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Navy Chief
November 19th, 2015, 19:15
I have not downloaded this yet. I was reading some old posts about spawning flights on a carrier in FSX, and saw a comment that when FSX@War came out, it would be possible to spawn a fight on a AI carrier in FSX.

Anyone know if this true? I know it is possible to begin flights on a FSX Acceleration carrier, but it would be great to do so on a AI bird farm instead! :encouragement: NC

roger-wilco-66
November 19th, 2015, 21:09
You might want to have a look at CPP (Carrier and Convoy Planner), which is available at http://www.fsxwar.com/ . I sometimes wonder why this great tool is a bit overlooked. You can spawn all kinds of air, land and sea based vehicles with it and it comes with a large object library.

I tried it myself with P3D V3 and it worked well. However, I didn't try it in a carrier context. I used it to spawn AI flights to populate the airspace in the area where I fly. I also would be interested if it is possible to spawn AI flights from a carrier, maybe our member xpelegis could enlighten us a bit?


HTH,
Mark

DaveWG
November 19th, 2015, 22:20
You can start your own flights from a carrier in CCP, but I don't think AI flights are possible.
Haven't used it for a while as TacPack doesn't work in P3dv3. Not sure if CCP will run without it.

dhasdell
November 19th, 2015, 22:23
AI was possible in FS9, where the carriers are static, and should be with the statics in FSX, but I can't see it working with a moving one.

xpelekis
November 19th, 2015, 23:38
Hi.
I'm a beta tester for FSX@War team and I'll start from this :

I sometimes wonder why this great tool is a bit overlooked
It's an understatement :untroubled: but stands true. For people flying in Free Flight, I consider it
the best available tool for adding AI Traffic of all types (planes, vehs, boats) in your sorties.
All types of AI follow the waypoints that you have designed and spawn in predefined times.
Thus you can design a Military Operation with the AI traffic where planes go "there", ships go "there",
vehicles go "there" at the timing you choose.

It is intented for MP operations that players will protect their own of course, but can be used anyway user likes it.

CCP is a standalone tool. Nothing to do with Tacpack (ie, doesnot need Tacpack for anything). CCP it's just an AI traffic tool.
It may "manipulate" Tacpack files, but doesnot need Tacpack installed. Also nothing to do with FSX@War program. It most probably
be integrated into FSX@War though at some point (with standalone version also being there).

The current beta version under testing (not available yet but it's close to that) has the ability to :
- detect FSX/P3D airports automatically, so Take off & Landing Wpts can be placed for planes on runways.
- introduces formation flying for the AI planes (from take off up to landing) of 6-7 different types of formations (i have demonstrated this in Korea video).
- connects to FSX/P3D, so you can define placement of static AIs with precision by moving your plane in slew
mode at the position you want inside FSX/P3D environment.
- adds JTAC placement also (laser point for guided weapons for modern Tacpacked planes - and I think also ability of buddy lasing with an AI).

These are the major new features apart other minor.

Spawning of user/s (on single or MP) happens at static carrier, at least 5 mins before carrier (and escort ships) starts to move towards the Waypoints.
Restriction doesnot apply for other AI units.
Same applies for AI planes for carriers : They take off from static carrier. They cannot land on carrier, so they have to be redirected to land airports or
keep 'em airborn in patrol route until end of session

http://i.imgur.com/KXFGKgF.jpg

AI carrier take off is already possible in current public version really, but better wait for next release.

"That's all..." :encouragement:

IanHenry
November 20th, 2015, 00:35
Will this work in Prepa3D v3?


Ian

roger-wilco-66
November 20th, 2015, 02:07
Hi.
I'm a beta tester for FSX@War team and I'll start from this :

It's an understatement : [...]



Wow, thanks for taking your time for this thorough explanation! I tried some feature already and the more I use it the more I'm impressed by it's multitude of functions. looking forward to the next version!

Cheers,
Mark

xpelekis
November 20th, 2015, 02:23
Will this work in Prepa3D v3?

Yes. Has already been tested.

Navy Chief
November 20th, 2015, 04:48
Thanks for the detailed explanation, Expelexis. So, if I understand from your post, that when using CCP, one is able to create a flight starting (say on Javier's carrier, for example)? NC :adoration:

xpelekis
November 20th, 2015, 05:42
In current CCP version, no.
At next CCP release, yes. As in photo above.
But it may require editing of co-ordinates in the created CCP file (called .oob.xml, it's an .xml file). I haven't engaged myself
to that part, but as far as I understand it, it's a matter of editing the co-ordinates of "spawn position" of the AI aboard Nimitz
at the position you want (start of catapult) and giving the first Wpt at the heading direction you wish the AI to be "catapulted".

When the predefined time for this AI to get moving comes (in CCP), it will be "catapulted" and flying towards the assigned Wpts.

Navy Chief
November 20th, 2015, 07:10
In current CCP version, no.
At next CCP release, yes. As in photo above.
But it may require editing of co-ordinates in the created CCP file (called .oob.xml, it's an .xml file). I haven't engaged myself
to that part, but as far as I understand it, it's a matter of editing the co-ordinates of "spawn position" of the AI aboard Nimitz
at the position you want (start of catapult) and giving the first Wpt at the heading direction you wish the AI to be "catapulted".

When the predefined time for this AI to get moving comes (in CCP), it will be "catapulted" and flying towards the assigned Wpts.

Sounds promising! NC