AICarriers In-Flight Refuelling
Moderators: Guru's, The Ministry
Re: AICarriers In-Flight Refuelling
Yes, I'm getting way ahead of myself. For now I would be happy to practice formation flying. I've tried FSRecorder but I could not keep in close formation, and I was flying the other aircraft so I knew what the flight plan was !!
- spatialpro
- Concorde
- Posts: 681
- Joined: 10 Apr 2007, 20:18
- Location: Wessex
Re: AICarriers In-Flight Refuelling
Ah, the Scimitar, Sea Vixen and HMS Heron... a man after my own heart!
It looks to me as though even when not running the REX weather engine you've still got REX textures loaded into FSX?? If so, what weather textures set up did you use (e.g. what cloud type, sky colour etc.)? You seem to have a perfect dull (average?!) day set up there, which is just what I'm after, strangely enough!

It looks to me as though even when not running the REX weather engine you've still got REX textures loaded into FSX?? If so, what weather textures set up did you use (e.g. what cloud type, sky colour etc.)? You seem to have a perfect dull (average?!) day set up there, which is just what I'm after, strangely enough!

Formerly "Airtrooper"
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- DaveB
- The Ministry
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- Joined: 17 Jun 2004, 20:46
- Location: Pelsall, West Mids, UK
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Re: AICarriers In-Flight Refuelling
Hmm.. that was ON TOPIC!
I think the point Ben made is a valid one. The way AAR worked in FS9 was for the tanker to be followed by 2 (for example) refuelling points which could be made larger or smaller by changing the size of the square representing the refuelling area. It had little or nothing to do with where either the drogue or probe were as neither actually mated as they do IRL.. just the proximity of the receiver to the square/s represented by the tankers refuelling points
ATB
DaveB

I think the point Ben made is a valid one. The way AAR worked in FS9 was for the tanker to be followed by 2 (for example) refuelling points which could be made larger or smaller by changing the size of the square representing the refuelling area. It had little or nothing to do with where either the drogue or probe were as neither actually mated as they do IRL.. just the proximity of the receiver to the square/s represented by the tankers refuelling points

ATB
DaveB



Old sailors never die.. they just smell that way!
Re: AICarriers In-Flight Refuelling
Getting Close !!
Heading Out

Passing over Ireland

Over shoot


In formation ( NOTE: No drop in frame rate )


Finally I got the aircraft to move ( 650mph ) on land AND at sea.
This was done by using 2 categories
Category=GroundVehicle
Category=Boat
The sim.cfg file looks like this;
[fltsim.0]
title=Scimitar
model=
texture=
[General]
category=GroundVehicle
Category=Boat
[contact_points]
static_pitch=0.0 //degrees, pitch when at rest on the ground (+=Up, -=Dn)
static_cg_height=1500.0 //feet, altitude of CG when at rest on the ground
[DesignSpecs]
max_speed_mph = 650
acceleration_constants = 7.0, 10.0 //Time constant (effects responsiveness), and max acceleration (Gs)
[SMOKESYSTEM]
smoke.0=-18.00, 2.50, 0.50, fx_ALPHA_Scim_smoke
smoke.1=-18.00, -2.50, 0.50, fx_ALPHA_Scim_smoke
Some findings;
AICarriers can call up any model from the SimObjects directory, the model does not HAVE to be in the Boats folder.
The model can use a sim.cfg or an Aircraft.cfg file, AICarriers can you move it if a Category is named in the .cfg file.
The Stern position entry controls the wake effect and so is not needed.
The Deceleration entry is not needed ( unless you want the object to come to a grinding halt )
At the moment acceleration if created over the sea is slow at the moment, acceleration over the land is nearly instant. ( yes I've tried the other way round but the object stops at the shore if created at sea
and does not move if created over land )
I have to do some work on damping, at the moment the object bounces up and down following the land contours or waves/sea bed ?, anyway it moves up and down a LOT although I have heard it said that In flight refueling was "Like taking a running f__k at a rolling doughnut" !!!
I had to be quick on the V key to get the screen shots.
Heading Out

Passing over Ireland

Over shoot


In formation ( NOTE: No drop in frame rate )


Finally I got the aircraft to move ( 650mph ) on land AND at sea.
This was done by using 2 categories
Category=GroundVehicle
Category=Boat
The sim.cfg file looks like this;
[fltsim.0]
title=Scimitar
model=
texture=
[General]
category=GroundVehicle
Category=Boat
[contact_points]
static_pitch=0.0 //degrees, pitch when at rest on the ground (+=Up, -=Dn)
static_cg_height=1500.0 //feet, altitude of CG when at rest on the ground
[DesignSpecs]
max_speed_mph = 650
acceleration_constants = 7.0, 10.0 //Time constant (effects responsiveness), and max acceleration (Gs)
[SMOKESYSTEM]
smoke.0=-18.00, 2.50, 0.50, fx_ALPHA_Scim_smoke
smoke.1=-18.00, -2.50, 0.50, fx_ALPHA_Scim_smoke
Some findings;
AICarriers can call up any model from the SimObjects directory, the model does not HAVE to be in the Boats folder.
The model can use a sim.cfg or an Aircraft.cfg file, AICarriers can you move it if a Category is named in the .cfg file.
The Stern position entry controls the wake effect and so is not needed.
The Deceleration entry is not needed ( unless you want the object to come to a grinding halt )
At the moment acceleration if created over the sea is slow at the moment, acceleration over the land is nearly instant. ( yes I've tried the other way round but the object stops at the shore if created at sea
and does not move if created over land )
I have to do some work on damping, at the moment the object bounces up and down following the land contours or waves/sea bed ?, anyway it moves up and down a LOT although I have heard it said that In flight refueling was "Like taking a running f__k at a rolling doughnut" !!!
I had to be quick on the V key to get the screen shots.