guess what, did it first try landed a plane AND did it with the L19 also, upgraded the carrier a bit --- Post updated --- one more thing, is there any discords i could join for this community (if thats the correct term)?
found this thread and thought it was interessing, so i made my first barge. its mediocre at best but it works. unsafe, but where would the fun be if it was super safe and would not deteriorate itself? i had to remove the CIWS because i made an silly mistake and they almost destroyed the barge
Congratulations! You're promoted to captain. Do the L19's brakes work for you? I can't seem to get them to work. I don't have a Discord server, but I think @Happyhusky has a Discord server we could join. I hear there are quite a few BeamNG.pilots there. The CIWS is a heavy object, and I don't think it was originally intended to be mobile. Also, it doesn't distinguish between friend or foe. I've shot myself down many times because I didn't set the CIWS to semiauto or manual. I pity the poor soul that tries to attack an 8-CIWS gunboat. That's more CIWS than most modern aircraft carriers.
it was holding pretty good till i realized i had put them on the barges with 2 beams... moment i looked back into the barge it was almost all destroyed. i dont know much about navy boats and things and i thought that it was a "bit" too many when making it but, better to test than not lol
It sounds like you used the node grabber to stick the CIWS to the barge with 2 nodes rather than just 1 node. Is this a correct assessment?
Yep, that'll rip the barge apart. The CIWS is strong so that it doesn't flex like jello when quickly rotating the turret. I usually place 1 in front of the island and 1 behind the island on the Admiral Kuznetsov aircraft carrier.
thank you for the promotion! and thank you for the answer regarding a discord server. now, regarding the L19, no, it didnt seem to have working brakes, although i have a couple of ideas on how it could be made suitable for carrier ops: 1. airbrakes (obviously) 2. lighter airframe for slower stall speed (it can go slow, but the slower the better) 3. thrust reverser (it has none as far as im aware, which gets pretty annoying when taxiing on carriers, although could also be handy at slowing down if airbrakes prove ineffective, which is highly unlikely) 4.stronger door nodes. it appears that most models are so dated their door latches have completely worn off. hell, i removed the door on the L19 i was test flying because of totally-real-aerodynamicy-physics! 5. maybe a seperate toggle key for the navlights, as them being the highbeams gets a bit annoying 6. possibly a connection node thingy (like the trailers have, i dont really know what these are professionally called) to carry small payloads (maybe inside, and someone could find/make some attachable boxes?) thats everything i could think of as suggestions right now, expansions to this list of ideas are welcome!
Hey uh Idk if this only happens on my end but whenever I wrap the parachute, I can never open it again for some reason
The parachute defaults to 0% opening. Map some controls to increase the opening percentage. I should probably tweak the chute to default to 100% opening, but it's still in a rough state and I haven't gotten around to that yet. When you change the opening percentage, you'll see messages in the upper left corner of the screen reporting the new percentage. The parachute controls are under the "Vehicle" section rather than the "Vehicle Specific" section.
Last Saturday (not yesterday) I noticed some textures not appearing correctly during a multiplayer game, so my friend and I cleared our caches yesterday to see if that fixed it. It didn't. Instead I discovered that I had neglected to include some textures for some mods, including the parachute. This doesn't affect the functionality of the chute; just the appearance. The camouflage and Union Jack textures don't appear. I'll fix that today. The cause appeared to be some files were in temporary locations on my machine, so the textures would appear correctly on my machine, but not my friend's machine. When I cleared my cache, it forced BeamNG to reload all of those textures from ZIPs, which were missing some. Oops. I'll check some of my other mods to see where else I botched some textures. Sorry folks. ...and I'm going to clear the cache with each texture fix to be sure that everything's coming form ZIPs rather than from a cache somewhere. UPDATE: The parachute textures "Camouflage" and "Union Jack" have been fixed. The "FedEx" and default textures were never broken. Download if from Naval Warfare post #554.
We have a working auto-helm! It needs some fine tuning, but I have a carrier clocking fast laps around the Cliff map right now. Features: Waypoints can be added via the camera position or the carrier position. The nearest waypoint can be edited to the camera position or carrier position. When activated, the auto-helm will start the course at the nearest waypoint. Courses can be looped. The auto-helm will start and stop cruise control automatically. More info to come later...
The carrier auto-helm is tuned up. The following images show the response of the PID helm controller bringing the carrier back on course after an 80-degree course change. One of them is at 30 mph, and the other is at 60 mph: v0.5 of the Adm. Kuznetsov Accessory Pack will have auto-helm. Also, the color of the datum lights for the OLS will be switchable between green and blue. Green is the normal color, but blue seems to offer higher color differentiation between the datum and the meatball. Routes can be saved to file, and those files can be posted. I'll probably post a few route files after posting the auto-helm. Before I post the auto-helm, I need to build an instructional video for it. I think that's going to be The BeamNG Guide to Naval Warfare Vol. 3.
New demo video for the auto-helm: I will be posting the auto-helm as part of the Adm. Kuznetsov Accessory Pack v0.5 tomorrow evening.
The auto-helm system has been added to the Adm. Kuznetsov Accessory Pack v0.5, which will appear after the admins approve it. The Accessory Pack mod description has already been updated with instructions if you feel like reading up on it while you wait.
Coming Soon: Aft cargo elevator This will help transfer cargo and wheeled vehicles between the carrier and cargo barges. It will also be able to act as an additional aircraft parking area.
The aft cargo elevator for the Adm. K. aircraft carrier is just about complete. It will become part of v0.6 of the accessory pack: It's a massive platform, strong enough to hold up a plane: It has couplers on the trailing edge that flat top barges can dock with for loading or unloading: This was also my first attempt at shiny hydraulic cylinders. Do they look OK?