Thread: USS Nimitz released

  1. #466
    wawa
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    Hi friends! Im solbet the wake problem!!!!
    I use the Airhispania.SC addon for vfr flights in spain an this addon contains a effects file fx_wake_carrier.fx thi's a problem.
    But i delete this file and im not wake in a carrier.
    Im reintallede the effects files from Nimitz carrier i see one life nowake.fsx
    i can delete this file?

  2. #467
    Charter Member 2011 dswo's Avatar
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    I don't believe this JaggyRoads video has been mentioned here yet:

    [YOUTUBE]oF8Io7zwq5o[/YOUTUBE]
    David Wilson-Okamura

    Nor law, nor duty bade me fight,
    Nor public men, nor cheering crowds,
    A lonely impulse of delight
    Drove to this tumult in the clouds.
    -- W. B. Yeats, "An Irish Airman Foresees His Death"

  3. #468
    Charter Member 2011 dswo's Avatar
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    This morning I spent the better part of an hour reviewing the comments in this thread and watching the videos that people have made. It still feels very fresh; hard to believe that it's been out now for more than a month.
    David Wilson-Okamura

    Nor law, nor duty bade me fight,
    Nor public men, nor cheering crowds,
    A lonely impulse of delight
    Drove to this tumult in the clouds.
    -- W. B. Yeats, "An Irish Airman Foresees His Death"

  4. #469
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    Question on unrep coordinates....

    Quote Originally Posted by navychief8 View Post
    All you need is the model, texture, sound folders, the attached Config file and this entry for the AICarriers config. If you don't have them the FFG, CG and 688 sub are at fs-shipyards.org

    SIM folder

    [fltsim.0]
    title=VEH_USS_Mispillion_AO_105
    model=
    texture=


    [General]
    category=Boat

    [contact_points]
    static_pitch=0.0 //degrees, pitch when at rest on the ground (+=Up, -=Dn)
    static_cg_height=1.0 //feet, altitude of CG when at rest on the ground

    [DesignSpecs]
    max_speed_mph = 50
    acceleration_constants = 0.07, 0.07 //Time constant (effects responsiveness), and max acceleration (Gs)
    deceleration_constants = 0.05, 0.05 //Time constant (effects responsiveness), and max acceleration (Gs)

    [Effects]
    wake = fx_wake_xl



    AICarrier Config

    [formation.XX]
    title=USS Eisenhower (CVN69) UNREP
    unit.0=CVN69_5, 0, 0
    unit.1=VEH_USS_Mispillion_AO_105, 80, -10
    unit.2=_AIV_FFG_Oliver_Hazard_Perry, 130, -500
    unit.3=_AIV_CG_Ticonderoga, 130, -10
    unit.4=SH-60_guard, 110, -90
    unit.5=688, -300, 0
    Thanks again for the recipe for the coordinates, would like
    to know a little more theory on the number that come at the end of
    each unit i.e., unit.55=688, -330, 0 <<<< I know that these numbers
    are coordinates but would this have something to do with a north, south/east,west placement. Trying to determine what values to use for future placement of AI's. Thanks

  5. #470
    Yes, they are east/west and north/south positions in relation to the Carrier or whatever ship you have positioned at the 0,0 point. Example 688 -300 put it on the port side of the carrier and 0 put it at the same level as the carrier. Hope this helped.

  6. #471
    wawa
    Guest
    Quote Originally Posted by tipton123 View Post
    SIM folder

    [fltsim.0]
    title=VEH_USS_Mispillion_AO_105
    model=
    texture=


    [General]
    category=Boat

    [contact_points]
    static_pitch=0.0 //degrees, pitch when at rest on the ground (+=Up, -=Dn)
    static_cg_height=1.0 //feet, altitude of CG when at rest on the ground

    [DesignSpecs]
    max_speed_mph = 50
    acceleration_constants = 0.07, 0.07 //Time constant (effects responsiveness), and max acceleration (Gs)
    deceleration_constants = 0.05, 0.05 //Time constant (effects responsiveness), and max acceleration (Gs)

    [Effects]
    wake = fx_wake_xl
    The frist part where?
    I need create a AICarriers.cfg in the sim folder?
    sorry and thx

  7. #472
    JamesChams
    Guest
    Gents,

    Did any of you see what Mr. Voodoo did with the Vapor Effects on the Carriers?
    HERE: http://www.fsdreamteam.com/forum/ind...16582#msg16582

    [YOUTUBE]c4sgSepTazQ[/YOUTUBE]

    Mr. Javier,
    If you could kindly add this effect onto an animated catapult shuttle which is triggered (animated) by the (FSX Arm Cataplut function SHIFT + I) that would make this feature look even more awesome than it already does.

    Gracies!

  8. #473
    Charter Member 2011 jeansy's Avatar
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    im sorry i just cant get enough of this ship

    Matt
    Check Out> "Wombat's Repaints"

    Cairns AUSTRALIA






  9. #474
    Members + CrisGer's Avatar
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    I had a quick questoin about the easywalk camera program that is included and which sounds really great....
    i was wondering how to install and use it and found this post:

    Thrawn
    Member



    Join Date: Aug 2006
    Location: Granada, Spain
    Posts: 35 Quote:
    Originally Posted by dougal95
    Thanks got it.
    Next really stupid question..... Can anyone tell me how to use EZ Walk. There's no 'Readme' or manual. I don't even know where to put the files
    Ta!
    It's an external application so, just run "EZWC ver 1_22.exe", go to FSX and use the mouse to look around and keyboard arrows, Page up and Down to move. To place a camera on the ground you have to restart FSX.
    Javier
    so i understand you install it in its own directory.. but then do you have to have both programs running at the same time? ie...does it change how the cam works in FS without any more adjustments... sort of making the camera a 'no collision" camera? i am slow so did not understand what Javier meant by saying...."then you go to FS" if that meant to start up EZWalk first, then start up FS and then use that function....???

    any help much appreciated.
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  10. #475
    Hi there!!

    I've been quite busy at work lately (traveling a lot) so I haven't been very active on the forums. I'll be out of town on vacation for two weeks and then I'll start working on the next update release.

    This new steam effect seems very interesting, I´ll get in touch with the author to request permission to include it. Well, I just wanted to let you guys know that this project is still alive

    Javier

  11. #476
    Member Shylock's Avatar
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    Man every time you think this carrier is perfect somebody does something else beyond my wildest dreams.

  12. #477
    Quote Originally Posted by JamesChams View Post
    Gents, Did any of you see what Mr. Voodoo did with the Vapor Effects on the Carriers? Gracies!
    Good video, thanks James.

    Looks like FSX carriers will be improved in the near future.

    Pentium D 925 3.0Ghz dual core800 MHz FSB, (HP)MB Livermore-GL6, 2GB RAM PC2 4200 DDR 2 533 Mhz, ATI Radeon HD OC 4890 1GB GDDR5, Turbo-Cool 510 ps, Vista SP2 Home 32 bit, MS Sidewinder FF2, REX 2.0

  13. #478

    Question Polygons for Nimitz..?

    Javier,
    Being curious how many polygons did you need for such a detailed model in FSX..?

    Thanks,

    tc

  14. #479
    Dependending on the deck configuration, up to 160K.



    Quote Originally Posted by Seahawk72s View Post
    Javier,
    Being curious how many polygons did you need for such a detailed model in FSX..?

    Thanks,

    tc

  15. #480
    N332DW
    Guest

    functional elevators ... simply amazed

    of all the neat stuff , i'm most impressed by the elevators which can actual carry aircraft up and down.
    it's been my impression that animating platforms was not technically possible!
    i would love to know the techniques used that have proven that impression wrong

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