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Author Topic:   Bouncing Corsairs
Antonio Serra
Cadet
posted 01-13- 07:26 PM     Click Here to See the Profile for Antonio Serra     Edit/Delete Message   Reply w/Quote
Dear friends, I am an Italian fan of flight simulation and combat simulators. First of all I beg your pardon for my english (a little bit scholastic, I think). Fighter Squadron is for me a splendid game, so I was very happy when I found the planepack 6.0 in the web (I had planepack 5.3 already). But I have a problem… the Corsair bounce on the deck of the Akagi carrier… it is a problem with the tailhook, i think. I have tried (using the splendid Seafire manual) to transport a Corsair II on the deck of the Ark Royal… but the tailhook, again, is rotating and the plane bounces like a ball. Planes without tailhook are perfectly transported on the deck of the Ark Royal. Do you have a tip that can solve my problem? I have the patch installed, already.

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Commando
Pilot
posted 01-13- 07:48 PM     Click Here to See the Profile for Commando   Click Here to Email Commando     Edit/Delete Message   Reply w/Quote
I think you are a bit premature , the system the seafire uses has not yet been applied to the Corsair so it just takes off and lands as a normal plane. The tailhook was in for when the creative types sorted out a way to get a rope across the deck of a carrier but it has been superceded by the Seafire system. Should be all sorted for plane pack 7.0 he says hopefully. English is fine by the way.

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Antonio Serra
Cadet
posted 01-14- 10:20 AM     Click Here to See the Profile for Antonio Serra     Edit/Delete Message   Reply w/Quote
Dear Commando, I thank you very much for your answer… but why in the plane pack 5.3, in the mission called Gunner’s F4U-1 Trap Practice, the Corsair doesn’t bounce? I have a double installation of Fighter squadron, so I can use the working “Trap Practice”… but for me the bouncing Corsair in Plane Pack 6.0 remains a mistery!

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Commando
Pilot
posted 01-14- 01:49 PM     Click Here to See the Profile for Commando   Click Here to Email Commando     Edit/Delete Message   Reply w/Quote
Antonio, you will have 2 keyboard.inp files, one for each install, maybe tailhook is not an option added to the keyboard.inp file for 5.3 so the keypress does not activate the tailhook so no bounce ? Worth a look.

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jedi
Pilot
posted 01-14- 03:47 PM     Click Here to See the Profile for jedi   Click Here to Email jedi     Edit/Delete Message   Reply w/Quote
No, he's found an actual problem in the model. As near as I can tell, the problem is in the spring property of the tailhook, which was supposed to make it impossible for the hook to actually lift the plane.

However, in some missions, the plane "drops" several inches onto the surface (ground, deck, whatever). This will, in some cases, "break" the tailhook (which is a child of the tail gear strut), and it goes crazy. My theory is that the plane drops just a bit too far on some carriers, breaking the tailhook DOF, but not on others. That's why the original mission (on the Saratoga, I think) works, but trying it with the Ark Royal or Akagi doesn't.

The new version I'm working on has Mace's carrier deck system on it, which seems to have corrected the problem to some extent (at any rate the plane will operate off of the Ark Royal).

If you are an OPS guy, you can go into the .sm file and delete the spring properties from the tailhook, and this should fix things for offline use. However, that will cause your plane to mismatch in online play. Alternatively, you can try to adjust the height of the deck of the carrier a foot or two "up" in the mission editor.

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--jedi--

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