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Adding arrestor cables

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unitedkingdom
Hi chaps,

I was wanting to add some arrestor cables to an airport runway. If I create a poly and use the attached object editor in MCX to add attachpt_cable_n_1 etc should this work? I was then placing the poly as a scenery object across the runway, but it doesn't seem to be having any effect. Before playing with it any more, I wanted to check if I was wasting my time doing it this way.

thanks in advance, Ben.
 
FSX will not enable traps or shoots until an aircraft carrier runway start, edge and end point has been set and these must conform to the dimensional requirements of the sim. The action will also invoke the IFLOLS system. You should use MCX to scan the FSX Enterprise and copy all those attach points to your runway, is the best route. You can leave the blast shields and catapults out and I am pretty sure you can move the runway points to disable or hide the IFLOLS without disabling the trapability, but you'd have to experiment with that. The beauty is that if you attach them to a model, you just have to unload and reload the scenery to test an edit.
 
Thanks very much for that info. I haven't had much time on the computer tonight, so I'd only had a cursory glance through the forums.

I'll have a dabble over the weekend and let you know how I get on. I've a couple of Cats to add to another part of the airfield too, so should be interesting.

Thanks again for your help.
 
Hi,

Just had a look at the SDK and I cant find details of the dimensional requirements you mention. I did add the attachpt_runway_start, attachpt_runway_end and edge to my model(which is a 45m square) but it didn't have any effect, the traps didn't work. So I'm assuming it might be an issue with the dimensions.

[EDIT]
It may be my schoolboy error, but I have been converting the model to a scenery BGL and using ADE to place the object on my runway, does that sound like the correct process?
 
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The wires only work if the model is used as a SimObject (rather than being compiled in a scenery BGL). Also, all that's required for the arresting wires are the cable attachpoints -- the runway attachpoints are only if you want the IFLOLS. You can read more at the ESP SDK here or at the FSDeveloper wiki article.
 
Yes, what he says^^. I only ever make carriers with cables and they are always invoked with AICarriers. BUT I have to observe that I have had to carefully adjust the dimensions of my Gerald R Ford carrier, a super carrier - the largest in the world - to get not only the IFLOLS working, not to mention anywhere near the right spot, you physically can not place the IFLOLS where it goes on the real carrier, it won't work - but also the same thing with the cables, catapults and blast shields and even now, only one of four catapult/blast shield combinations work and it is the one closest to the center of the carrier. So you tell me, weird FSX karmic glitch or some dimensionality limit.
 
Hi Guys, sorry its taken so long to reply, joys of RW getting in the way. I've got the SDK, but its a little light on detail, but the info that it must be a "SimObject" was what I was after, many thanks. It will save me much faffing :)

So next question (and its probably one I should know, but its been a long week already.) If I export the mdl from MCX and place it in SIM objects, is there a way to place a SimObject in the FSX?

Thanks again guys.
 
You can compile it as a user vehicle and you can place it as AI. You won't be able spawn on it or give it an ICAO but you can start at Friday Harbor or anywhere and invoke it over water with AICarriers. You could make two models and have one be a static airport and then make a parking place exactly where the carrier spawns from AICarriers. Then you go to your carrier airport, call AIC and spawn the same carrier with cables and catapults...
 
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