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.