+Fates Posted June 29, 2003 Posted June 29, 2003 BigBeerODB has done it again. This time it the CV-59 Carrier christened for is initial voyage into SFP1. This Forrestal class ship was the Navy's first SUPER Carrier. Forrestal was the first carrier designed specifically to operate jet aircraft, and included an angled deck which permitted simultaneous takeoffs and landings. Forrestal's revolutionary design became the basis for all US carriers that followed. As the first aircraft carrier designed specifically for jet aircraft, she featured an armored flight deck. Additional "firsts" were an enclosed hurricane bow, steam-powered catapults for launching aircraft and four deck-edge elevators for moving aircraft to/from the hangar and flight decks. Here's the Screens: I'll get the files up soon... Fates Quote
Guest Ranger332 Posted June 29, 2003 Posted June 29, 2003 Great job cant wait thank you for a will done job 8) :thumbup: Quote
+pcpilot Posted June 29, 2003 Posted June 29, 2003 Dangme Beer, thats KEWL! Can we land on it yet? (not that what I do anyone would call a landing...more like a skidding crash...) Quote
+Fates Posted June 29, 2003 Author Posted June 29, 2003 Until I get the files up on Biohaz, you can download them from here: www.teamodb.com/flightsims/files/CARGOSHIP_DATA.zip Quote
+SkateZilla Posted June 30, 2003 Posted June 30, 2003 Bear.. why replace the Cargo ship. why not just add the carrier data to the INI. put the textures LODs in /Objects/ Directory The carrier.ini which consists of: [LOD001] Filename=carrier.lod Distance=150000 [shadow] CastShadow=FALSE ShadowLOD=carrier.shd ShadowType=1 ShadowCastDist=500 MaxVisibleDistance=500 and the Carrier data File ( Oviously Some Variable need to be changed for your Carrier) [MissionData] NationName=GENERIC ServiceStartYear=0 ServiceEndYear=2000 GroundObjectRole=CARGO_SHIP Availability=VERY_COMMON FormationSizeBase=1 FormationSizeVariation=7 [GroundObjectData] AnimationID=1 DamagedModel=CargoShip_Damaged.LOD DestroyedModel=CargoShip_destroyed.LOD DestroyedEffect=ShipDamageEffect EmptyMass=5580.00 Component[001]=Hull Component[002]=FlightDeck Component[003]=Superstructure [sound] EngineSoundName= MovementSoundName= [DetectSystem] MaxVisibleDistance=15000.0 RadarCrossSection=3000 [WeaponSystem] [MovementSystem] MaxRoadSpeed=69.5 MaxOffRoadSpeed=69.5 PowerAvailable=100 MaxTurnRate=2.0 MaxDeceleration=0.1 SuspensionConstant=14.0 MovementEmitterName=ShipMovementEffect MovementEmitterPosition=0.0,94.45,0.00 MovementEmitterSize=1.0 MovementUseEffect=TRUE [Hull] ModelNodeName=LOWER_HULL MaxExtentPosition= 11.55, 94.35, 2.40 MinExtentPosition=-9.50,-113.59,-5.30 StructuralFactor=0.1 HasArmor=TRUE ArmorMaterial=STEEL Armor[FRONT].Thickness=500 Armor .Thickness=500 Armor .Thickness=500 Armor[REAR].Thickness=500 Armor[TOP].Thickness=500 Armor[bOTTOM].Thickness=500 SystemName[001]=Engine [FlightDeck] ModelNodeName=Flight_Deck MaxExtentPosition= 12.70, 107.25, 14.75 MinExtentPosition=-22.50,-117.50,-2.82 StructuralFactor=0.1 HasArmor=TRUE ArmorMaterial=STEEL Armor[FRONT].Thickness=500 Armor .Thickness=500 Armor .Thickness=500 Armor[REAR].Thickness=500 Armor[TOP].Thickness=500 Armor[bOTTOM].Thickness=500 CollisionPoint[001]= 12.70, 107.25, 14.75 CollisionPoint[002]=-22.50,-117.50,-2.82 [superstructure] ModelNodeName=Tower EffectSize=1.0 MaxExtentPosition= 20.20,-29.00,23.55 MinExtentPosition=-14.14,-44.25, 14.85 HasArmor=TRUE ArmorMaterial=STEEL Armor[FRONT].Thickness=500 Armor .Thickness=500 Armor .Thickness=500 Armor[REAR].Thickness=500 Armor[TOP].Thickness=500 Armor[bOTTOM].Thickness=500 [Engine] SystemType=ENGINE MaxExtentPosition= 5.50,-75.37, 1.20 MinExtentPosition=-5.50,-93.00,-4.75 ExhaustEmitterName=ShipSmoke ExhaustPosition=16.95,-36.15,22.40 ExhaustEmitterSize=1.0 then the last Part Would be the GroundObjectData.INI [Object037] ObjectName=carrier <<<--- LOD name ObjectFullname=CV-59 Forrestor <<<--- Name to Appear In Game ObjectDataFile=Carrier_data.ini <<<--- Data File Name I think it would be better if you locked on to it and it said CV-59 inseatd of cargo ship. I Use those INI Settings for the Nimitz i was working on and it shows up more than the cargo ship. also If you do this Change the cargo ship Availibility to RARE in teh Cargo ship DATA.INI Quote
Guest Sony Tuckson Posted June 30, 2003 Posted June 30, 2003 thanks guys!!!!! this will kick!!! the one aircraft carrier I saw real close!!! thanks again Quote
Flakmagnet Posted July 2, 2003 Posted July 2, 2003 great looking carrier looking forward to takeoffs/landing scrambling for the intercepts. I loaded the cargo ship but not sure if loaded correctly haven't found the carrier yet. Will it show in any special missions or campains, how do I find. Thanks keep up the great work it looks really good!. Quote
Beer Posted July 3, 2003 Posted July 3, 2003 Thanks guys, as I said its work in progress, there was no readme put in the zip file, to use the ship (keep in mind it is not landable) unzip all the files to the /objects directory and run the antishipping mission. There are two built in antishipping missions, one is against a tanker, the other is against the cargoship. The cargo ship comes up 75% of the time, if you see the tanker, end the mission back out and restart the antishipping mission. The cargoship.lod is just an easy way for me to test the objects I make. Enjoy, I am adding more stuff to it, and hope to have a better presentation later in the month. Cheers Beer Quote
Beer Posted July 3, 2003 Posted July 3, 2003 Bump for the new pictures added in the post above. Quote
Chief Posted July 3, 2003 Posted July 3, 2003 Beer You da man! Will take off and landings be possible with the SFP1 code? I know everyone is looking forward to the ability to perform carrier ops but I don't want to get my hopes up. For those of us who haven't a clue how to create the things you do sometime have expectations far beyond the ability of the sim we are utilizing. Thanks for all the effort. The carrier looks great now and with the objects on the flight deck it is simply icing on the cake. Semper Fi! Chief Quote
+SkateZilla Posted July 3, 2003 Posted July 3, 2003 TK Said he was going to add the arrestor cable and Catapults to the list of systems in the INI sooner or later Quote
+SkateZilla Posted July 4, 2003 Posted July 4, 2003 Beer. Dont know if you did it or not. But the Landing Gears.. or what appears to be the landing Gears Cause Errors in SF. So those little triangle things with lines comingout form them need to be wiped out. Quote
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