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Fates

CV-59 Aircraft Carrier

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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:

cv59.jpg

 

cv59_2.jpg

 

I'll get the files up soon...

 

Fates

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Guest Ranger332

Great job cant wait thank you for a will done job 8) :thumbup:

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WOW man that is great. You guys are amazing!

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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...)

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Until I get the files up on Biohaz, you can download them from here:

 

www.teamodb.com/flightsims/files/CARGOSHIP_DATA.zip

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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

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Guest Sony Tuckson

thanks guys!!!!!

 

this will kick!!!

 

the one aircraft carrier I saw real close!!!

 

thanks again

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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!.

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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.

 

CV59tug2.jpg

 

CV59tug.jpg

 

 

Cheers

Beer

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Bump for the new pictures added in the post above.

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:lol: 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

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TK Said he was going to add the arrestor cable and Catapults to the list of systems in the INI sooner or later

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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.

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