is there a program for this or is it only possible for the default FSX carriers. I would like to make an airgroup of AI F-4K's and perhaps Rob Richardsons AI Gannet on the Ark Royal.
Thanks Hooky.
is there a program for this or is it only possible for the default FSX carriers. I would like to make an airgroup of AI F-4K's and perhaps Rob Richardsons AI Gannet on the Ark Royal.
Thanks Hooky.
Hey Hooky. Can't put AI on moving FSX AI carriers. Only work on static (bgl scenery) carriers.
Striker, listen, and you listen close: flying a plane is no different than riding a bicycle, just a lot harder to put baseball cards in the spokes.
You must have an AFCAD for AI traffic, and FSX doesn't allow for moving ones.
Sorry, but it simply won't work.
You can use SAMM to create static models from your AI that you can place using your preferred scenery editor.
Dave
You can use AIBTC - AI Boat Traffic Compiler to add boat traffic . You plot the course on google earth , pick you boat , and compile into a BGL . Not that hard , a little time consuming though . And they do move , at the speed you tell them to . About 25 knots for a carrier . Quite different from landing on a static AI Carrier .
Thanks for the clarification guys I could have sworn that one of the default fsx carrier missions had you and your w/m start off from a moving carrier but I guess it must have been a static carrier not near the pc to check atm.
Anyone know of any fg.1 models icould use to make a deck Park do yer? Thanks again
Hooky
Here is the AI carrier CV-34 Oriskany (done by Gary I recall) that I converted to a fixed scenery bgl using ModelcoverterX. I planted it on Dixie Station and then with ADE built two AFCAD airports: one normal one at deck level with parking and a runway for AI to do regular touch and goes in the pattern off the angled deck, and a second invisible one at sea level to counter the "rising ocean" problem in FSX. This screenie actually has three different types of aircraft: Gary's hump back A-4's that are bgl's and baked into the ship scenery model, the A-4C's on the bow and F8U are my own AI jets that do touch and goes, and the Demon is a flyable that I trapped on the non moving Oriskany. The setup also has A-3B's, A-1's and E-1's flying from land to the carrier and vice versa and TNG's.
Striker, listen, and you listen close: flying a plane is no different than riding a bicycle, just a lot harder to put baseball cards in the spokes.
You can start a flight from a moving carrier. The Flying Stations Victorious includes a couple. To do it yourself you have to create and save a flight in the usual way, with the a/c on deck, then edit the mission file (away from my comp at present, so can't check the suffix ) so that the Start on Ground line is changed from True to False. Then resave it.
Rats - why won't anything work properly first time?
If this could be done.. I'd already be doing it!! I have one ship which comes close.. the old Alpha Belleau Wood which has AV8's and Sea Knights landing on and taking off but these are in essence, part of the model and not strictly AI.
John Young did a nice set of AI FGR's. He may have made some statics too.
ATB
DaveB
I'm sure it could be done with a custom program similar to AirTrafficFX or HeliTraffic directly controlling the AI aircraft. An opportunity for a cleaver programmer.
I see the pic in the original post and in your quote
ATB
DaveB
Now that is strange. I do see it in the original post and quote and my link to the image hosting site - when I am at my work PC. But here at my home PC I only see the screenie I last posted from the hosting site, and not in my original post or the quote above.
Striker, listen, and you listen close: flying a plane is no different than riding a bicycle, just a lot harder to put baseball cards in the spokes.
So im not the only one with the picture problem.
If you finished the work with the static Oriskany id like to see it working, maybee you want share it with us
I love Carrier Ops, but it's boring to be the only one who wants to land
English is not my native language, so please be generous if I write funny things :-)
I believe there is an esteemed gentleman out there working on-and-off (pun!) on carrier AI aircraft traffic... If you're reading this you know who you are!
Andy
i9-10900K, 64 Gb RAM, RTX 3090 FE, Win10 Pro 64-bit, Reverb G2
There has also been some discussion on this over in a thread about the SimWorks Studio F-4B/N Phantom II project.
They are working on Coral Sea and Midway carriers for Vietnam era to be included in the packages.
http://www.sim-outhouse.com/sohforum...ntom-II/page17
AI Carrier Ops has been a long sought after feature for many years. I for one tried for several months on end to get an AI to take off (no problem), land (no problem) and then come to a stop on the deck (big problem!). They land just fine, slow down, suddenly speed up, then veer off to starboard (usually) and roll right off the deck. Much less actually hooking a wire and coming to a stop.
In CFS2, after repeatedly playing with AI flight parameters, I finally witnessed a completely stock Wildcat take off, land AND come to a complete stop at the end of the deck, but I could nevertheless it to do the same again.
There is a mission somewhere IIRC that has F-18s taking off from the Nimitz. Played around with it for awhile until my HD crashed. Can't remember where i got it.
Be yourself by yourself, stay away from me
Pantera
Such a program is CCP :I'm sure it could be done with a custom program similar to AirTrafficFX or HeliTraffic directly controlling the AI aircraft. An opportunity for a cleaver programmer.
Until everyone takes off - user & AIs - carrier has to be static. After that carrier may start moving for
an easier landing for user. You can also populate a static carrier with static AIs - somewhat like scenery - the
same way.
AIs can't land on carrier but they fly on predefined Wpts (in CCP), heading for some task or just patroling over the
carrier.
For achieving this, you have to change by hand the CCP created files, for defining AI spawn positions (co-ordinates, flight deck altitude, heading),
after actually being there - in slew mode - for retrieving this info.
Works in Free Flight & Mission system.
The other way, is to go the mission way :
In Missions, you can have AIs taking off & Landing in "FS Recorder
style", ie, maximum & free manouverability (with the AI Playback action
of missions that uses the native FSX video recorder, ie, pre-recorded take offs & landing
of the AIs of interest), while in between AIs fly in static or dynamic Waypoints relative to user or
other AIs (or changing between such Wpt lists, on user's or mission's command).
Personally, I prefere combining these functions by using CCP inside Mission environment.
The LLFT in Hawaii FSX mission is one I have that a division of F-18s conduct a low level flight and then land on a static CVN-68. Ed Olander has several basic missions as well with AI on and off the boat. "xpelekis has taken this feature to new levels with CCP and his missions. Seeing the MAIW packages with modified airfiles allowing the AI to land on the "scenery" boat with an co-located afcad file was very cool, but again static boat.
Fly Navy/Army
USN SAR
DUSTOFF/ARMY PROPS
Not possible I'm afraid for all the reasons stated. If it was we'd have done it for the Enterprise.
MickeyD
I have done it, it fact it might still be an undocumented feature of the Flying_Stations add-on that's in development hell. The main issue is that after I got it working for one aircraft you'd find another couldn't make the turns as tight and would stall or just fly endless orbits around the carrier.
Basically it just passed waypoints to the AI aircraft which were calculated based on the carriers course and speed. Stopping is just a case of setting the aircraft's velocity to 0 once it's on the deck.
Interesting SB, thanks.
When the AI land on deck, slow down, but then veer off to one side or the other (usually starboard) and then roll off the deck, is that because the 0 velocity setting has not been set? I've managed to have them land on moving carriers but they would never completely stop on deck.
Also, it should be noted that everything I managed to do with AI and carriers was done in CFS2. I'm only assuming the techniques used to control AI in CFS2 would transfer over to FSX.
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