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Re: FSX AI Royal Navy Ships!!!

Posted: 05 Nov 2007, 15:32
by Chris Sykes
Well i now have the Fleet in some sort of organised rabble headed with a Escort at the front centre, the Ark Royal Centre and flanked by the other type F23 frigates, Heres a picture but sadly i think there is a weight problem on the frigates... And i wish there was more RN ships for this kind of thing as three F23 types flanking the Ark is a litle bit borin, need some diference...

Image

Re: FSX AI Royal Navy Ships!!!

Posted: 05 Nov 2007, 15:35
by DaveB
When i was at work the other night it suddenly dawned me how much more pleasurable hanging over the side in a sling painting Grey would have been with an MP3 player that had yet to be invented :lol:
Or up a mast making aerials from 7-strand copper wire :lol: I still have my Sony Walkman believe it or not and the b1oody thing still works :lol:

ATB

DaveB :tab:

Re: FSX AI Royal Navy Ships!!!

Posted: 05 Nov 2007, 15:37
by DaveB
Chris..

That profile doesn't look too far off as it happens. Try (if you can) repainting the side number a bit smaller and a bit higher and it won't look bad at all ;-)

ATB

DaveB :tab:

Re: FSX AI Royal Navy Ships!!!

Posted: 05 Nov 2007, 15:47
by Chris Sykes
Oh eck.... repainting HELP

Re: FSX AI Royal Navy Ships!!!

Posted: 05 Nov 2007, 21:02
by sketchy
Wow that looks great!!

Love the County Class!

Re: FSX AI Royal Navy Ships!!!

Posted: 17 Nov 2007, 00:24
by spatialpro
Did you do this using lc0277's AICarriers2r2.zip utility?

If so, does this mean it accepts all scenery objects, not just library scenery objects?

If the Type-23 (or any other past, present or future ship models) were made using Gmax then perhaps the authors could be persuaded (?) to add hard landing areas where the decks are and then compile and release them as library objects? Then they can be set sail anywhere around the world. Discuss...!

Re: FSX AI Royal Navy Ships!!!

Posted: 17 Nov 2007, 09:51
by TSR2
Hi Airtrooper,

For a ship to be used as AI in FSX it must be compiled as an MDL and NOT a BGL. This in itself should be reasonably straight forward for the developers and will work with either FSDS or xMAX. Now.... if you want to add a hard area, thats slightly different. I believe FSDS3.5 can now do this, but previous versions couldnt. xMAX can do this. Obviously adding a hard area will require more effort from the developer.

If you want to make the ships sailable (i.e. not as AI) this again will require more work also.

Hope that clears things up a bit. :)