Landable Carriers are Finally in CFS 3
It was said it couldn't be done.
Carriers would never be in CFS 3. Only an official patch by Microsoft would
solve the problems. Well, with the help of many people from the community,
several key players have been able to mimic and produce landable aircraft
carriers in CFS 3.
Here are their stories.
BSS_Cerberus:
When I started this project I had never
taken a look at all aspects of the game engine. I had excluded myself to only
designing aircraft, and being busy on them all the time, never really got
the chance to master how the game works. One day I set my mind to adding a
landable carrier to CFS 3. The first step was to finally get around to studying
the game engine. Within an hour I had managed to paste a few things into the
.xdp that I believed would add an airfield to a moving object. With my newly
modified .xdp, and a pink box I made in gmax as my aircraft carrier, I set
out to test my idea. To my surprise I was able to land on the aircraft carrier.
However, one problem troubled me. I was unable to elevate the runway above
sea-level. I posted my findings on the Internet, and immediately people with
ideas and answers flooded in to support the cause. You may view the thread
here: Possible
Carrier Solution.
Corrado:
The next big breakthrough came from an
idea from an old friend of mine. I had all but given up on elevating the runway
above sea-level. So I went to the message boards asking if anyone could figure
out any use for a none elevated runway. Corrado came up with an ingenious
idea of making an aircraft carrier with multiple lods. The aircraft carrier
would start out at normal height, and as the lods increased it would seem
to sink. It would continue to lower until the deck was just above sea-level.
Corrado already had some available carriers he had created for CFS 2. He immediately
began converting them to utilize our new found ideas. An even greater breakthrough
occurred while he was making test missions for the carriers. He discovered
we could employ AI formation takeoffs. AI formation takeoffs were not even
present on carriers in CFS 2. Corrado is still hard at work on getting a final
package put together.
Condor:
Condor quickly provided me a working version
of his Graf Zepplin that utilized our ideas. His contribution greatly increased
the development progress of this project. He currently is working on a CFS
3 version of the Ark Royal and Graf Zepplin.
46th_Terror:
After Corrado released his beta
aircraft carriers, Terror immediately began working on setting them up in
the CFS 3 global layer. After the carriers are placed in the Global layer,
we will be able to select and spawn from them like any other airbase.
Here is a list of the Plus's and Minus's of
carriers in CFS 3.
Plus List:
1. We finally have carriers to land on.
2. We now have AI controlled formation takeoffs from carriers.
3. We can select the carrier as a regular airbase.
Minus List:
1. We have yet to elevate the Flight Deck
2. The mod required in the aircraft.cfg to get a desirable tailhook effect
disables normal spoiler functions.
3. Moving carriers slide out from under your aircraft.
What's Next?
The next step is to get other designers
to begin converting their carriers to CFS 3. Corrado has written a tutorial
with this in mind. TUTORIAL.
Where can I find the Carriers?
Until more designers use Corrado's tutorial
to create more carriers, the only place to find them is directly off of Corrado's
website. http://www.isoliti4gatti.com/ships.htm
Owned and Operated by Jesse Lambert aka Cerberus Copyright © 2004-2005 SkyUnlimited Productions
