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Hi Guys,
I have downloaded a couple of vessels from FS-Shipyards.org and although they are FS9 files I managed to get most of them to work satisfactorily as drivaeable versions in my XP FSX setup. They have that little bouncy problem sometimes but some massaging of the contact points seems to solve that most of the time. However, my main reason for downloading them was to setup some AI shipping around the coastal airports I frequent. I'm not talking about the default leisure craft that turn up around the coastlines depending on your traffic settings or the larger default crusie ships and merchant vessels which are all set in the 'trafficboats.bgl' file, but rather more customised large commercial vessels, container ships, ferries, oil rig support vessels, coastal traders, tugs and the occassional military vessels.
I am using the AI Boat Traffic Compiler or AIBTC to generate near FSX compliant plans using a Google Earth KML file to create the routes plan...all detailed in the good documentation with this free utility.
So, when creating the "aircraft.cfg" file which in the case of AI Boats is called a sim.cfg file, I find there is very little in this file and that it doesn't require a '*.air' file. My sim.cfg for the MV Kaitaki looks like this.
title=challergerVX Kaitaki
model=
texture=interislander
category=Boat
static_pitch=0.0 //degrees, pitch when at rest on the ground (+=Up, -=Dn)
static_cg_height=0.0 //feet, altitude of CG when at rest on the ground
max_speed_mph = 50
acceleration_constants = 0.5, 0.4 //Time constant (effects responsiveness), and max acceleration (Gs)
deceleration_constants = 2.0, 0.5 //Time constant (effects responsiveness), and max acceleration (Gs)
SternPosition = 50
wake = fx_wake_l.fx
It occured to me I would like to puts some lights on the ship so that I could see the AI vessels at night so I added the LIGHTS section from the aircraft.cfg file of the drivable version as follows:
;type, Z, X, Y, effect
;Light types: 1=beacon, 2=strobe, 3=navigation, 4=cockpit, 5=landing, 6=taxi, 7=recognition, 8=wing, 9=logo
;---internal (bridge)
light.1 = 4, 149.000, 0.000, 18.000, fx_navred ;night light
;---external
light.2 = 4, 140.150,-28.200, 52.000, fx_navredh ;red port
light.3 = 4, 140.150, 28.000, 52.000, fx_navgreh ;green stbd
light.4 = 4, 5.212, 0.000, 42.100, fx_navwhih ;masthead
light.5 = 3, -50.812, -15.000, 55.000, fx_navredh ;red port
light.6 = 3, -50.812, 15.000, 55.000, fx_navgreh ;green stbd
light.7 = 3, -90.000, 0.500, 55.000, fx_navwhih ;stern
Unfortunately, no joy. I have checked to make sure all the fx_ files are located in the Effects folder of FSX and have tried to add other water and smoke effects to the sim.cfg file but to no avail. The sim.cfg file only seems to recognise one wake effect file and that's it. I can get a bow spray or a wake but I can't have both and I certainly can't have any lights or smoke at any time.
I have asked this question over at FS-Shipyards.org but I suspect there aren't too many FSX gurus over there yet. I have also asked it on the FSX Forum at Avsim.com but not much joy there either, although it was pointed at that default AI ships have lights as part of their texture files.
I thought I would try running a default ship (VEH_water_tanker01_sm) as a driveable (category airplane) by adding a *.air and aircraft.cfg file from another FS9 ship I downloaded. Sure enough, the night lights on the default ship appear to be represented by texture files but when I pressed 'L' the strobes, beacons and nav lights come on as well (albeit in ridiculus positions since the contact points were for the FS9 ship according to its 'aircraft.cfg' file. These are the same lights we see on AI aircraft but if I return this vessel to the Boat category and make it AI I am left with the just the textured lights. The sim.cfg file needed for it to work in the 'Boat' category will not read the LIGHTS section that seemed to work fine in the airplane category, aircraft.cfg file? AS I said earlier, it seems the sim.cfg file only allows one wake effect and that's it!
Can anyone confirm that this 'single effect for AI FSX Boats is indeed the case and that I'm not just doing something wrong somewhere?
Regards
Terry
I have downloaded a couple of vessels from FS-Shipyards.org and although they are FS9 files I managed to get most of them to work satisfactorily as drivaeable versions in my XP FSX setup. They have that little bouncy problem sometimes but some massaging of the contact points seems to solve that most of the time. However, my main reason for downloading them was to setup some AI shipping around the coastal airports I frequent. I'm not talking about the default leisure craft that turn up around the coastlines depending on your traffic settings or the larger default crusie ships and merchant vessels which are all set in the 'trafficboats.bgl' file, but rather more customised large commercial vessels, container ships, ferries, oil rig support vessels, coastal traders, tugs and the occassional military vessels.
I am using the AI Boat Traffic Compiler or AIBTC to generate near FSX compliant plans using a Google Earth KML file to create the routes plan...all detailed in the good documentation with this free utility.
So, when creating the "aircraft.cfg" file which in the case of AI Boats is called a sim.cfg file, I find there is very little in this file and that it doesn't require a '*.air' file. My sim.cfg for the MV Kaitaki looks like this.
title=challergerVX Kaitaki
model=
texture=interislander
category=Boat
static_pitch=0.0 //degrees, pitch when at rest on the ground (+=Up, -=Dn)
static_cg_height=0.0 //feet, altitude of CG when at rest on the ground
max_speed_mph = 50
acceleration_constants = 0.5, 0.4 //Time constant (effects responsiveness), and max acceleration (Gs)
deceleration_constants = 2.0, 0.5 //Time constant (effects responsiveness), and max acceleration (Gs)
SternPosition = 50
wake = fx_wake_l.fx
It occured to me I would like to puts some lights on the ship so that I could see the AI vessels at night so I added the LIGHTS section from the aircraft.cfg file of the drivable version as follows:
;type, Z, X, Y, effect
;Light types: 1=beacon, 2=strobe, 3=navigation, 4=cockpit, 5=landing, 6=taxi, 7=recognition, 8=wing, 9=logo
;---internal (bridge)
light.1 = 4, 149.000, 0.000, 18.000, fx_navred ;night light
;---external
light.2 = 4, 140.150,-28.200, 52.000, fx_navredh ;red port
light.3 = 4, 140.150, 28.000, 52.000, fx_navgreh ;green stbd
light.4 = 4, 5.212, 0.000, 42.100, fx_navwhih ;masthead
light.5 = 3, -50.812, -15.000, 55.000, fx_navredh ;red port
light.6 = 3, -50.812, 15.000, 55.000, fx_navgreh ;green stbd
light.7 = 3, -90.000, 0.500, 55.000, fx_navwhih ;stern
Unfortunately, no joy. I have checked to make sure all the fx_ files are located in the Effects folder of FSX and have tried to add other water and smoke effects to the sim.cfg file but to no avail. The sim.cfg file only seems to recognise one wake effect file and that's it. I can get a bow spray or a wake but I can't have both and I certainly can't have any lights or smoke at any time.
I have asked this question over at FS-Shipyards.org but I suspect there aren't too many FSX gurus over there yet. I have also asked it on the FSX Forum at Avsim.com but not much joy there either, although it was pointed at that default AI ships have lights as part of their texture files.
I thought I would try running a default ship (VEH_water_tanker01_sm) as a driveable (category airplane) by adding a *.air and aircraft.cfg file from another FS9 ship I downloaded. Sure enough, the night lights on the default ship appear to be represented by texture files but when I pressed 'L' the strobes, beacons and nav lights come on as well (albeit in ridiculus positions since the contact points were for the FS9 ship according to its 'aircraft.cfg' file. These are the same lights we see on AI aircraft but if I return this vessel to the Boat category and make it AI I am left with the just the textured lights. The sim.cfg file needed for it to work in the 'Boat' category will not read the LIGHTS section that seemed to work fine in the airplane category, aircraft.cfg file? AS I said earlier, it seems the sim.cfg file only allows one wake effect and that's it!
Can anyone confirm that this 'single effect for AI FSX Boats is indeed the case and that I'm not just doing something wrong somewhere?
Regards
Terry