Test low-poly toys in BMS4..
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All right, the Invincible carrier landing failure is solved!
the key is increasing the space between runwaypt and takeoffpt/takerunwaypt. it gives ac more time to slow down before switching to next action after reaching takerunwayPT.
now AI ac have high successful landing rate and able to ski jump takeoff. the only old bug is ac turning when ship turning…if ac heading is not aligned with takeoff runway, it won’t follow the PT setting.
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Well, it’s realistic, all things considered.
Just my own and humble opinion, of course. Thanks for the useful news, this will help in improving my way of flying for sure.
With best regards.
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That’s great, man!
I see you’ve found those sweet spots for tandem lineup and takeoff.
I’ll try to use those separations and see if I can use the same in R11 and L61, makes takeoff much more realistic.
Great work, ccc
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I see you’ve found those sweet spots for tandem lineup and takeoff.
well the order of tandem lineup is …
1st takeoff pt - 2nd takeoff pt -1st takerunwaypt - 2nd takerunwyapt.each pt space is 55 ft for AV8 size. 1st pt and 2nd pt got a Y offset around 1-2ft.
for small VSTOL carrier, the four pt occupy half more runway space!
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for smaller carrier, it’s harder to get good launch/recovery with limited deck space.
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I checked they are in the package.
Will the be included in the next update of 4.34? They need only skin….
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https://i.imgur.com/asjR1Rv.png
for smaller carrier, it’s harder to get good launch/recovery with limited deck space.
Small, but good looking
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FYI the carrier Garibaldi has a 6.5 degree ski ramp…the shallow ramp cannot provide sufficient “jump” power. i have to pull stick all the way back till AV8 reach 130+kt, or ac will hit the water once off the front end of deck.
Later i checked most Garibali vids on youtube, just found all AV8 set nozzle 20-30 deg downward thru takeoff run, to provide additional lift.
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bigger ship, better result. this one has 100% ac recovery.
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Though the cavour test has good recovery rate, its 12 deg ski ramp brings another problem: human ac and some AI ac cannot takeoff safely… the steeper curve of this ramp breaks dashing AV8 nose gear, or hit the tailfin when ac “pitching-up” quickly at last half of ramp.
Apparently ski jump takeoff is a complex math involving many parameters…the target is controlling the speed on ski ramp.
so - i develop a safer “slow ski jump” procedure : slow taxiing close to ski ramp, then use full thrust on the ramp. in this way AV8 can stand with smoother nose gear impact and pitch angle transition, and takeoff the ramp around 100-110kt safely. the idea comes from my previous pic - first two AI ac with shorter takeoff run are ok, the later two may got damage due to longer takeoff run(too fast).
BTW thanks to new carrier deck dimension code, ac can park on overhanging elevators without using cheat invisible deck!
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And I think your Harrier takeoff procedure must be correct, ccc.
That’s what I recall I have always seen in actual Nave Garibaldi and Cavour footage, at least. Just a pity I don’t have RL Harrier jet pilots among my friends.
Who knows what Dee-Jay would say about… and Toro could be helpful in retrieving stuff to be analyzed by slow-motion action after, I guess.So interesting indeed anyway.
With best regards.
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this carrier has good takeoff and recovery. the only problem is the cat layout…not sure port side one is cat 1 or the bow one.
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Still a freakin’ awesome skin on that SE… : )
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modify previous carrier obj PHD file for another one…the deck is wider, and safer.
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Hey ccc,
Would you be able by any chance to make a functional meatball for R11 and L61?
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the deck is wider, and safer.
Tell that to the Akagi, Kaga, Sōryū and Hiryū carriers that were at Midway!!! :lol:
C9
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Would you be able by any chance to make a functional meatball for R11 and L61?
i don’t think VSTOL carriers use meatball. they use light for deck traffic control.
@Cloud:
Tell that to the Akagi, Kaga, Sōryū and Hiryū carriers that were at Midway!!! :lol:
C9
feel free to check page 80-95 in this thread, low-poly WW2 style in bms!
the workload is too much to get those old carriers working in 4.34. -
4.34 has many new code for cool 3d features…towed gun/vehicle is one of them.
in this truck.veh file used by current towed guns, it shows trailer data like:
#–---------------------------------------------------
Trailer Data
#-----------------------------------------------------
TrailerDataTractorCt -1
TrailerDataTrailerHitchPos -20.00
TrailerDataTractorHitchPos 0.00I do some test and understand how it work…
1. TrailerDataTractorCt -1 > CT number -1 can be changed to use different truck or tractor vehicle!
2. TrailerDataTrailerHitchPos -20.00 > the hitch point of a towed gun or vehicle 3d model, X value. -20ft means hitch point is 20ft behind zero point of model.
3. TrailerDataTractorHitchPos 0.00 > the hitch point of towing truck or tractor vehicle 3d model, X value. normally it could be around -10/rear end of truck model.in this example D30+Zil135 truck, 20ft is the right number for D30 model/10ft + Zil135 model/10ft… the sum of two values.
and, since the towed gun/trailer will be towed backward, its hitchPos value is negative and Xswitch model part(travelling status) should be turned backward accordingly.
PS - in TE, add battalion soviet- 2A65 towed gun, the guns are towed by Hummv, not KrAz truck in the list. it’s probably due to [TrailerDataTractorCt -1], tractor is not designated.
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3C, can you recall off the top of your head how deck spotting for Cv’s was done in FF? There don’t seem to be any .dat files for ships…
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sorry i cann’t remember FF carrier editing.
try use LE - object editor, look for the carrier objective data.
you may find carrier obj number with F4browse.