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tgycgijoes
August 11th, 2020, 19:02
I'm finally ready to start this thread now that I think that I can explain what I have been working on for a few months now which started in April of 2017 with a desire to have a platform for one of my favorite aircraft: Curtiss SOC/SON Seagull. Paul Clawson designed this actually for FS2002, it was updated for FS2004 and then for FSX. Paul's README allows all the work that has been done because it is all freeware, with a lot of it actually brand new designed and will only be shared here with the permission of the other designers work that we have been generously given permission to use. The ships I have added platforms onto are from Klnowak's downloads from the USS Langley and his US Cruisers both available here in the Warbirds Library. I want to thank Arno for his fantastic MDCx program which made adding "hard decks" to the catapults possible. Very time-consuming but possible LOL!. Then to MOTUS and his Carrier Convoy Planner software which makes it possible to put the seaplane on the catapult at sea and finally Rob Barendregt for his RCBCO-20 (he now has a -30) which I use to launch off the catapults. (Don't ask me why my FSX doesn't like RCBCO-30 but after hours of his patient efforts with me, I use 20 it works for me. In 2017 I created the first US cruiser, USS Portland as an "airport" as did Mr Clawson with the USS Idaho he provided with his Seagull download. Before CCP it wasn't possible to put a seaplane onto a catapult or the deck of an AI ship. Here are some screenshots of the result I took this afternoon. The Seagull textures are all authentic. I use Steve Ginter's SOC Seagull book and Profile Publications 194 as well as United States Naval Aviation 1919-1941 and the Official Monogram U.S. Navy Marine Corps Aircraft Color Guide. The aircraft serial numbers are also accurate when I can find the information. Needless to say from my days as a professional model builder, I'm a stickler for the details. My wife says I'm too obsessive, "ya think" LOL! Anyway, that is the background to this extensive project. You will see a brand new custom interior Virtual Cockpit created for the Seagull by my good friend Ed Akridge from the information in Steve Ginter's book furnished to Ed with his permission to work with. In it are actual Curtiss Aircraft Co. Dwgs as well as the most detailed photos you will ever find of an aircraft. If you are doing a project, Google his book site he has tons of books on Navy aircraft and a great guy. Not to say he is an expert but the National Aviation Museum presented him with the Admiral Arthur W. Radford Award for excellence in Naval Aviation History and Literature.

Anyway, the first set of screenshots I am sharing are of the SOC3 Seagull on the port catapult of the USS Minneapolis CA-36 off the coast of North Carolina.

http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=78173&stc=1 On the port catapult

http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=78174&stc=1 Custom 2D panel

http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=78175&stc=1

In the next post I'll show the custom VC and point out the custom gauges in the cockpit. I'll also share a couple of model updates with the catapults and how to program CCP to create the positions to place the seaplane on the catapult. I'll will add the repaint textures and new models for the Seagull to match the squadrons on those two ships in the Warbirds Library. I hope that you enjoy this thread as much as I am sharing with all of you. The folks here I talked to about this before posting it, said they were really excited to see Paul's Seagull get a new facelift after all these years. I think so too.

Cees Donker
August 12th, 2020, 01:46
I'm on the edge of my seat! Can't wait to read more!

:wiggle:

Cees

gray eagle
August 12th, 2020, 03:08
Richard.

This is all great and exciting news. Looking forward to this new experience. :encouragement::applause:

I would be interested in knowing how to relaunch the seaplane after it's first launch,

Especially after landing near the ship

tgycgijoes
August 12th, 2020, 05:33
Richard.

This is all great and exciting news. Looking forward to this new experience. :encouragement::applause:

I would be interested in knowing how to relaunch the seaplane after it's first launch,

Especially after landing near the ship I will explain how I do it since I tried something and it worked.

tgycgijoes
August 12th, 2020, 10:42
When I first envisioned updating the Seagull, I wanted someplace to take off from or land at when not on the battleship or cruiser and after some searching found a lot of good information on Kaneohe NAS on Kaneohe Bay in Hawaii. I uploaded the Pearl Harbor scenery package to backdate the area and get rid of all the current highrises. Then I started searching and searching for photos. Finally I created the Kaneohe Naval Air Station in its 1941 configuration in ADEx and here are some photos. I used my hangers from NAS Alameda because they were really close to the photos. This should work in all versions of P3D up to version 4. If you test it out let me know because I am an FSX guy. When I first created the airfield I was disappointed to find out that in FSX (I don't know about other sims) the coasts are the same elevation as land the airport is on. Ed Akridge showed me how to flatten them so that when you "slew" the seaplane into the water it doesn't fall off a 6 foot cliff into the water, really stupid looking. NOW it glides in smoothly. The only way to get a seaplane off the ramp into the water is "SLEW". FSX won't activate the invisible tractor with [SHFT P] because its not on wheels but resting on the float.

http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=78189&stc=1 Notice how nice and flat the entry is into the water.

http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=78190&stc=1 This is the new VC with the old style of placard for takeoff and landing checklists. This is the hours and hours ofwork of Edakridge who won't speak to me anymore after I talked him into doing this. {JUST KIDDING} I really appreciate him and all his hard work. All the custom XML gauges are my handiwork no brag, just fact with a lot of help from the guys at FSDevelopers when I got stuck with what I wanted to do didn't work like I thought it should. Examples are the rectangular mag compass, the fuel tank selector gauge and the switch panel all custom artwork and xml coding. I learned how to match the fuel selector to the fuel gauge to the aircraft.cfg so that all values correspond. The Pilot's Right Hand Cockpit panel with the primer and the handles is all custom artwork and custom coding for the AIR PREHEAT on the top which is the carburator heater, the starter below it, then the primer from Dave Ekhert's Stearman with permission and the gun charger though it is dummy not functional since that is a function of the TACPACK which this is BTW. You can still fly it though if you don't have Tacpack installed.

http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=78191&stc=1 I used AIcarriers to generate the battleship USS New Mexico 10 miles ahead. When recovering the seaplane the ship would turn 90 degrees to starboard and then slow down which is what I did. You can see the wake which created a calmer area of water to land.

http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=78194&stc=1 another shot from a different angle

http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=78195&stc=1 Now coming alongside the port side of the battleship, the radio operator/rear gunner would climb out of his rear cockpit, straddle the open canopy rails of the fuselage and lean forward to be able to attach the hook of the crane to the lifting ring on the upper wing which is welded to the main stringer. Paul didn't model the ring. I may try and do this in MDCx if I can figure out how to do it. Its like a large upside down "U" shape. This is the first camera view I ever created. I downloaded and followed the SDK.

Next installment I plan on showing how to attach a platform in MDCx to the catapult(s) of a ship. We're going to take the battleship USS Alabama which I hadn't done because my concentration was on the SOC Seagull and Alabama had Kingfishers. This just might interest those of you following the Kingfisher thread here. The same principles apply to putting an OS2U on one of Alabama's twin stern catapults.

Til later....

gray eagle
August 12th, 2020, 12:34
Thanks for your updates.

BTW have you seen this offering at simviation

I know this is for FS2004

It looks like prior attempts to accomplish what you are doing only with older sim.

https://simviation.com/1/search?submit=1&keywords=battleship++kingfisher&x=13&y=17

tgycgijoes
August 12th, 2020, 17:21
Thanks for your updates.

BTW have you seen this offering at simviation

I know this is for FS2004

It looks like prior attempts to accomplish what you are doing only with older sim.

https://simviation.com/1/search?submit=1&keywords=battleship++kingfisher&x=13&y=17

I had not seen the USS North Carolina before, thank you I have added it to my file of battleships since it is dear to my heart having toured it a number of times and led the last school tour of our HBCA students last year. I was asked to be a docent when they heard me telling the kids all about so many things from MY Navy experiences. It is surprising how similar so many spaces were to the USS America. I would have liked to be a docent but back then I didn't have a car and Wilmington is 40 miles away from our home. I have other commitments now in Church.

The USS Idaho is the one I am referring to above at the beginning of this post. Paul Clawson created it - its an airport scenery with a runway on the catapult. This is the first way I did it with the USS Portland with a runway on each catapult before I knew how to attach a platform to the catapult thanks to Klnowak who showed me how to do this for flight deck "hard deck" and arresting cables when I was doing USS Saratoga, CV3 from his USS Lexington model and I adapted it to the cruisers first and then the battleships. In FS2004 they did not have a way to put an aircraft on the catapult with CCP back then. Thank you so much MOTUS.

edakridge
August 13th, 2020, 07:02
Working on adding FSX/P3D catapults to Klaus' Iowa.
http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=78202&stc=1

gray eagle
August 13th, 2020, 09:02
U.S. Cruiser USS Chester (CA-27) prepares to recover her scout floatplane while underway in the Pacific Ocean during World War II. A recovery sled being towed in water. The Chester's OS2U Kingfisher lands in slick. hooks on to the recovery sled and is hoisted aboard the ship. Crew members stand up in their respective tandem cockpits, as the plane is hoisted up, and climb out when it is secured.. Location: Pacific Ocean. Date: February 11, 1945.


https://www.youtube.com/watch?v=ObsHmDgvMak

tgycgijoes
August 13th, 2020, 09:28
Still trying to figure out how to get a sled and hoist the seaplane out of the water...I haven't given up yet. I am just waiting for someone to tell me how to do it in FSX :pop4: brainstorm???????

gray eagle
August 13th, 2020, 09:29
American float plane OS2U catapulted from battleship and bombardment at San Fernando Beach in Philippines.

Wish there was sound so as to hear the 5-inch 55 caliber powder charge at launch time.




https://www.youtube.com/watch?v=feo-5p3bGkc

tgycgijoes
August 13th, 2020, 10:09
Here is my way and I think the correct way to put the "hard deck" platform onto the catapult on that battleship or cruiser like Ed just did on the Iowa above. I tried to post this once this morning but the server got too busy and I lost all of it so here goes again.

Download Model Converter X created by Arno at Scenerydesign.org : https://www.scenerydesign.org/modelconverterx/ referred to as MDCx.

You will have a zip folder in your Downloads. I unzipped it onto my desktop and then moved it to Windows 7 Programs(86) since it is a 32bit program. Now select the program and put a shortcut on your desktop. This is of course if you don't have it already and for those who are not familiar with this.

Onto the tutorial:

Open up MDCx and you will get this screen:
http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=78208&stc=1 in the tool bar at the top click on IMPORT and find the location of the ship you want to add a catapult platform onto.

I will be using the USS ALABAMA from Klnowak's USS Langley available here with a whole "smear" of BB's from early to the BB60 Alabama. As you can see above you can also find the Iowa class in our library.

Be sure that FS MDL object (*mdl) is in the window next to the file name window. Select the ship and click OPEN

http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=78210&stc=1


Now its time to start attaching the platform to the catapult

In the toolbar at the top find the attach tool which looks like a wrench

http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=78212&stc=1 also in the next line click on the paper clip because that will make your work visible.

Clicking on the "wrench" will open up this dialog box which you are going to use to select the platform (there are other selections we are not going to use)

http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=78213&stc=1

Once you have clicked on "Platform" a new dialog box will open where you are going to enter the parameters to put the platform on the catapult. I have entered the first set of values as you can see and you can also see where the "red rectangle" is outboard of the ship. This is a trial and error with each ship.
The more of these you do the more familiar you will become. My first attempt I thought that it hadn't worked until I found my platform inside the hull by turning it all around in MDCx. In MDCx Version 1.65, the AttachPoint is entered as follows:

Position: First number is left-right of centerline (minus to port - positive to stbd)
Second number is from bow to stern beginning at the CG of the ship with positive forward and minus aft.
Third number is height above deck. All values are in meters not inches or feet.

Rotation: First number is pitch angle up and down tilt
Second number is roll angle side to side tilt
Third number is the angle of rotation 0-180 degrees from bow being 0 positive to stbd and minus to port

If you do not have Version 1.65 but an earlier version like 1.3 you will find these all different.

http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=78214&stc=1

I have a "log book" of the parameters of every ship including the carriers I have worked on attaching things to in MDCx because unfortunately, once you have exported your mdl and closed the program, the platforms are part of the model but the attach point numbers are ALL GONE. Tip!!! Write them down on a piece of paper as you do it because "Murphy's Law" applies here.

Here is the correct values and you can see the port catapult platform in the correct location.

http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=78215&stc=1

OOOOOPs well, not quite on target. I have an incorrect angle to the bow; I', a little low and just a little outboard of where I want to be.

Ok as long as you have this window open you can keep changing the values until you get the correct ones in place. Press ENTER to check your work after each change.

Well, my alarm just went off and this is long enough for this post. I will return to it in a little while I promise continuing until we have the catapult perfectly placed. I hope you can follow ok because I had to delete 2 photos. I didn't realize that you can only put 6 photos at a time in a post.

On to the next installment

tgycgijoes
August 13th, 2020, 12:19
Let's get back to putting the platform where it belongs.

http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=78216&stc=1

The correct values by trial and error are:
Attach Point Name: port catapult
Position: (-10.00;-90.00;8.00)
Rotation:(0.00;0.00;10.00)

Misc.
Length: 20 (meters)
Platform Type: CONCRETE (this doesn't matter as far as I can tell its invisible)
Width: 3 (meters)

Ok well its 95% not quite there. It'd work but let's get it right.

http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=78219&stc=1

Attach Point Name: port catapult
Position: (-10.00;-89.50;8.50)
Rotation:(0.00;0.00;10.00)

Misc.
Length: 20 (meters)
Platform Type: CONCRETE (this doesn't matter as far as I can tell its invisible)
Width: 3 (meters)

And now its perfectly placed.

The beauty of having 2 catapults placed side by side like Alabama is all we have to change is the first value in the Position from minus to plus or positive value and the platform moves from port to the identical position on the starboard side. Just like this! This is after one more change. Remember that in Rotation the last value is the angle off the bow. I had to change that too from a positive number on the port side to a negative number on the starboard. I didn't post a screenshot of my mistake where it is misaligned just this one where everything is correct.

http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=78220&stc=1

And there you have it. The USS Alabama has hard platforms for a seaplane to sit on and not sink to the deck which is what would happen if we had not attached these platforms. Well almost done anyway.

Now we have to export our work as an FSX object mdl to the USS Alabama model folder. It IS possible to export it with a new name if you are not comfortable with your work and don't want to ruin the original model. I use something like model1. Then you can open up model1 in MDCx and if it works and you can see your red rectangles on your catapult you can just go back in the folder, rename the original like model.original and rename model1 to Alabama.mdl

http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=78221&stc=1

To export the new model:
1. Click Export ​object in the menu.
2. Be sure that you are exporting as FSX MDL object (*.mdl) fill in the filename and click Save and say a prayer that you did everything right and MDCx doesn't decide to be tempermental. Watch the menu carefully and don't close the program until it says that its finished. I minimize it and check that I have a good Alabama.mdl with a value and not some xprty or other garbage which means it didn't work. That is why you wrote down your values and can do it again. Like mine didn't work properly. So, even the experts (who ME, NOT!) have a problem now and then but then that's what learning is all about, right?
I'll go back and do it for myself and then put it in the folder with the other BB's, CA's and CL's. If you have questions or problems post it here and I will answer them for everybody if I can. Otherwise I'll go ask Arno at FSDeveloper 'cause he wrote the program AND he's a really nice helpful guy.

gray eagle
August 13th, 2020, 12:21
I've been looking for MCDX V1.65 and cannot seem to find that version.

tgycgijoes
August 13th, 2020, 12:44
Sorry gray eagle and everybody else. My link to scenerydesign.org and Model Converter X is correct but my version is wrong. Arno says that the latest stable version IS version 1.3. I DO have a beta version too but its not 1.65 its 1.4. My descriptions above were done in Version 1.4 and I am going to go and find that because Version 1.3 HAS different Attach Point parameters. Here is the link to the Development Release Version 1.4.

https://www.scenerydesign.org/development-releases/

The differences are:

Hard Platforms for Flight Simulator Boats and Ships
July 2020


MDCx V1.40


Position: First number is left-right of centerline (-port/+stbd)
Second number is front to back of the center point
Third number is height above deck

Rotation: First number is pitch angle up and down tilt
Second number is roll angle side to side tilt
Third number is angle of rotation 0-180 from bow orientation with a minus rotation from 180 degrees ie. -90 is 270.

MDCx V1.30 - opposite position from V1.40


Orientation is Rotation
First Number is heading or angle of rotation 0-180 from bow
Second Number is pitch
Third Number is roll


Position
First Number is side to side from centerline minus to starboard and positive number to port
Second Number is fore and aft from center point with positive forward of the CP and minus aft of the CP
Third Number is the height with positive above deck and minimum below the main deck NOT above the grid

ALL NUMBER VALUES ARE METERS NOT INCHES AND FEET

Cees Donker
August 13th, 2020, 21:40
This is all known to me how to do this! What I expected was a way to get the plane on the ship! And back on the ship after landing! You haven't got that one figured out?

Cees

edakridge
August 14th, 2020, 01:50
Richard and Cees, to the best of my knowledge ModelConverterX is unable to add animations to a model and this seems to be what is needed to get back aboard. (An animated elevator of sorts) This would need to be done in GMax/Max/Blender and the merged with the model in MCX.

gastonj
August 14th, 2020, 04:19
Richard and Cees, to the best of my knowledge ModelConverterX is unable to add animations to a model and this seems to be what is needed to get back aboard. (An animated elevator of sorts) This would need to be done in GMax/Max/Blender and the merged with the model in MCX.

I think so too. However, the merge of animated objects sometimes comes with problems.
JMC

gray eagle
August 14th, 2020, 06:46
Sorry gray eagle and everybody else. My link to scenerydesign.org and Model Converter X is correct but my version is wrong. Arno says that the latest stable version IS version 1.3. I DO have a beta version too but its not 1.65 its 1.4. My descriptions above were done in Version 1.4 and I am going to go and find that because Version 1.3 HAS different Attach Point parameters. Here is the link to the Development Release Version 1.4.

https://www.scenerydesign.org/development-releases/

The differences are:

Hard Platforms for Flight Simulator Boats and Ships
July 2020


MDCx V1.40


Position: First number is left-right of centerline (-port/+stbd)
Second number is front to back of the center point
Third number is height above deck

Rotation: First number is pitch angle up and down tilt
Second number is roll angle side to side tilt
Third number is angle of rotation 0-180 from bow orientation with a minus rotation from 180 degrees ie. -90 is 270.

MDCx V1.30 - opposite position from V1.40


Orientation is Rotation
First Number is heading or angle of rotation 0-180 from bow
Second Number is pitch
Third Number is roll


Position
First Number is side to side from centerline minus to starboard and positive number to port
Second Number is fore and aft from center point with positive forward of the CP and minus aft of the CP
Third Number is the height with positive above deck and minimum below the main deck NOT above the grid

ALL NUMBER VALUES ARE METERS NOT INCHES AND FEET



I am using 1.40 (In P3D 4.5) and not having much luck creating a hard deck. I did save to a backup name and when I opened that mdl I got a MCX message that the format not supported.

Tried to us the paper clip button but did not see red area that I was working on either. Bummer......

Cannot export to FSX mdl.

Does MDX read what sims are installed automatically or do you have to input that info, if so, how?


How to change to meters?

gastonj
August 14th, 2020, 06:59
This is all known to me how to do this! What I expected was a way to get the plane on the ship! And back on the ship after landing! You haven't got that one figured out?

Cees

It depends on what you mean by getting back on the catapult. If it is about landing next to the boat and seeing an animation consisting of operating a crane to put the plane back on its catapult while sailing, it seems difficult to me on FSX with MCX or other tool!

JMC

tgycgijoes
August 14th, 2020, 07:29
I am using 1.40 (In P3D 4.5) and not having much luck creating a hard deck. I did save to a backup name and when I opened that mdl I got a MCX message that the format not supported.

Tried to us the paper clip button but did not see red area that I was working on either. Bummer......

Cannot export to FSX mdl.

Does MDX read what sims are installed automatically or do you have to input that info, if so, how?


How to change to meters? As I mentioned above, I fly in FSX/A box not P3D any version so I don't know if I can help but I'll try. Open up MDCx V1.40 and in the menu bar, click Options and scroll down to Exporter Settings and fill in the P3DV4.4 BGL Comp path since there is no P3DV4.5 and every other information for P3DV4.5. If you don't understand what information they are asking for perhaps Ed or someone else here who is using MDCx and P3DV4.5 can take a screen shot or two of their settings and post it here for you. Sometimes that is the easiest way which is why I put all the MDCx screenshots above. Then click the last line FS Related Settings and select your ModelDef path from the P3D SDK location; the P3D V4 path and the preferred FS version from the drop down menu. As far as meters, I believe that is hard-coded by Arno not selectable that I found

gray eagle
August 14th, 2020, 09:32
As I mentioned above, I fly in FSX/A box not P3D any version so I don't know if I can help but I'll try. Open up MDCx V1.40 and in the menu bar, click Options and scroll down to Exporter Settings and fill in the P3DV4.4 BGL Comp path since there is no P3DV4.5 and every other information for P3DV4.5. If you don't understand what information they are asking for perhaps Ed or someone else here who is using MDCx and P3DV4.5 can take a screen shot or two of their settings and post it here for you. Sometimes that is the easiest way which is why I put all the MDCx screenshots above. Then click the last line FS Related Settings and select your ModelDef path from the P3D SDK location; the P3D V4 path and the preferred FS version from the drop down menu. As far as meters, I believe that is hard-coded by Arno not selectable that I found

As you can see, the paths for my P3D V3 and V4 are shown here and I did a export to P3D V4 mdl and the path was pointing to where the original mdl is located.

To be clear, I was using the Baltimore and not your ship. So maybe that makes all the difference, I don't know - apples/oranges..... But, I would think the same methods/technique
would be the same.


https://i.postimg.cc/8zrTFJkL/Untitled.jpg

tgycgijoes
August 14th, 2020, 09:48
I see where you have filled in the P3D paths but your preferred FS version is NOT FSX but P3DV4.5 so change that. The ship does not make a difference I have put platforms on all my cruisers and battleships this way. Ed put the platforms on the USS IOWA. After you change your preferred FS try again. I have to go out for a while but will check back here in about an hour or so. Hope that the "FS" preference fixes your problem. :loyal:

gray eagle
August 14th, 2020, 10:54
I see where you have filled in the P3D paths but your preferred FS version is NOT FSX but P3DV4.5 so change that. The ship does not make a difference I have put platforms on all my cruisers and battleships this way. Ed put the platforms on the USS IOWA. After you change your preferred FS try again. I have to go out for a while but will check back here in about an hour or so. Hope that the "FS" preference fixes your problem. :loyal:

I changed the path for prefered FS - Screenshots of port/stbd cat entries and when I loaded the save mdl - no workee... I never got the red blocks to show in the original.
Maybe I didn't tick on right icon for that. Note I have orientation and not rotation in V1.40
https://i.postimg.cc/85N8HGxC/port.jpg


https://i.postimg.cc/nVd8v62H/stbd.jpg


Results in non supported format.
https://i.postimg.cc/htdHRhBj/no-work.jpg

tgycgijoes
August 14th, 2020, 11:05
Hey gray eagle,

I can see in your values that unless its a huge coincidence you have entered the values of the Alabama that I posted for your Baltimore and they can't be the same. I am in the middle of merging and animating a prop in MDCx which I have never done before like you with this. Since I need to post to someone at FSDevelopers and wait for a reply back, I will see about putting the platform on the port catapult of the USS Baltimore and see what the values should be. I will send it to you and you can make the starboard one with those values. I hope it works from FSX to P3D V4.5. I think that if you can install the unconverted one you could use this but we'll see. I know how frustrating it can be believe me. Back to you in a bit. :banghead:

Butcherbird17
August 14th, 2020, 11:09
Butch,

When you export the mdl make sure it is set to P3Dv4.4 object. No need to set it as FSX as your not using FSX. That is why you are getting the error message.
You don't have the FSXA SDK installed. (or do you?)
Another thing that you can do in MCX is click on the Wireframe Render Mode and the paper clip and you will be able to see all attached objects on the model. (if any)
Then be able to see where the attach point is then move it if needed.

tgycgijoes,

You do know that you can add the default cat (FSX,P3D) to any ship with a platform on it. Just use the Attached Object Editor, click on ADD, then Empty and fill in the blanks.
Use these names for each cat.

attachpt_catapult_start_1
attachpt_catapult_end_1

Now if you are going to have 2 separate cats you would change the 1 to a 2. There is no need to use the RCBCO gauge if you add the cats in MCX.

Joe

tgycgijoes
August 14th, 2020, 11:16
I have the best success the way I am doing it. That is "FOR ME". I know that what you posted is a corrrect way to do it too. Rob's RCBCO is fail-safe. FSX doesn't like all aircraft for cat shots or arrested landings I found in a lot of different aircraft especially FS2004 ones that have been port-overs not native. I even have a different post about that with pre_WWII aircraft on the Langley or the old Sara and Lex last year.

gray eagle
August 14th, 2020, 11:23
Hey gray eagle,

I can see in your values that unless its a huge coincidence you have entered the values of the Alabama that I posted for your Baltimore and they can't be the same. I am in the middle of merging and animating a prop in MDCx which I have never done before like you with this. Since I need to post to someone at FSDevelopers and wait for a reply back, I will see about putting the platform on the port catapult of the USS Baltimore and see what the values should be. I will send it to you and you can make the starboard one with those values. I hope it works from FSX to P3D V4.5. I think that if you can install the unconverted one you could use this but we'll see. I know how frustrating it can be believe me. Back to you in a bit. :banghead:

I did use those values. I thought that they didn't make any difference. That's why when things didn't work, I would let you know what ship I was using to emulate your work.

Essex
August 14th, 2020, 12:32
Richard and Cees, to the best of my knowledge ModelConverterX is unable to add animations to a model and this seems to be what is needed to get back aboard. (An animated elevator of sorts) This would need to be done in GMax/Max/Blender and the merged with the model in MCX.

Lets say you have a simple animated elevator MDL. What you could do is export this as a .X file in MCX. This would also generate a .xanim file. This .xanim file would be simple to edit with a text editor, adjust as required.
The difficult part is adding rotation as well, I'm sure it must be possible, but that's as much as I can say.
Once edited satisfactorily export as a MDL and merge with the ship MDL.

gray eagle
August 14th, 2020, 12:41
Richard,

I think we are getting closer to having hard points over the cat(s)
I tried your values you emailed me - She sits a bit high over the cat. Need new value(s) to make it fit flush on the cat.
I slewed it above the port cat and in steps let it down and heard a clank (get we had contact with the deck) its
a bit high over the cat.

Edit: Thing I noticed, when the plane is in proximity of the cat, the wheels are down. can't get them to raise. In slew mode the plane will auto launch, wheels up.

https://i.postimg.cc/C152J4wR/Capture.jpg

tgycgijoes
August 14th, 2020, 13:03
This might be a P3D thing??? I don't know. Did you try to just raise the gear? In my MDCx, the red platform is actually right on top of the catapult so just slightly lower the value until you get it where you want it. That is what you have to do to get it perfect.

tgycgijoes
August 14th, 2020, 13:10
Well, I just spent the whole afternoon trying to merge a prop with another seaplane but just when I thought I had it all figured it.......well, it will be another project maybe next week...maybe the week after because I don't feel like getting frustrated, its been too good a week. LOL! CCP tutorial maybe added tomorrow. Tonight is movie night. Bye, ya'll.

R:dizzy:

gray eagle
August 14th, 2020, 13:14
This might be a P3D thing??? I don't know. Did you try to just raise the gear? In my MDCx, the red platform is actually right on top of the catapult so just slightly lower the value until you get it where you want it. That is what you have to do to get it perfect.

So in MDCx, how do I locate that port cat so I can lower it a bit? Right now, I can call up the Baltimore mdl and that port cat is in red. If I click on the object editor, I can add a platform,
which I don't want to do, I wanted to find the port cat and try to tweak it, if possible.

gray eagle
August 14th, 2020, 13:28
This might be a P3D thing??? I don't know. Did you try to just raise the gear? In my MDCx, the red platform is actually right on top of the catapult so just slightly lower the value until you get it where you want it. That is what you have to do to get it perfect.

Of the three value, which one would need to be lowered?


Position: (-6.00;-80.00;9.50)

tgycgijoes
August 14th, 2020, 14:25
the three values are as follows:

The -6.00 is the distance the catapult is from the centerline of the ship. The second value the -80.00 is the distance aft of the center point of the ship and the last value 9.50 is the height above the deck of the attach point of the catapult. If before you enter the length and the width you will see a yellow square with three axis lines coming out of it x-y-z. That is the actual attach point of the object. To get your Kingfisher to sit on the cradle on the catapult you will need to lower the 9.50 value 0.25 at a time ie: 9.25 and see where that puts it. IF that is TOO LOW, then enter 9.30 etc. You will find though that all your values are now gone and you will have to remove the platform and start over. That is why above I said to make a written record of your values for every ship you attach a catapult to. Don't get frustrated but make it fun. When you are done you will have a good looking model. I don't know what you will have to use for the catapult launch in P3DV4.5

gray eagle
August 14th, 2020, 14:39
the three values are as follows:

The -6.00 is the distance the catapult is from the centerline of the ship. The second value the -80.00 is the distance aft of the center point of the ship and the last value 9.50 is the height above the deck of the attach point of the catapult. If before you enter the length and the width you will see a yellow square with three axis lines coming out of it x-y-z. That is the actual attach point of the object. To get your Kingfisher to sit on the cradle on the catapult you will need to lower the 9.50 value 0.25 at a time ie: 9.25 and see where that puts it. IF that is TOO LOW, then enter 9.30 etc. You will find though that all your values are now gone and you will have to remove the platform and start over. That is why above I said to make a written record of your values for every ship you attach a catapult to. Don't get frustrated but make it fun. When you are done you will have a good looking model. I don't know what you will have to use for the catapult launch in P3DV4.5

Thank you very much for the info. I thought you'd hung it up for the day (weekend) anyway, you sent me the coordinates for the B'more (email) so I can refer to that.
In the meantime, I had mosied over to the MDCX forum and was seeking if it possible to edit the platform that I had just created and now I found out (from you) that
I'd have to redo it from scratch.

If I may ask, how did you come up with the figures to use for the catapult platforms. It's all interesting and intriguing stuff.

Thanks

Butch

gray eagle
August 14th, 2020, 15:58
Managed to dial in the right numbers to make the kingfisher sit on the catapult.

Only thing is, when I used the slew keys to position it on the cat, and turn off the slew, it will actually launch from the cat.

And all the while I am in slew mode, the wheels are up but with slew off, wheels are down.

So for now, I will just play with the port cat and try some launches.

That third value (9.50) I changed to 9.00 -

I wonder if the other Navy seaplane can be slewed on the cat with the wheels up?
I think the Curtis Seagull is in FSX, doubt if P3d but I may look/try that one as well.

https://i.postimg.cc/3rtpD4rb/Capture.jpg

tgycgijoes
August 14th, 2020, 16:33
Interestingly, the Kingfisher is not an amphibian so you cannot retract the "landing gear". That is not landing gear but in fact Tim's version of the dolly that the seaplane rests on when on deck or on land. I wish I knew how he modeled it to not be there all the time. There is in fact a wheeled version of the Kingfisher available. The Kingfisher AND the Seagull both were able on land to remove the floats and install landing gear interchangeably by the plane crew. I have the same problem with the model I made by merging my scratch-built seaplane dolly from photos in Sketchup and then created an mdl. Here is a photo of the dolly.

http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=78240&stc=1

My problem was and I learned the hard way from the FSDeveloper experts that I did SUCH A GOOD JOB that there were so many polygons that this bogged down FSX so that I couldn't use it and then when it was attached I couldn't create any way to make it "disappear" once the seaplane was in the water so it flew with the dolly and looked stupid. GM and Ford have made expensive boo boo's too right? LOL!!! :biggrin-new:

edakridge
August 15th, 2020, 00:43
FSX doesn't like all aircraft for cat shots or arrested landings I found in a lot of different aircraft especially FS2004 ones that have been port-overs not native.
This is because MOST FS2004 ported over aircraft don't have the "Takeoff Assist" section in their aircraft.CFG. Another requirement for using FSX/P3D catapults is that the aircraft must have contact points for wheels as well as floats in the aircraft.cfg. The wheels do not have to be modeled, but the config entries must be there.This is the reason that you see the wheels down in the screenshot the Greyeagle posted. It is not a difference in FSX or P3D, but a requirement for the catapult.


Lets say you have a simple animated elevator MDL. What you could do is export this as a .X file in MCX. This would also generate a .xanim file. This .xanim file would be simple to edit with a text editor, adjust as required.
The difficult part is adding rotation as well, I'm sure it must be possible, but that's as much as I can say.
Once edited satisfactorily export as a MDL and merge with the ship MDL.
This is exactly the solution that I was thinking of. Create an animated hardened elevator using transparent materials/textures and then merge it with the model. IF the aircraft is placed close enough to the catapult at close to the right angle it will lock in once you hit "shift+I". I will leave the actual creation to some one else as I am tied up with other matters right now.


Only thing is, when I used the slew keys to position it on the cat, and turn off the slew, it will actually launch from the cat.
This is probably because your catapult section is narrower than your "wheels" contact points. When I set up my test, I used a square hardened area big enough to cover both catapults. You are not catapulting, you are coming off "Slew" in mid air. To have an actual catapult, you must add both catapult start and end attach points to the model. https://www.fsdeveloper.com/wiki/index.php?title=Catapult/Arrestor_Operations_(FSXA) What you are overlooking is that the sim could care less what the catapults look like on the model. It is only interested in the math. The actual dimensions of your hardened area and your contact points.

I hope this helps clarify things rather than further muddying the water.:)

gray eagle
August 15th, 2020, 04:19
Found an old issue of the Curtiss Seagull. This one has no options for a up/down dolly-landing gear but sits well albeit a little low on the short catapult.

https://i.postimg.cc/76jHLQK4/Capture.jpg

tgycgijoes
August 15th, 2020, 05:55
Found an old issue of the Curtiss Seagull. This one has no options for a up/down dolly-landing gear but sits well albeit a little low on the short catapult.

https://i.postimg.cc/76jHLQK4/Capture.jpg That looks great. If you want it to sit a bit higher and you are only going to use the Seagull then raise the platform in MDCX just a wee bit. If you are going to use the Kingfisher too, then just leave it. Can you launch it?

tgycgijoes
August 15th, 2020, 05:57
Ed has helped me understand a lot of FSX and flight sim programming in general and we are good friends. I appreciate his input here it's always on the mark.:encouragement:

gray eagle
August 15th, 2020, 06:38
That looks great. If you want it to sit a bit higher and you are only going to use the Seagull then raise the platform in MDCX just a wee bit. If you are going to use the Kingfisher too, then just leave it. Can you launch it?

No, on startup it just sits there. The Kingfisher seems anxious to launch when I use the slew key. I guess the dolly wheels were "baked" in by Tim when he developed the Kingfisher.

I may just stick with Tim's OS2U.

Edit: I wish that MDCX had the ability to keep the platform settings and one could just edit what entries were there. What would really be a + is to actually see the red platform

as you are making entry edits. That would eliminate the current procedure when making adjustments, but then, I'd still have to test it in the sim.

edakridge
August 15th, 2020, 06:48
No, on startup it just sits there. The Kingfisher seems anxious to launch when I use the slew key. I guess the dolly wheels were "baked" in by Tim when he developed the Kingfisher.

I may just stick with Tim's OS2U.
No, it's because you MUST add the "Launch Assistance" section to the aircraft.cfg for catapults to work.

[launch_assistance]
launch_bar_pivot = 6.74, 0.0, -1.68
launch_bar_lug = 7.95, 0.0, -2.05

Also, to catapult an aircraft MUST have wheels added in the contact point section of the aircraft.cfg. The sim could care less if they are present on the model.

gray eagle
August 15th, 2020, 07:32
No, it's because you MUST add the "Launch Assistance" section to the aircraft.cfg for catapults to work.

[launch_assistance]
launch_bar_pivot = 6.74, 0.0, -1.68
launch_bar_lug = 7.95, 0.0, -2.05

Also, to catapult an aircraft MUST have wheels added in the contact point section of the aircraft.cfg. The sim could care less if they are present on the model.

I don't need this in the O2SU - In P3D V4.5 when I slew the plane to position it on the catapult and it makes contact with the cat, I turn off the slew key and the thing will just

fling itself off the cat (just like a carrier launch) Wish I had a video of it.


I did add the launch assistance parameters to the OS2U aircraft.cfg thinking that I would have to enable the launch keys used for a aircraft carrier launch. No cat armed message

like I normally see on a cat shot from a carrier. So I just released the "Y" slew key and off it went.......

tgycgijoes
August 15th, 2020, 07:33
No, it's because you MUST add the "Launch Assistance" section to the aircraft.cfg for catapults to work.

[launch_assistance]
launch_bar_pivot = 6.74, 0.0, -1.68
launch_bar_lug = 7.95, 0.0, -2.05

Also, to catapult an aircraft MUST have wheels added in the contact point section of the aircraft.cfg. The sim could care less if they are present on the model.

When we spoke this will also allow the seaplane to be "pushed back" on the seaplane ramp and NOT have to be slewed. The sim will not push a seaplane without contact points for wheels. A nice perk. I didn't realize this when I started the post about NAS Kaneohe or this applies to any other seaplane ramp for that matter.

tgycgijoes
August 15th, 2020, 07:56
Here is the information "right from the horse's mouth" the Simulators Software Design Kits (SDKs)

Configuring FSX Acceleration

To enable the Catapult/Arrestor operations functionality, two seperate key aspects must be configured/functioning -


Aircraft - The launch-bar, (for the catapult), and tailhook, (for the arrestor-cables), located on the aircraft.
Vessel - The runway, catapult, and arrestor-cables, for the carrier you'll takeoff from, and recover to.



Prerequisite

The FSX Acceleration key-mapping must also be functioning correctly.


Configuring (FSXA)

fsx.CFG

In the [Realism] section.
Add/edit to enable -


CatapultForceLimiter=1 - Only fighter type aircraft can be catapulted.
CatapultForceLimiter=0 - Enables the catapult systems to generate the required force for any type of aircraft.


TODO - Find/add info how FSX discriminates between fighter and non-fighter aircraft.
Configuring (Aircraft)

Catapult Assist (Aircraft)

To launch an aircraft, a launch bar is lowered to engage the catapult system.
Add a launch bar to an aircraft, by either -


defining a [launch_assistance] entry in the aircraft configuration file.
setting the attachpt_Launch_Bar_Pivot and attachpt_Launch_Bar_Lug attach points in the model,

An entry in the configuration file will override the model's attach points, if they exist.


aircraft.cfg - launch-bar

Works for any aircraft.
Add a section titled [launch_assistance]
with the following parameters and values -
launch_bar_pivot = Launch bar pivot point, relative to datum reference point.
launch_bar_lug = Launch bar lug point, relative to datum reference point.
Example - Boeing F/A-18
[launch_assistance]
launch_bar_pivot = 5.0, 0.0, -1.0
launch_bar_lug = 5.0, 0.0, -4.5Model - launch-bar
Requires the model's source code.
TODO - Add/edit/split instructions for implementation.



This document provides notes on the aircraft supplied with Prepar3D and guidelines on how to implement some of the more complex systems, requiring the use of attach points, event IDs, simulation variables and aircraft configuration file settings.



Catapult Assisted Takeoff P3D
To add a launch bar to an aircraft, either set the attachpt_Launch_Bar_Pivot and attachpt_Launch_Bar_Lug attach points in the model, or define a [launch_assistance] entry in the aircraft configuration file (https://www.prepar3d.com/SDKv4/sdk/simulation_objects/aircraft_configuration_files.html). An entry in the configuration file will override the attach points, if they exist.



Use one of the KEY_TOGGLE_LAUNCH_BAR_SWITCH or KEY_SET_LAUNCHBAR_SWITCH key events to drop the launch bar from the nose of the aircraft. This is an animated feature of the F-18, and the launch bar should be visible.
The aircraft should be moved into position on the catapult, and then one of the KEY_TAKEOFF_ASSIST_ARM_SET or KEY_TAKEOFF_ASSIST_ARM_TOGGLE key events should be used to attach the launch bar to the bogie of the catapult (which is not animated). If the aircraft is not in the correct location, the connection will not be made. If all goes well, the connection will be made, and the blast shield will be raised.
The KEY_TAKEOFF_ASSIST_FIRE event key is used to fire the catapult. The user cannot control the position of the aircraft until the aircraft clears the deck.
If for any reason the assist arm is unset, again using the KEY_TAKEOFF_ASSIST_ARM_SET or KEY_TAKEOFF_ASSIST_ARM_TOGGLE key events, then the blast shield will also be retracted. The aircraft can then be moved away from the catapult.


I found it interesting that the F/A 18 default aircraft in my FSX Acceleration does NOT have this information in the aircraft.cfg

I understand why neither the Kingfisher or the Seagull aircraft.cfg doesn't and needs to be added because they have never been changed since they were developed "back when" by Tim Conrad or Paul Clawson. They were seaplanes that took off from and landed on the water.

SO...this will allow any aircraft you configure properly in the aircraft.cfg in either sim FSX or P3D to be launched from a catapult that you have placed it on by whatever method. You then do NOT need RCBCO to accomplish this.

Use a text editor like Notepad or Notepad++ to edit the aircraft.cfg but if you use Notepad be SURE to save it as aircraft.cfg or you will get a text file and your aircraft WILL NOT WORK.

There is the food for thought for the weekend.

gray eagle
August 15th, 2020, 10:14
This document provides notes on the aircraft supplied with Prepar3D and guidelines on how to implement some of the more complex systems, requiring the use of attach points, event IDs, simulation variables and aircraft configuration file settings.



Catapult Assisted Takeoff P3D
To add a launch bar to an aircraft, either set the attachpt_Launch_Bar_Pivot and attachpt_Launch_Bar_Lug attach points in the model, or define a [launch_assistance] entry in the aircraft configuration file (https://www.prepar3d.com/SDKv4/sdk/simulation_objects/aircraft_configuration_files.html). An entry in the configuration file will override the attach points, if they exist.



Use one of the KEY_TOGGLE_LAUNCH_BAR_SWITCH or KEY_SET_LAUNCHBAR_SWITCH key events to drop the launch bar from the nose of the aircraft. This is an animated feature of the F-18, and the launch bar should be visible.
The aircraft should be moved into position on the catapult, and then one of the KEY_TAKEOFF_ASSIST_ARM_SET or KEY_TAKEOFF_ASSIST_ARM_TOGGLE key events should be used to attach the launch bar to the bogie of the catapult (which is not animated). If the aircraft is not in the correct location, the connection will not be made. If all goes well, the connection will be made, and the blast shield will be raised.
The KEY_TAKEOFF_ASSIST_FIRE event key is used to fire the catapult. The user cannot control the position of the aircraft until the aircraft clears the deck.
If for any reason the assist arm is unset, again using the KEY_TAKEOFF_ASSIST_ARM_SET or KEY_TAKEOFF_ASSIST_ARM_TOGGLE key events, then the blast shield will also be retracted. The aircraft can then be moved away from the catapult.


I assume item #1 concerns the key commands in P3D V4

Takeoff assist (arm/disarm) Shift + I

Launch bar (extend/retract) Shift + U

The seaplane (for me) has to be slewed to the cat. Having done so, the take off/launch bar commands do not work - I tried that before.

When I use those commands after I have rolled the nose wheel over a carrier cat shuttle, the bridles show and I can launch.

Now I realized in the seaplane situation, (P3d) this isn't going to happen, or is it?

tgycgijoes
August 15th, 2020, 10:29
Try to redo your hard platform like Ed has done making it 30 wide instead of 3 and 60 long instead of 20 and see if covering the whole aft end of the ship makes a difference. Otherwise, I would go and post in the P3D forum and ask THEM why it doesn't work when you followed the P3D SDK exactly. I don't know what else to tell you. Let someone here (besides Ed) who uses P3D V4.5 advise you if they can make it work with the launch entries. If you make your stern a "flight deck" platform it might make a difference, I don't know. Is that true for either the Kingfisher OR the Seagull?

tgycgijoes
August 17th, 2020, 09:07
Spending the day in Carrier Convoy Planner creating the launch position aboard the pre-war USS Arizona BB-39 downloaded from Klaus's battleships which I already configured for a hard platform and this morning attached the catapult start and catapult end attach points in MDCx 1.30.

To assign a start position in CCP you can start with your catapult values from MDCx but for whatever reason they are not exactly that spot but very close. It then becomes a matter of starting a log with your first PA.cfg value in CCP for Pos1 which is in essence a location on a carrier flight deck. CCP comes configured for a number of ships including Javier's Nimitz which for whatever reason is the ONLY one that shows where positions are on the flight deck. I am sure its something that was incorporated when the model was designed. Every other ship I have created values in PA.cfg has been trial and error checking it in the sim each time until it is exactly where I want it to be. I don't intend to show HOW to use CCP here. Watching the online videos does a much better job of that than I could do in an SOH post with 100 screenshots.

Google: Carrier Convoy Planner Tutorials and watch. Some are over an hour long but very well done especially BLUE ZONE. The program comes with a manual in English and French and a Starting guide in the two languages as well. They are well written and illustrated but the tutorial videos I think are much more helpful and detailed since the manuals are only 20 pp long. Tomorrow I will show you how to create the starting positions in CCP. To learn how to USE CCP watch the videos. Here is the download link to the stable version of CCP graciously provided by Motus because any other links are no longer working:

https://drive.google.com/file/d/1sPqGzZ5v6RXl7LI2yJWUbD7eHcM_Qcxs/view

I would suggest not to install this OVER a version you have but install as a new version in another location. Then you can incorporate any custom data you have into the new stable version.

Now, back to my USS Arizona...

tgycgijoes
August 18th, 2020, 09:50
Yesterday I spent quite a number of hours positioning exactly where I want my seaplane to be on the catapult which is what it takes. You have to create the POS in the PA.cfg like this:

# Posx = offset : side, rear, height, heading relative to the reference position of the PA.

[CVN68]
path = USS_NIMITZ
CVN68_1 = 57X;112.00
CVN68_2 = 57X;112.00
CVN68_3 = 57Y;112.05
CVN68_4 = 57Y;112.05
CVN68_5 = 58X;112.10
CVN68_6 = 58X;112.10
CVN68_7 = 58Y;112.15
CVN68_8 = 58Y;112.15
CVN68_9 =
CVN68_10 =
CVN68_11 =
CVN68_12 =
Pos1 = 29.6, -68.1, 22.2, +1.0
Pos2 = -29.7, -101.0, 22.2, -100
Pos3 = -12.9, -35.3, 22.2, -20
Pos4 = -30.0, -26.2, 22.2, -100
Pos5 = -12.2, -15.5, 22.2, -20
Pos6 = -29.9, 40.9, 22.2, -100
Pos7 = -29.7, -113.0, 22.2, -100
Pos8 = 20.5, 32.5, 22.2, +1.0
Pos9 = 20.5, -12.5, 22.2, +1.0
# on spot 2 and spot 7 wait until ramp is at the beginning of the top where it will sit for five minutes or so before lowering
# If you happen to spawn when the elevator is down or in transition then aircraft will crash and re-spawn in the air.

This is the exact entry for Javier's Nimitz with all 9 positions on the flight deck as it comes configured with the program download.

Everytime you create a position you have to close Windows Explorer; start FSX or your sim; select the seaplane or aircraft; select an airport (it doesn't matter what airport or even if its on a runway) open up CCP; and go through the entire process of putting the aircraft on that position. Now you connect to the sim in CCP and change the view to outside and pan around to see exactly where the aircraft is. If its not where you want it, you go back in and adjust the PA.cfg Position value ever so slightly and do it all over again until it is exactly where you want it. I keep a log of each position on a piece of paper for each position as I do this and when it is exact it goes into a permanent record in my binder with all of the MDCx attach point values for every ship I have done. You CAN printout the PA.cfg when you are done with final values. I copied/pasted the PA.cfg and then renamed the copy. Then I deleted all of the ships I don't care about so that all that is in there are the ships I want. Much simpler to make additions that way. I hope that you have been able to follow this and understood my explanation. Three KEY POINTS when you are using CCP is:

#1 Be absolutely sure that your time in CCP in GMT is later than the sim time. It does NOT have to be 15 minutes like the tutorial because MY version doesn't sit on the runway until the CCP time and then appear on deck. As soon as it has connected with the sim, it is immediately on deck/catapult.

#2 Be sure that you have paused the sim and the parking brake is set.

#3 in the Connect screen in CCP be ABSOLUTELY certain that the box DISABLE PAUSE IN THE SIM is NOT checked or as soon as the connection is made, the sim will unpause and off goes your aircraft on the catault or across the deck.

Once you are in the sim; positioned on deck or catapult; unpause and your aircraft will settle down on to its wheels/float ready for you to get ready to start flying.

Have a lot of fun with this I do. Its so much easier than slewing once you get the hang of it.

If you are having a specific problem you just can't figure out, you can PM me and I will answer and try and help.

Richard

Here is a screenshot I took yesterday after I had completed all three positions on the USS Colorado BB-45. Klaus modeled the starboard and port cradles and tracks on the Colorado so I created positions for all three locations. This is the section leader's Seagull on the cradle on the port side

http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=78300&stc=1

tgycgijoes
August 19th, 2020, 09:33
I forgot to mention this as how I get the seaplane back onto the catapult in CCP. Get the seaplane on the catapult ready to launch it in CCP/FSX. With FSX open, SAVE THE FLIGHT. Go ahead and fly. As long as FSX (let me know if this works in P3D) and CCP remain open in this session, you can load the saved flight and restart the flight again with the aircraft on the catapult ready to launch. It only works in a single session though so you have to do it from the beginning again and resave it in the new session. Not perfect but at least in this session you don't have to start the whole process over. Something may come up in the future how to do this. I even investigated the hoist in the FSX SDK but that ONLY works on helicopters no way to attach it to the deck crane. Oh well!

PhantomP
August 26th, 2020, 13:18
Is this going to be available eventually to the public on SOH as a whole addon or do,I need to follow all the directions and instructions to get this to work?Thanks

tgycgijoes
August 26th, 2020, 17:40
LOL!!! Yes I will offer the USS Colorado with its platforms in the model and a README with a copy and paste section you can add to the PA.cfg in Carrier Convoy Planner (CCP). I will pack it into a zip folder and send the admin here. You will also get the texture files for Paul Clawson's SOC Seagull for fsx in DDS for aircraft No. 1 and No. 2 of the 4 plane section embarked on USS Colorado. If you want all four aircraft you can create the other two from plane no. 2.
I only did two of them for myself. I have had so much help from so many people here on SOH, at FSDevelopers and personally from friends I made here and there that I would be selfish not to share it. If you want any other ships you learned how to do them here. I have Klaus's permission to share the ship model with its additions and also Paul Clawson from before he passed to share Seagull addons and changes. You can download the Seagull on flightsim.com.

TARPSBird
August 27th, 2020, 00:42
Forgive me if I didn't see it in your previous posts, but where can I download Carrier & Convoy Planner?

tgycgijoes
August 27th, 2020, 05:54
The link to the download is in the last reply here from me at the bottom of page 2 of this thread.

TARPSBird
August 27th, 2020, 08:42
The link to the download is in the last reply here from me at the bottom of page 2 of this thread.
Got it, thanks Richard! :encouragement:

tgycgijoes
August 27th, 2020, 12:24
The USS Colorado with platforms, FSX SOC Seagull 4-O-4 Repaint and aircraft.cfg and PA.cfg info has just been approved and is in the Warbirds Library under FSX Ships. Enjoy it. That ends this thread. I have a new one coming in the next day or so. :wavey: bye.

PhantomP
August 27th, 2020, 14:05
Thank you so much.:ernaehrung004:

rcbarend
September 2nd, 2020, 07:24
.......and finally Rob Barendregt for his RCBCO-20 (he now has a -30) which I use to launch off the catapults. (Don't ask me why my FSX doesn't like RCBCO-30 but after hours of his patient efforts with me, I use 20 it works for me......

Another user accidentally pinpointed the problem with the Catapult launch in COP3: one of Doug's .gau/.dll gauges, defined in the ControlPanel 2D-window, doesn't like this Window to be re-sized; and fails then.

No idea why, but the remedy is simple:
In the panel.cfg, just move the six gauges (gauge01= upto gauge07= ) from the ControlPanel Window to the VCockpit01 section.

Cheers, Rob

tgycgijoes
September 2nd, 2020, 08:58
Will try it and post here if it works on MY FSX installation seaplanes. This was designed I know for aircraft carriers as was the FSX Acceleration Ops NOT seaplanes and battleships and cruisers. Their operations were done from "scenery" in the FS9 days not AI ships. Its great that it works both RCBCO-20 and RCBCO-30. Thanks Rob for creating these from back in the "ol' days" and updating them continually. :loyal:

tgycgijoes
September 2nd, 2020, 09:14
RCBCO-30 even with the 7 gauges down in the VC still does nothing but make noise no catapult launch of the seaplane so I am glad that RCBCO-20 works so well for me. If anyone else still cannot get -30 to work download and install RCBCO-20 following the instructions carefully. Works perfectly in FSX Acceleration. Don't know about any of the P3D's.

TARPSBird
September 2nd, 2020, 15:51
Richard, here is the portion of my SOC-3's panel.cfg file with the COP3 gauges. My RCBCO-3 set-up works fine with these entries and I can reposition and/or enlarge the panel and the cat and tailhook functions still work. Do you have all of the RCBCO-3 gauge package in its own dedicated COP3 folder in your FSX main Gauges folder?

//--------------------------------------------------------
[Window02]
Background_color=16,16,16
size_mm=52,12
window_size_ratio=1.000
position=7
visible=0
ident=10080
nomenu=1
window_size= 0.045, 0.015
window_pos= 0.550, 0.020

gauge00=COP3!ControlPanel, 0,0,52,12

//--------------------------------------------------------
[Vcockpit01]
Background_color=0,0,0
size_mm=1024,1024
visible=0
pixel_size=1024,1024s
texture=$SOCVC

gauge00=Lockheed_Vega!magnetic_compass, 452,359,125,125
gauge01=Lockheed_Vega!altimeter, 697,467,125,125
gauge02=Lockheed_Vega!asi, 217,467,125,125
gauge03=Lockheed_Vega!turn_and_bank, 454,505,125,125
gauge04=Lockheed_Vega!vsi, 104,673,125,125
gauge05=Lockheed_Vega!ap_ahi, 798,651,125,125
gauge06=Lockheed_Vega!rpm, 450,654,125,125
gauge07=Lockheed_Vega!manifold_pressure, 288,678,90,90
gauge08=Lockheed_Vega!cyl_temp, 654,679,90,90
gauge09=Lockheed_Vega!oil_temp, 59,887,90,90
gauge10=Lockheed_Vega!oil_pressure, 190,885,90,90
gauge11=Extra_XML!ignition_switch, 337,927,60,60
gauge12=Beech_Baron!Panel Lights, 620,923,30,48
gauge13=Beech_Baron!Nav Lights, 674,923,30,48
gauge14=Beech_Baron!Landing Lights, 729, 923 ,30,48
gauge15=COP3/WindowStatus!window_status, 0,0
gauge16=COP3!WindowInit10080, 0,0
gauge17=SimIcons1024!Radio Icon, 650,831,25,25
gauge18=DeHavilland_Beaver_DHC2!fuel, 456,845,125,125
gauge19=COP3/CarrierZones!dsd_carrier_zones,0,0
gauge20=COP3/Config!config, 0,0,,, ./gauges/COP3/Config.ini
gauge21=COP3/Sound!dsd_xml_sound3, 0,0,,, ./gauges/COP3/Sound.ini
gauge22=COP3!Arrester, 0,0
gauge23=COP3!Catapult, 0,0
gauge24=COP3/SpeedControl!xml2ipc, 0,0
gauge25=COP3!SonicBoomControl, 0,0

tgycgijoes
September 2nd, 2020, 17:24
I have a custom made Tacpack/VirtualCockpit/2DPopups with custom gauges. I did not originally when Rob and I tried to get -30 to work it was stock SOC but now I have this one and it has RCBCO-20 installed perfectly but thank you for taking the time to post yours.

Richard :encouragement:

TARPSBird
September 2nd, 2020, 18:03
Richard, if your panel works for you then you're good to go. :encouragement: Since I installed the RCBCO-3 gauges I've been considering using them in some of my favorite tailhook planes. Makes cat shots easy. Acceleration is usually OK for traps but I get a little tired of planes getting hooked up to the cats on one carrier with no problem and then they jump around and drop out of tension on another. :banghead:

tgycgijoes
September 2nd, 2020, 19:11
That is why I like Rob's RCBCO gauges. Even when I have cat start and cat end attach points sometimes they still did not work. RCBCO works every time. Thanks Rob.

rcbarend
September 3rd, 2020, 14:19
Hi Richard,

Sorry to hear COP3 still doesn't work for you, but glad there are alternatives that works as you want.

It's just that, as a designer, I hate to have unexplained (not: unsolved) "loose-ends" in any of the stuff I upload.
But that's my personal "tic".... LoL

Cheers, Rob

PS:
And Jerry, thanks for trying to help here ...

tgycgijoes
September 3rd, 2020, 15:32
Rob, you know all the work you and I did trying to get it to work, oh well. I have been talking on and off with Arno too because I have a problem not that I can't work around with his latest MDCx V1.4, but NOT with V1.3. I honestly think it is something that got unset or set or whatever that no one can find in my FSX Acceleration but I am not going to uninstall it to try and find it because everything else works perfectly flying and scenery and it would be wayyyy too hard to reinstall all the addons so I just work with it until it becomes a real problem and then I will just have to cry a lot and do it LOL. Thanks, and don't fret because I know its NOT your program but MY FSX installation that is slightly quirky.

Richard