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Re: Ok who's gonna be a genius today?

Posted: 03 May 2010, 10:22
by DaveB
Nice one John :thumbsup:

For the sake of authenticity.. try and tweak those ships so that you don't see any red. It looks nice I know but you would only ever see it if the ship were in dry dock or in medium to heavy seas as either the bow climbed a wave or the stern slipped down one ;)

ATB

DaveB B)smk

Re: Ok who's gonna be a genius today?

Posted: 03 May 2010, 14:13
by FlyTexas
Love that first shot! :thumbsup:

Brian

Re: Ok who's gonna be a genius today?

Posted: 03 May 2010, 15:24
by John
DaveB wrote:Nice one John :thumbsup:

For the sake of authenticity.. try and tweak those ships so that you don't see any red. It looks nice I know but you would only ever see it if the ship were in dry dock or in medium to heavy seas as either the bow climbed a wave or the stern slipped down one ;)

ATB

DaveB B)smk

Yeah the last time I saw that much red it was RFA Argus in Dry Dock in Falmouth!

I'll have a fiddle and then do some proper shots

Kind regards

John

Re: Ok who's gonna be a genius today?

Posted: 03 May 2010, 15:58
by alan cottrill
Hi John.
Below is a copy of a float plane i have in fs2004,look at class o,which defines the type of u/c the aircraft has,then assign floats instead of wheels,then play with the contact points for the depth you require the ship to float.

//0 Class <0=none,1=wheel, 2=scrape, 3=float>
//1 Longitudinal Position (feet)
//2 Lateral Position (feet)
//3 Vertical Position (feet)
//4 Impact Damage Threshold (Feet Per Minute)
//5 Brake Map (0=None, 1=Left, 2=Right)
//6 Wheel Radius (feet)
//7 Steer Angle (degrees)
//8 Static Compression (feet) (0 if rigid)
//9 Max/Static Compression Ratio
//10 Damping Ratio (0=Undamped, 1=Critically Damped)
//11 Extension Time (seconds)
//12 Retraction Time (seconds)
//13 Sound Type
//14 Airspeed limit for retraction (KIAS)
//15 Airspeed that gear gets damage at (KIAS)

[contact_points]
point.0= 1.000, 12.540, -6.510, -7.900, 1250.000, 0.000, 1.180, 0.000, 0.230, 2.500, 0.952, 6.000, 6.000, 0.000, 0.000, 0.000
point.1= 1.000, -2.560, -6.510, -7.800, 1574.000, 1.000, 1.380, 0.000, 0.300, 2.500, 0.815, 6.000, 6.000, 2.000, 0.000, 0.000
point.2= 1.000, -2.560, 6.510, -7.800, 1574.000, 2.000, 1.380, 0.000, 0.300, 2.500, 0.815, 6.000, 6.000, 3.000, 0.000, 0.000
point.3= 4.000, -2.560, 6.510, -5.300, 2000.000, 0.000, 0.000, 0.000, 0.300, 2.500, 0.815, 0.000, 0.000, 3.000, 0.000, 0.000
point.4= 4.000, -2.560, -6.510, -5.300, 2000.000, 0.000, 0.000, 0.000, 0.300, 2.500, 0.815, 0.000, 0.000, 2.000, 0.000, 0.000
point.5= 4.000, 10.000, 6.510, -5.300, 2000.000, 0.000, 0.000, 0.000, 0.300, 2.500, 0.815, 0.000, 0.000, 3.000, 0.000, 0.000
point.6= 4.000, 10.000, -6.510, -5.300, 2000.000, 0.000, 0.000, 0.000, 0.300, 2.500, 0.815, 0.000, 0.000, 2.000, 0.000, 0.000
point.7= 1.000, 12.540, 6.510, -7.900, 1250.000, 0.000, 1.180, 0.000, 0.230, 2.500, 0.952, 6.000, 6.000, 1.000, 0.000, 0.000
point.8= 2.000, -1.900, -33.480, 4.210, 500.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 5.000, 0.000, 0.000
point.9= 2.000, -1.900, 33.480, 4.210, 500.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 6.000, 0.000, 0.000
point.10= 2.000, 18.680, 0.000, -1.300, 2000.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 4.000, 0.000, 0.000
point.11= 2.000, -26.130, -10.620, 4.570, 300.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 9.000, 0.000, 0.000
point.12= 2.000, -26.130, 10.620, 4.570, 300.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 9.000, 0.000, 0.000

regards alan.

Re: Ok who's gonna be a genius today?

Posted: 03 May 2010, 18:21
by DaveG
That info is incorrect Alan, floats are class 4, not 3.

The actual contact points are defined correctly though. :)

Re: Ok who's gonna be a genius today?

Posted: 03 May 2010, 18:57
by John
Thank you both for making the effort I shall experiment away!

Kind regards

John

Re: Ok who's gonna be a genius today?

Posted: 03 May 2010, 19:26
by DaveB
Do you know if these can be dragged into FSX as AI John?? That cruiser would go down a treat to escort Victorious and KG5 :rock:

ATB

DaveB B)smk

Re: Ok who's gonna be a genius today?

Posted: 03 May 2010, 19:41
by Garry Russell
Sureley you don't really want your cruiser to go down Dave .......even if it was a treat :lol: :lol: :lol:

Re: Ok who's gonna be a genius today?

Posted: 03 May 2010, 20:05
by John
DaveB wrote:Do you know if these can be dragged into FSX as AI John?? That cruiser would go down a treat to escort Victorious and KG5 :rock:

ATB

DaveB B)smk
You know I honestly have no idea... but I'll gladly send you the bits if that helps?

JR

Re: Ok who's gonna be a genius today?

Posted: 03 May 2010, 21:08
by DaveB
Thanks Garry.. and thanks John :lol:

TBH.. I wouldn't know what to do with the bits if you sent them mate. I'm still not au fait enough with FSX to make a simple traffic file 8) Were it not for Ben and DaveG, I'd have only default ships which although nice for a millisecond.. are boring as hell thereafter.

ATB

DaveB B)smk