Thanks to Pen for this idea)

    You might also edit the carrier config. file and reduce the pitch of the ship.

    Have fun,
    B24Guy

  11. #36
    Wonderful – what a read! Thank you everyone.

    Demorier: That first pic of yours set me back in my seat. It's odd or maybe I'm an idiot but I would not have thought AC on the deck would have made that much difference. It's a stunning shot.


    Thanks again,
    AC

  12. #37
    Would it be possible to make the planes non-exploding "weapons", add hardpoints to the carrier's DP file, and add the planes as weapon loadouts? Then a CV could have multiple "loadouts" of planes on deck. There is, of course, a limit to the number of hardpoints. Maybe this has already been suggested/tried. Just an idea.
    Best Regards,
    Ghostrider
    [SIGPIC][/SIGPIC]

  13. #38
    This is the way I have been getting the planes at deck height. The first bit of text is an attacking aircraft at 15000' travelling at 240 mph, and starts a short distance behind the carrier. The second text segment says the plane is at +70ft elevation and travelling at 30knots (the same as the carrier speed).
    After placing the planes near deck on the carrier in MB you need to edit the mis file and change some of the data.
    ================================================== ====
    [waypoint_path.0] ;;;attacking aircraft above
    id=5000
    waypoint.0=1,0,S8* 9.50',E158* 30.00',+15000,,,,240,,0,0,1
    waypoint.1=4096,0,S7* 42.50',E158* 30.00',+15000,,,,240,,0,0,1


    ================================================== ====


    [waypoint_path.1] ;;;static plane on deck
    id=5004
    waypoint.0=2,1,S8* 4.91',E158* 30.00',+70,,,,30,,8064,0,1
    waypoint.1=4096,0,S7* 46.52',E158* 30.00',+70,,,,30,,0,0,1

  14. #39
    After taking a look at some of the ships I found that some ships have ship dynamics and others don`t. inorder to stop the pitch and roll of the ship all you need is to 0 out the pitch,bank and roll of the ship in the dynamics section of the config file.If a ship dosn`t have a dynimacs file coppy one that has been edited and copy or paste it at the bottem of the ship config file.
    BOB EDWARDS

    You have to understand the CFS2 AI inorder to command them.

    Why walk when you can ride

    It is not what CFS2 is doing but what it looks like it is doing that counts

  15. #40
    See if this helps, it is an old mission file that gives a full deck load according to what I found about it...but i havnet tried it yet...

    Attachment 44435
    Beached Admiral Naval Wargame Society 1978
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    3D Worlds and Game Developers Group Linkedin
    Tester of Ships: Sea Trials and Consults

  16. #41
    Download mentioned on page one CrisG.

  17. #42
    It is time we tried to solve this problem
    BOB EDWARDS

    You have to understand the CFS2 AI inorder to command them.

    Why walk when you can ride

    It is not what CFS2 is doing but what it looks like it is doing that counts

  18. #43
    Piloto Azul (Silvia Borja) created a sample Mis file with a full deck load of planes on a carrier, i found it on one of the orphaned sites that had her releases on it, and the link was still active, i saved it but not sure where at the moment, it may help us with this challenge. I will try to find and post.
    Beached Admiral Naval Wargame Society 1978
    Admin
    3D Worlds and Game Developers Group Linkedin
    Tester of Ships: Sea Trials and Consults

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