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Addind a Steam Catapult

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Addind a Steam Catapult

Postby StuartC » Fri Feb 10, 2017 4:59 pm

I'm trying to add a steam cat to a ship, without much luck.

I have the following code in the model file

<animation>
<type>interaction</type>
<object-name>cat-1</object-name>
<interaction-type>carrier-catapult</interaction-type>
</animation>

The cat object on the ship is names cat-1.
I am unable to get the launchbar of any aircraft to engage not a cat launch to take place.
What am I missing?
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Re: Addind a Steam Catapult

Postby AndersG » Fri Feb 10, 2017 9:39 pm

Do you load the ship as a carrier AI entity?
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Re: Addind a Steam Catapult

Postby StuartC » Fri Feb 10, 2017 9:55 pm

yes its defined as a carrier. The arrestor wires work but have difficulty stopping anything on a short deck.
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Re: Addind a Steam Catapult

Postby AndersG » Fri Feb 10, 2017 10:03 pm

Given the sparse information in the animation there must be numerous hidden assumptions encoded in the 3d object (orientation etc.). Have you looked closely at the corresponding catapult objects on the existing carriers? Is your catapult object similar to the others?
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Re: Addind a Steam Catapult

Postby StuartC » Fri Feb 10, 2017 10:07 pm

i even tried lifting the whole cat from the nimits and placing it on the deck as a test, no joy.
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Re: Addind a Steam Catapult

Postby StuartC » Fri Feb 10, 2017 11:00 pm

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Re: Addind a Steam Catapult

Postby Michat » Sat Feb 11, 2017 6:19 am

StuartC, FYI there is a model and AI Scenery by Marc Kraus that has the ability to be launched out of the Schwabenland AI Boat catapulting a 10 ton Dornier Do-J flying boat. Don't know if is steam based. I recommend you to test it. I did try years ago, It worked fine.

Among other features there is a net for rescue, a crane that lift the Do-j on board, is two aircraft capable boat logic, with the cool presence of Oliver & Stanley onboard looking at you no matter your position is.

Another cool smart gimmick from http://marc-kraus.de

Cheers

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Re: Addind a Steam Catapult

Postby StuartC » Sat Feb 11, 2017 9:12 am

Thanks, I'll check it out this weekend.
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Re: Addind a Steam Catapult

Postby StuartC » Sat Feb 11, 2017 12:12 pm

Its got lots of extra nasal that I don't see in any of the Aircraft carriers which I'm not sure what it actually does.

Screen grab from blender. Cat1 is modeled and named as per the animation in the first post

Image

By dismantling the vinson, Nimitz and the above ship, they all have a cat object named which runs the length of the catapult. So has this ship and it has the same animation call, and its defined in the mpcarriers.nas
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Re: Addind a Steam Catapult

Postby stuart » Sat Feb 11, 2017 5:40 pm

Hi StuartC,

I created a carrier back in 2012 (The Queen Elizabeth, back when it seemed like it might have catapults!).

I've had a quick look at the model I had then to see if I could spot anything.

One thing I did notice is that that cat-1 object is a very simply object. Here's the .ac snippet:

OBJECT poly
name "cat-1"
data 9
Plane.005
crease 30.000000
numvert 2
7.538643 24.040571 12.550125
-130.268997 24.040571 12.523324
numsurf 1
SURF 0x02
mat 0
refs 2
0 0 0
1 0 0

I note that it's only got two vertices and I guess the first one is the start position, and the second the end of the catapult stroke.

Might be worth checking your .ac file to ensure you're cat-1 object is similarly simple.

-Stuart
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Re: Addind a Steam Catapult

Postby StuartC » Sat Feb 11, 2017 6:04 pm

That model is still in FG, I found it in FG the other day ( I have an up to date QE model to follow ).
I tried the simple cat-1 objects ( hacksawed from the Nimitz ) but they don't work ether.
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Re: Addind a Steam Catapult

Postby StuartC » Sun Feb 12, 2017 1:56 pm

If the cat object height critical ? can it be inserted to the deck or does it need to be slightly above or under it ?
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Re: Addind a Steam Catapult

Postby AndersG » Sun Feb 12, 2017 2:25 pm

Try it! If we knew we'd have told you...

You can also try to establish contact with Vivian in the FlightGear IRC channelv - I think he was involved in creating the AI carriers. I think I occasionally see him logged in there - but I have not seen activity from him there for ages (but I'm also very inactive and far from on there 24/7).
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Re: Addind a Steam Catapult

Postby Richard » Sun Feb 12, 2017 2:29 pm

I've had a look and it should work providing that the geometry of the object which is having the interaction type applied to it is valid; i.e. there isn't any Nasal, or anything else to make this work, it's based solely on the geometry of the object that you apply the interaction to.

I suggest opening Nimitz and copying the object cat-1 onto the clipboard, then open your model and paste it in. If using Blender import the Nimitz remove everything except cat-1 and then import your model and export to your model. (after saving a copy of course)

Or you could paste the following lines into the .ac file

Code: Select all
name "cat-1"
loc -28.3239 0 -25.271
crease 61.000000
numvert 2
247.707 -1.7333 -22.8896
133.025 -1.7332 -14.8799
numsurf 1
SURF 0x2
mat 6
refs 2
0 0 1
1 1 0
kids 0
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Re: Addind a Steam Catapult

Postby StuartC » Sun Feb 12, 2017 2:52 pm

I had the cat-1 object cut from the other carriers and grafted into this one already Richard without any luck.
But, if it can basically be any object defined as a cat with the interaction animation, I should have been able to use the existing modelled cats in the deck.
Its all a bit odd. It should be working....................
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