Wrench Posted October 9, 2011 Posted October 9, 2011 nearing completion of the Super Etendard, and during CarQuals, notice a new and wonderous glitch.... the damn thing won't catch the arresting wires -- on ANY carrier, stock or 3rdParty. here's the hook statements: (the commented out sections are the originals -they don't work either) [Tailhook] SystemType=ARRESTER_HOOK //MaxDeflection=60.0 MaxDeflection=45.0 Retractable=TRUE DeployTime=1.0 ModelNodeName=Tail_Hook HookArmLength=1.701 //HookArmLength=2.16 AttachmentPosition=0.0,-4.85,-0.572 obviously, it's "carrier ready".... [MissionData] NationName=FrenchNavy ServiceStartYear=1979 ServiceEndYear=2015 AircraftRole=ATTACK AircraftCapability=DAY_AND_NIGHT Availability=RARE Exported=TRUE ExportedStartYear=1981 ExportAvailability=VERY_RARE PrimaryRoles=ANTI_SHIP,STRIKE,SEAD SecondaryRoles=ARMED_RECON,CAS,RECON NormalMissionRadius=850 MaxMissionRadius=1300 Ceiling=13700 MinBaseSize=MEDIUM CarrierBased=TRUE cross-checked against USN birds (from Scooters to Phantoms, incudind the new DLC FN Cruze). Everything look right, but is just keeps missing the wires. Tested on the SCB125, CVA63, CV59, CVAN65, Nimitz -- everything including the (notavalible) Clem -which will catch the Cruze, btw-. anybody have any ideas, cause I'm out of them Quote
Fubar512 Posted October 9, 2011 Posted October 9, 2011 (edited) Kevin, It has absolutely nothing to do with its arrestor hook. After carefully observing an AI carrier approach and landing, I realized that the FM needs revamping, as the model's diving for the deck. It in fact does so to such an extent, that it's registering more than 4 degrees of negative pitch on debug. I've successfully trapped aboard with the SuE, by coming in a bit nose high, just above a stall, and then flattening out at the last instant, greasing the mains onto the deck. Edited October 9, 2011 by Fubar512 Quote
Wrench Posted October 9, 2011 Author Posted October 9, 2011 this is with the 'new' revamped FM!! Quote
Fubar512 Posted October 9, 2011 Posted October 9, 2011 this is with the 'new' revamped FM!! Whatever....it's still not right Quote
Wrench Posted October 10, 2011 Author Posted October 10, 2011 (edited) well, wadda expect from the Hunter9 FM!!! (other wise, it quite nice!!) Edited October 10, 2011 by Wrench Quote
+baffmeister Posted October 10, 2011 Posted October 10, 2011 I don't have the Super Entendard installed but from past experience with some other carrier planes the AI seems to require very slow and stable nose up approaches to trap successfully. Some things you could try doing are reducing the StallSpeed=xxx and/or the LandingSpeed=xxx in the flight control section of the aircraft data.ini. If the aircraft is unstable in pitch when approaching under AI control there are a few AI entries you could experiment with. These particular entries seem to become "active" after the aircraft passes waypoint #8 and enters the approach phase. LandingPitchForSpeed=-0.07 LandingThrottleForAltitude=0.05 LandingThrottleForVerticalSpeed=0.08 A lot of experimenting may be required when adjusting these entries. Also, pitch oscillations on approach can vary depending on weight. I try to set them up with about 25% fuel and no ammo or external stores. Quote
Wrench Posted October 10, 2011 Author Posted October 10, 2011 i'll hae a look at those .. i know the landingspeed entry isn't even there... thanks guys! Quote
Wrench Posted October 10, 2011 Author Posted October 10, 2011 that's got it! Baff's tweeks, plus a few other ones lets this puppy trap every time now, just waiting for Sony to approve the use of the 2 skins I got from C6, finish the readme ... and upload they go! (2 versions!) gents, I thank you! Quote
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