French West Africa Carrier Operations, 1940 - Page 3
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Thread: French West Africa Carrier Operations, 1940

  1. #51

    Unsure

    Hi Rami,

    Not sure why it can't be sunk.

    When I do the DP I set the deck and hull systems with numbers that reflect the weight of the ship, guns and superstructure have lower numbers.

    In the case of Hermes, they are between 5000 (which seems a bit low) and 10000.

    [SYSTEMS]
    system.0=%system_name.0%,5000,-1
    system.1=%system_name.1%,5000,-2
    system.2=%system_name.2%,5000,-3
    system.3=%system_name.3%,5000,-4
    system.4=%system_name.4%,5000,-5
    system.5=%system_name.5%,5000,-6
    system.6=%system_name.6%,5000,-7
    system.7=%system_name.7%,5000,-8
    system.8=%system_name.8%,5000,-9
    system.9=%system_name.9%,5000,-10
    system.10=%system_name.10%,5000,-11
    system.11=%system_name.11%,5000,-12
    system.12=%system_name.12%,5000,-13
    system.13=%system_name.13%,5000,-14
    system.14=%system_name.14%,5000,-15
    system.15=%system_name.15%,5000,-16
    system.16=%system_name.16%,10000,-17
    system.17=%system_name.17%,10000,-18
    system.18=%system_name.18%,10000,-19
    system.19=%system_name.19%,10000,-20
    system.20=%system_name.20%,10000,-21
    system.21=%system_name.21%,10000,-22
    system.22=%system_name.22%,10000,-23
    system.23=%system_name.23%,10000,-24
    system.24=%system_name.24%,5000,-25
    system.25=%system_name.25%,3000,-26
    system.26=%system_name.26%,3000,-27
    system.27=%system_name.27%,2000,-28
    system.28=%system_name.28%,2000,-29
    system.29=%system_name.29%,2000,-30
    system.30=%system_name.30%,100,-31
    system.31=%system_name.31%,100,-32
    system.32=%system_name.32%,100,-33
    system.33=%system_name.33%,100,-34
    system.34=%system_name.34%,100,-35
    system.35=%system_name.35%,100,-36
    system.36=%system_name.36%,100,-37
    system.37=%system_name.37%,100,-38
    system.38=%system_name.38%,100,-39
    system.39=%system_name.39%,100,-40
    system.40=%system_name.40%,100,-41
    system.41=%system_name.41%,5000,-42
    system.42=%system_name.42%,10000,-43
    system.43=%system_name.43%,10000,-44
    system.44=%system_name.44%,10000,-45
    system.45=%system_name.45%,10000,-46
    system.46=%system_name.46%,10000,-47
    system.47=%system_name.47%,10000,-48
    system.48=%system_name.48%,10000,-49
    system.49=%system_name.49%,10000,-50
    system.50=%system_name.50%,10000,-51
    system.51=%system_name.51%,10000,-52
    system.52=%system_name.52%,10000,-53
    system.53=%system_name.53%,10000,-54
    system.54=%system_name.54%,10000,-55

    [STRINGS]
    "box_name.0"=boxes_2
    "box_name.1"=deck_aft_19
    "box_name.2"=deck_aft_21
    "box_name.3"=deck_aft_22
    "box_name.4"=deck_for_10
    "box_name.5"=deck_for_11
    "box_name.6"=deck_for_12
    "box_name.7"=deck_for_9
    "box_name.8"=deck_port_14
    "box_name.9"=deck_port_16
    "box_name.10"=deck_port_18
    "box_name.11"=deck_port_20
    "box_name.12"=deck_star_13
    "box_name.13"=deck_star_15
    "box_name.14"=deck_star_17
    "box_name.15"=hull__port_4
    "box_name.16"=hull_aft_1
    "box_name.17"=hull_aft_2
    "box_name.18"=hull_for_7
    "box_name.19"=hull_for_8
    "box_name.20"=hull_port_6
    "box_name.21"=hull_star_3
    "box_name.22"=hull_star_5
    "box_name.23"=tower_mid_29
    "box_name.24"=tower_port_23
    "box_name.25"=tower_port_25
    "box_name.26"=tower_star_24
    "box_name.27"=tower_star_26
    "system_name.0"=_ctower_mid_28
    "system_name.1"=boxes_2
    "system_name.2"=deck_aft_19
    "system_name.3"=deck_aft_21
    "system_name.4"=deck_aft_22
    "system_name.5"=deck_for_10
    "system_name.6"=deck_for_11
    "system_name.7"=deck_for_12
    "system_name.8"=deck_for_9
    "system_name.9"=deck_port_14
    "system_name.10"=deck_port_16
    "system_name.11"=deck_port_18
    "system_name.12"=deck_port_20
    "system_name.13"=deck_star_13
    "system_name.14"=deck_star_15
    "system_name.15"=deck_star_17
    "system_name.16"=hull__port_4
    "system_name.17"=hull_aft_1
    "system_name.18"=hull_aft_2
    "system_name.19"=hull_for_7
    "system_name.20"=hull_for_8
    "system_name.21"=hull_port_6
    "system_name.22"=hull_star_3
    "system_name.23"=hull_star_5
    "system_name.24"=tower_mid_27
    "system_name.25"=tower_mid_29
    "system_name.26"=tower_port_23
    "system_name.27"=tower_port_25
    "system_name.28"=tower_star_24
    "system_name.29"=tower_star_26
    "system_name.30"=4inch Gun0
    "system_name.31"=4inch Gun1
    "system_name.32"=4inch Gun2
    "system_name.33"=12.7mm Gun3
    "system_name.34"=12.7mm Gun4
    "system_name.35"=12.7mm Gun5
    "system_name.36"=20mm Gun6
    "system_name.37"=20mm Gun7
    "system_name.38"=20mm Gun8
    "system_name.39"=20mm Gun9
    "system_name.40"=20mm Gun10
    "system_name.41"=deck_aft_19_sinker
    "system_name.42"=deck_aft_21_sinker
    "system_name.43"=deck_aft_22_sinker
    "system_name.44"=deck_for_10_sinker
    "system_name.45"=deck_for_11_sinker
    "system_name.46"=deck_for_12_sinker
    "system_name.47"=deck_for_9_sinker
    "system_name.48"=deck_port_14_sinker
    "system_name.49"=deck_port_16_sinker
    "system_name.50"=deck_port_18_sinker
    "system_name.51"=deck_port_20_sinker
    "system_name.52"=deck_star_13_sinker
    "system_name.53"=deck_star_15_sinker
    "system_name.54"=deck_star_17_sinker

    It is my understanding that the DP number is the number of 'hit points' that a system can take before it breaks (sinks)
    This may be the area that is a problem, but I do not think so as the stock ships have similar effects.
    The hull systems have 'sink' at 100, which I assume means the ship sinks.
    I do notice that the decks do not have sink at 100.

    [EFFECTS.15]
    ; System = deck_star_17
    effect.0=10,LIBRARY,fx_smkpuff_m,
    effect.1=30,LIBRARY,fx_ship_l,
    effect.2=50,LIBRARY,fx_ship_m,
    effect.3=70,LIBRARY,fx_ship_l,
    effect.4=100,LIBRARY,fx_airexpl_l,

    [EFFECTS.16]
    ; System = hull__port_4
    effect.0=10,LIBRARY,fx_smkpuff_m,
    effect.1=30,LIBRARY,fx_wtrexpl_s,
    effect.2=60,LIBRARY,fx_wtrexpl_m,
    effect.3=100,LIBRARY,fx_guns,
    effect.4=100,SINK,3,

    Perplexing!!

    Cheers
    Stuart

  2. #52
    Without revamping the whole thing "Blue Devil" style, I would revert to the IS4G model hitpoints

    Quote Originally Posted by stuart277 View Post
    Hi Rami
    Not sure why it can't be sunk.
    When I do the DP I set the deck and hull systems with numbers that reflect the weight of the ship, guns and superstructure have lower numbers.
    In the case of Hermes, they are between 5000 (which seems a bit low) and 10000.


    [SYSTEMS]
    system.0=%system_name.0%,5000,-1
    system.1=%system_name.1%,5000,-2
    system.2=%system_name.2%,5000,-3
    system.3=%system_name.3%,5000,-4
    system.4=%system_name.4%,5000,-5
    system.5=%system_name.5%,5000,-6
    system.6=%system_name.6%,5000,-7
    system.7=%system_name.7%,5000,-8
    system.8=%system_name.8%,5000,-9
    system.9=%system_name.9%,5000,-10
    system.10=%system_name.10%,5000,-11
    system.11=%system_name.11%,5000,-12
    system.12=%system_name.12%,5000,-13
    system.13=%system_name.13%,5000,-14
    system.14=%system_name.14%,5000,-15
    system.15=%system_name.15%,5000,-16
    system.16=%system_name.16%,10000,-17-----3000 Hull, old ship, underwater protection not up to modern stds
    system.17=%system_name.17%,10000,-18-----3000 Hull, old ship, underwater protection not up to modern stds
    system.18=%system_name.18%,10000,-19-----3000 Hull, old ship, underwater protection not up to modern stds
    system.19=%system_name.19%,10000,-20-----3000 Hull, old ship, underwater protection not up to modern stds
    system.20=%system_name.20%,10000,-21-----3000 Hull, old ship, underwater protection not up to modern stds
    system.21=%system_name.21%,10000,-22-----3000 Hull, old ship, underwater protection not up to modern stds
    system.22=%system_name.22%,10000,-23-----3000 Hull, old ship, underwater protection not up to modern stds
    system.23=%system_name.23%,10000,-24
    system.24=%system_name.24%,5000,-25
    system.25=%system_name.25%,3000,-26
    system.26=%system_name.26%,3000,-27
    system.27=%system_name.27%,2000,-28
    system.28=%system_name.28%,2000,-29
    system.29=%system_name.29%,2000,-30
    system.30=%system_name.30%,100,-31
    system.31=%system_name.31%,100,-32
    system.32=%system_name.32%,100,-33
    system.33=%system_name.33%,100,-34
    system.34=%system_name.34%,100,-35
    system.35=%system_name.35%,100,-36
    system.36=%system_name.36%,100,-37
    system.37=%system_name.37%,100,-38
    system.38=%system_name.38%,100,-39
    system.39=%system_name.39%,100,-40
    system.40=%system_name.40%,100,-41
    system.41=%system_name.41%,5000,-42
    system.42=%system_name.42%,10000,-43 ---- Deck Sinker, IS4G was 5000 (flight Deck not armoured)
    system.43=%system_name.43%,10000,-44 ---- Deck Sinker, IS4G was 5000 (flight Deck not armoured)
    system.44=%system_name.44%,10000,-45 ---- Deck Sinker, IS4G was 5000 (flight Deck not armoured)
    system.45=%system_name.45%,10000,-46 ---- Deck Sinker, IS4G was 5000 (flight Deck not armoured)
    system.46=%system_name.46%,10000,-47 ---- Deck Sinker, IS4G was 5000 (flight Deck not armoured)
    system.47=%system_name.47%,10000,-48 ---- Deck Sinker, IS4G was 5000 (flight Deck not armoured)
    system.48=%system_name.48%,10000,-49 ---- Deck Sinker, IS4G was 5000 (flight Deck not armoured)
    system.49=%system_name.49%,10000,-50 ---- Deck Sinker, IS4G was 5000 (flight Deck not armoured)
    system.50=%system_name.50%,10000,-51 ---- Deck Sinker, IS4G was 5000 (flight Deck not armoured)
    system.51=%system_name.51%,10000,-52 ---- Deck Sinker, IS4G was 5000 (flight Deck not armoured)
    system.52=%system_name.52%,10000,-53 ---- Deck Sinker, IS4G was 5000 (flight Deck not armoured)
    system.53=%system_name.53%,10000,-54 ---- Deck Sinker, IS4G was 5000 (flight Deck not armoured)
    system.54=%system_name.54%,10000,-55 ---- Deck Sinker, IS4G was 5000 (flight Deck not armoured)

    [STRINGS]
    "box_name.0"=boxes_2
    "box_name.1"=deck_aft_19
    "box_name.2"=deck_aft_21
    "box_name.3"=deck_aft_22
    "box_name.4"=deck_for_10
    "box_name.5"=deck_for_11
    "box_name.6"=deck_for_12
    "box_name.7"=deck_for_9
    "box_name.8"=deck_port_14
    "box_name.9"=deck_port_16
    "box_name.10"=deck_port_18
    "box_name.11"=deck_port_20
    "box_name.12"=deck_star_13
    "box_name.13"=deck_star_15
    "box_name.14"=deck_star_17
    "box_name.15"=hull__port_4
    "box_name.16"=hull_aft_1
    "box_name.17"=hull_aft_2
    "box_name.18"=hull_for_7
    "box_name.19"=hull_for_8
    "box_name.20"=hull_port_6
    "box_name.21"=hull_star_3
    "box_name.22"=hull_star_5
    "box_name.23"=tower_mid_29
    "box_name.24"=tower_port_23
    "box_name.25"=tower_port_25
    "box_name.26"=tower_star_24
    "box_name.27"=tower_star_26
    "system_name.0"=_ctower_mid_28
    "system_name.1"=boxes_2
    "system_name.2"=deck_aft_19
    "system_name.3"=deck_aft_21
    "system_name.4"=deck_aft_22
    "system_name.5"=deck_for_10
    "system_name.6"=deck_for_11
    "system_name.7"=deck_for_12
    "system_name.8"=deck_for_9
    "system_name.9"=deck_port_14
    "system_name.10"=deck_port_16
    "system_name.11"=deck_port_18
    "system_name.12"=deck_port_20
    "system_name.13"=deck_star_13
    "system_name.14"=deck_star_15
    "system_name.15"=deck_star_17
    "system_name.16"=hull__port_4
    "system_name.17"=hull_aft_1
    "system_name.18"=hull_aft_2
    "system_name.19"=hull_for_7
    "system_name.20"=hull_for_8
    "system_name.21"=hull_port_6
    "system_name.22"=hull_star_3
    "system_name.23"=hull_star_5
    "system_name.24"=tower_mid_27
    "system_name.25"=tower_mid_29
    "system_name.26"=tower_port_23
    "system_name.27"=tower_port_25
    "system_name.28"=tower_star_24
    "system_name.29"=tower_star_26
    "system_name.30"=4inch Gun0
    "system_name.31"=4inch Gun1
    "system_name.32"=4inch Gun2
    "system_name.33"=12.7mm Gun3
    "system_name.34"=12.7mm Gun4
    "system_name.35"=12.7mm Gun5
    "system_name.36"=20mm Gun6
    "system_name.37"=20mm Gun7
    "system_name.38"=20mm Gun8
    "system_name.39"=20mm Gun9
    "system_name.40"=20mm Gun10
    "system_name.41"=deck_aft_19_sinker
    "system_name.42"=deck_aft_21_sinker
    "system_name.43"=deck_aft_22_sinker
    "system_name.44"=deck_for_10_sinker
    "system_name.45"=deck_for_11_sinker
    "system_name.46"=deck_for_12_sinker
    "system_name.47"=deck_for_9_sinker
    "system_name.48"=deck_port_14_sinker
    "system_name.49"=deck_port_16_sinker
    "system_name.50"=deck_port_18_sinker
    "system_name.51"=deck_port_20_sinker
    "system_name.52"=deck_star_13_sinker
    "system_name.53"=deck_star_15_sinker
    "system_name.54"=deck_star_17_sinker

    It is my understanding that the DP number is the number of 'hit points' that a system can take before it breaks (sinks)
    This may be the area that is a problem, but I do not think so as the stock ships have similar effects.
    The hull systems have 'sink' at 100, which I assume means the ship sinks.
    I do notice that the decks do not have sink at 100.

    [EFFECTS.15]
    ; System = deck_star_17
    effect.0=10,LIBRARY,fx_smkpuff_m,
    effect.1=30,LIBRARY,fx_ship_l,
    effect.2=50,LIBRARY,fx_ship_m,
    effect.3=70,LIBRARY,fx_ship_l,
    effect.4=100,LIBRARY,fx_airexpl_l,

    [EFFECTS.16]
    ; System = hull__port_4
    effect.0=10,LIBRARY,fx_smkpuff_m,
    effect.1=30,LIBRARY,fx_wtrexpl_s,
    effect.2=60,LIBRARY,fx_wtrexpl_m,
    effect.3=100,LIBRARY,fx_guns,
    effect.4=100,SINK,3,

    Perplexing!!

    Cheers
    Stuart

  3. #53
    Three things Rami:

    (1) You can adjust the effective strength of all of your weapons in general in the sim's realism settings dialog. Your options are normal, strong and strongest.

    (2) You can modify any bomb in your arsenals by increasing the damage dice factor. This solution is more targeted to specific weapons.

    (3) You can modify the related explosion FX files to yield more blast effectiveness. These are the FX files that are shared across the board by all bombs and you can identify them by looking at any weapon's dp file.

    Generally speaking, add-on weapons tend to have an effectiveness at about 50-75% realism. In the real world, 500 and 1000 pound bombs are terrible beasts capable of the worst mayhem even in a single blast, but in CFS2 stock and add-ons, they can go off like harmless little firecrackers. I revamped about 80% of the most frequently used bombs and rockets from every nationality, as well as the common FX files, some years ago.

    "If you're in a fair fight, you didn't plan it right"


  4. #54
    Senior Administrator Rami's Avatar
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    Icon22 Reply...

    Bearcat,

    I think I'll end up changing out some of the weapons, and I'll try UncleTgt's revised hitpoints in the morning. Thanks for the feedback, fellas!
    "Rami"

    "Me? I'm just a Sea of Tranquility in an Ocean of Storms, babe."

    My campaign site: http://www.box.net/shared/0k1e1rz29h
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  5. #55
    Senior Administrator Rami's Avatar
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    Icon22 Reply...

    Hey guys,

    I am just about halfway through flipping the British missions...then all that remains is final tweaking.
    "Rami"

    "Me? I'm just a Sea of Tranquility in an Ocean of Storms, babe."

    My campaign site: http://www.box.net/shared/0k1e1rz29h
    My missions site: http://www.box.net/shared/ueh4kazk3v
    My scenery site: http://www.box.net/shared/knb1l0ztobhs2esb14rb

  6. #56
    Senior Administrator Rami's Avatar
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    Reply...

    Good afternoon,

    Working on the dynamic events for the final mission now. The final pack will be thirty-six missions, evenly split between the Vichy French and the British.
    "Rami"

    "Me? I'm just a Sea of Tranquility in an Ocean of Storms, babe."

    My campaign site: http://www.box.net/shared/0k1e1rz29h
    My missions site: http://www.box.net/shared/ueh4kazk3v
    My scenery site: http://www.box.net/shared/knb1l0ztobhs2esb14rb

  7. #57
    Senior Administrator Rami's Avatar
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    Icon14 Reply...

    Hello again,

    The final mission has now been completed. Still a lot of stuff to do, but this is a major hurdle cleared. We're definitely on the back nine!
    "Rami"

    "Me? I'm just a Sea of Tranquility in an Ocean of Storms, babe."

    My campaign site: http://www.box.net/shared/0k1e1rz29h
    My missions site: http://www.box.net/shared/ueh4kazk3v
    My scenery site: http://www.box.net/shared/knb1l0ztobhs2esb14rb

  8. #58
    Senior Administrator Rami's Avatar
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    Icon22 Reply...

    Hello again,

    The campaign files are written, now it's going through the missions with a fine-tooth comb, and then begin tweaking several aircraft.
    "Rami"

    "Me? I'm just a Sea of Tranquility in an Ocean of Storms, babe."

    My campaign site: http://www.box.net/shared/0k1e1rz29h
    My missions site: http://www.box.net/shared/ueh4kazk3v
    My scenery site: http://www.box.net/shared/knb1l0ztobhs2esb14rb

  9. #59
    Charter Member 2010 thunder100's Avatar
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    May I humbly ask where to gat that repaint?



    Thanks

    Roland
    Attached Thumbnails Attached Thumbnails A167 GBI.63  Bamako 1940 n46.jpg  

  10. #60
    Senior Administrator Rami's Avatar
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    Question One problem licked, now another one appears...

    Hey guys,

    I'm going through and doing some final tweaks to the aircraft involved in the French West Africa carrier ops package. I have at least two aircraft where the smoke effects on startup are inverted. The left engine creates right smoke, and the right engine creates left smoke, or in the case of a four-engined aircraft, the smoke effects are on the wrong engines starting up.

    Any idea how to fix this one?
    "Rami"

    "Me? I'm just a Sea of Tranquility in an Ocean of Storms, babe."

    My campaign site: http://www.box.net/shared/0k1e1rz29h
    My missions site: http://www.box.net/shared/ueh4kazk3v
    My scenery site: http://www.box.net/shared/knb1l0ztobhs2esb14rb

  11. #61
    Andrew, it's in the airfile, I think it's record 1002 Engine Thrust Locations. Just reverse the port/starboard location for engines 1 & 2 & the start up smoke should match what you need.

  12. #62
    Senior Administrator Rami's Avatar
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    Icon14 Reply...

    John,

    Many thanks! That worked like a charm, and is a good reference point to know for future use.
    "Rami"

    "Me? I'm just a Sea of Tranquility in an Ocean of Storms, babe."

    My campaign site: http://www.box.net/shared/0k1e1rz29h
    My missions site: http://www.box.net/shared/ueh4kazk3v
    My scenery site: http://www.box.net/shared/knb1l0ztobhs2esb14rb

  13. #63
    Senior Administrator Rami's Avatar
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    Question Reply...

    Hello again,

    Here's another one..adjusting contact points so that aircraft that are supposed to start on the water do so?
    "Rami"

    "Me? I'm just a Sea of Tranquility in an Ocean of Storms, babe."

    My campaign site: http://www.box.net/shared/0k1e1rz29h
    My missions site: http://www.box.net/shared/ueh4kazk3v
    My scenery site: http://www.box.net/shared/knb1l0ztobhs2esb14rb

  14. #64
    First off, will the plane float? The first several contact points where the plane is to be in contact with the water should start the number sequence with 4. Not 1 which is for ground/wheels contacts.

    Secondly, for an aircraft to start from water in a mission or campaign you need to have a sea base / water runway for it to launch from. The game needs a reference airbase for the plane to start from. An alternative to a permanent base would be to use Tango Romeo's Invisible Tender and place it where you want the plane to operate from. It appears like an aircraft carrier to the mission builder and you can take off from it.

    As an experiment, you also might try hand editing the mission using a Cody Coyote trick to start from anywhere. Pick the nearest airbase to start and then hand edit the lat/lon coordinates, direction, and zero altitude in the mission file to match where you want the aircraft to launch from. If you try that, let us know if it worked. It may be possible.
    Cheers,

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

  15. #65
    Senior Administrator Rami's Avatar
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    Kurt,

    Hehe...yes, they do float, my friend. It's the Loire 130 and Potez 141 by Baldy, and the Latecoere 302 by Payakan.

    Kdriver gave me a seaplane takeoff point in the harbour at Dakar. I'm using that to make some late-game effect and airfile tweaks, and have run into problems with these three, despite the fact that I have them flying pretty well now.

    I'm just trying to tweak them in free flight.

    I use this as my seaplane takeoff point, and the missions do work.
    "Rami"

    "Me? I'm just a Sea of Tranquility in an Ocean of Storms, babe."

    My campaign site: http://www.box.net/shared/0k1e1rz29h
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  16. #66
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    Kurt,

    Latecoere 302

    / 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
    point.0=4, 20.00, 00.00,-10.20, 6000.50, 0.0, 0.00, 48.24, 1.27, 2.50, 0.29, 0.0, 0.0, 4.0, 0.0, 0.0
    point.1=4, 10.00,-10.50,-10.10, 6000.50, 0.0, 0.00, 48.24, 1.27, 2.50, 0.29, 0.0, 0.0, 9.0, 0.0, 0.0
    point.2=4, 10.00, 10.50,-10.10, 6000.50, 0.0, 0.00, 48.24, 1.27, 2.50, 0.29, 0.0, 0.0, 9.0, 0.0, 0.0
    point.3=4,-20.75, 00.00,-10.00, 6000.50, 0.0, 0.00, 48.24, 1.27, 2.50, 0.29, 0.0, 0.0, 4.0, 0.0, 0.0
    point.4=2, 30.00, 00.00, -0.77, 2200.00, 0.0, 0.00, 00.00, 0.00, 0.00, 0.00, 0.0, 0.0, 9.0, 0.0, 0.0
    point.5=2, 22.75, 00.00, -7.21, 2200.00, 0.0, 0.00, 00.00, 0.00, 0.00, 0.00, 0.0, 0.0, 4.0, 0.0, 0.0
    point.6=2, 0.00,-10.16, -7.44, 2200.00, 0.0, 0.00, 00.00, 0.00, 0.00, 0.00, 0.0, 0.0, 5.0, 0.0, 0.0
    point.7=2, 0.00, 10.16, -7.44, 2200.00, 0.0, 0.00, 00.00, 0.00, 0.00, 0.00, 0.0, 0.0, 6.0, 0.0, 0.0

    static_pitch=0.000000
    static_cg_height=10.500

    Loire 130

    //floats
    point.0= 4.000, 5.100, -10.900, -4.500, 10000.000, 0.000, 0.000, 0.000, 1.000, 1.000, 0.900, 0.000, 0.000, 1.000, 0.000, 0.000
    point.1= 4.000, 5.100, 10.900, -4.500, 10000.000, 0.000, 0.000, 0.000, 1.000, 1.000, 0.900, 0.000, 0.000, 1.000, 0.000, 0.000
    point.2= 4.000, -5.000, -10.000, -4.500, 10000.000, 0.000, 0.000, 0.000, 1.000, 1.000, 0.900, 0.000, 0.000, 0.000, 0.000, 0.000
    point.3= 4.000, -5.000, 10.000, -4.500, 10000.000, 0.000, 0.000, 0.000, 1.000, 1.000, 0.900, 0.000, 0.000, 1.000, 0.000, 0.000
    point.4= 4.000, 16.000, 0.000, -5.700, 10000.000, 0.000, 0.000, 0.000, 1.000, 1.000, 0.900, 0.000, 0.000, 1.000, 0.000, 0.000

    static_pitch = 0
    static_cg_height = 3.34391

    Potez CAMS 141

    [contact_points]
    //floats
    point.0= 4.000, 5.100, -25.000, -10.500, 10000.000, 0.000, 0.000, 0.000, 1.000, 1.000, 0.900, 0.000, 0.000, 1.000, 0.000, 0.000
    point.1= 4.000, 5.100, 25.000, -10.500, 10000.000, 0.000, 0.000, 0.000, 1.000, 1.000, 0.900, 0.000, 0.000, 1.000, 0.000, 0.000
    point.2= 4.000, -5.000, 0.000, -10.500, 10000.000, 0.000, 0.000, 0.000, 1.000, 1.000, 0.900, 0.000, 0.000, 0.000, 0.000, 0.000
    point.3= 4.000, 27.000, 0.000, -12.500, 10000.000, 0.000, 0.000, 0.000, 1.000, 1.000, 0.900, 0.000, 0.000, 1.000, 0.000, 0.000
    point.4= 4.000, 16.000, 0.000, -5.100, 10000.000, 0.000, 0.000, 0.000, 1.000, 1.000, 0.900, 0.000, 0.000, 1.000, 0.000, 0.000

    static_pitch = 0.2
    static_cg_height = 12.60
    "Rami"

    "Me? I'm just a Sea of Tranquility in an Ocean of Storms, babe."

    My campaign site: http://www.box.net/shared/0k1e1rz29h
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  17. #67

    Seaplanes

    Hi Rami

    have just checked out the two seaplanes of mine you mention and they float and take off OK - I think you may have disturbed something with your airfile tweaks - I humbly suggest you start from the original files again

    baldy
    [SIGPIC][/SIGPIC]

    baldy's stuff at:

    http://www.sim-outhouse.com/sohforum...rid=480&sort=d

  18. #68
    Not clear on what problem you are having then. Are they struggling to take off because they sit too low in the water or something else?
    Cheers,

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

  19. #69
    When these a/c first appear do they appear on the water or somewhere else - because if it's somewhere else the airfield info is not the same as your mission info or your airfield info is not in the right place

    baldy
    [SIGPIC][/SIGPIC]

    baldy's stuff at:

    http://www.sim-outhouse.com/sohforum...rid=480&sort=d

  20. #70
    Andrew,

    If its that they jump up into the air, CK already provided some helpful info, which I saved for a rainy day...

    "The static_cg_height defines where the plane is in relation to the surface when the flight is loaded. If your airplane drops when you start a flight, try decreasing the static_cg_height. If it jumps into the air try the opposite, increasing the static cg height."

    I saved it as a txt file, attached.

  21. #71
    Senior Administrator Rami's Avatar
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    Hey guys,

    Often they appear just above the water. About half the time they drop slightly and settle in, other times they re-spawn in free flight as if doing an airstart with the throttles at 90%.

    This does not happen in missions, just in free flight.

    And Baldy, I never mess with the contact points unless there is a problem of colossal significance.
    "Rami"

    "Me? I'm just a Sea of Tranquility in an Ocean of Storms, babe."

    My campaign site: http://www.box.net/shared/0k1e1rz29h
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  22. #72
    Senior Administrator Rami's Avatar
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    Reply...

    Quote Originally Posted by UncleTgt View Post
    Andrew,

    If its that they jump up into the air, CK already provided some helpful info, which I saved for a rainy day...

    "The static_cg_height defines where the plane is in relation to the surface when the flight is loaded. If your airplane drops when you start a flight, try decreasing the static_cg_height. If it jumps into the air try the opposite, increasing the static cg height."

    I saved it as a txt file, attached.
    John,

    Thank you. You knew exactly what I was getting at once again!
    "Rami"

    "Me? I'm just a Sea of Tranquility in an Ocean of Storms, babe."

    My campaign site: http://www.box.net/shared/0k1e1rz29h
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  23. #73
    Senior Administrator Rami's Avatar
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    Icon22 Reply...

    John,

    Thank you, that fixed it, and it also alled me to correct the Dewoitine D510 so that the AI don't crash on takeoff.
    "Rami"

    "Me? I'm just a Sea of Tranquility in an Ocean of Storms, babe."

    My campaign site: http://www.box.net/shared/0k1e1rz29h
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  24. #74
    Senior Administrator Rami's Avatar
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    Good morning,

    Baldy , UncleTgt, and others...I finally found a airfile for the Dewoitine D376 I can live with! I used the airfile from Baldy's P-11a, just adjusted the engine data and weight, and made sure to copy the contact points and viewpoints from the original Dewoitine D.376 config file.

    This really seems to work well...she's got decent but not outwordly performance, she's stable in flight, doesn't lurch on the ground, and the engine starts normally. I think we're good!
    "Rami"

    "Me? I'm just a Sea of Tranquility in an Ocean of Storms, babe."

    My campaign site: http://www.box.net/shared/0k1e1rz29h
    My missions site: http://www.box.net/shared/ueh4kazk3v
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  25. #75
    Senior Administrator Rami's Avatar
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    Icon22 Reply...

    Hey guys,

    I went through final mission testing and double-checking this morning. I also went through and looked carefully for any ClickTeam bugaboos, such as empty folders for ships that could be deleted. I do have to add a couple of fixes for ships, as well as write the readme files.

    I have one last surprise in store, and then I hope to have this uploaded either late this weekend or in the first couple of days of November.
    "Rami"

    "Me? I'm just a Sea of Tranquility in an Ocean of Storms, babe."

    My campaign site: http://www.box.net/shared/0k1e1rz29h
    My missions site: http://www.box.net/shared/ueh4kazk3v
    My scenery site: http://www.box.net/shared/knb1l0ztobhs2esb14rb

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