Author Topic: HMS Bounty  (Read 1817 times)

Thiseus

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HMS Bounty
« on: July 08, 2016, 08:43:02 PM »
You must be probably aware of that but anyway...



Needed a brake from flights... after all it's summer. What more relaxing and "refreshing" if not sea & sailing ?...



Though "HMS Bounty" has been released for over a year now, I installed it just today.
Impressive looks as also functionality with the sails and everything... Quite amazing...



I used CCP for creating a 4 x AI bountys convoy to sail with. I chose our formation
to pass through the narrows of the exit of the one of 2 big gulfs of Mytilini island...
Well... 3 of them were not lucky enough, stuck at the land... formation had to be tighter.



I set 12 knots speed for the AI convoy, while with 20 knots North wind I could reach
a max. of 15 Knots speed (course was towards South). It was very scenic, sailing in
formation with 4 ships and closing/opening sails for trimming my speed to 12 knots.

For those of you that may find it interesting, here are some links :

SOH Forum --->  http://www.sim-outhouse.com/sohforums/local_links.php?catid=114&sort=d&page=2&pp=20

Many camera views to add as also the ship again ---> http://simviation.com/1/browse-Misc-58-6

The AI version (SOH forum) --->  http://www.sim-outhouse.com/sohforums/local_links.php?linkid=19727&catid=4

As for me, I'm considering of adding some canon fire on her (CS Weapons maybe ?...)
as also other stuff in mission environment... I wish I knew how to change flag towards a Greek
theme :

Thiseus

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Re: HMS Bounty
« Reply #1 on: July 09, 2016, 04:34:13 PM »
« Last Edit: July 09, 2016, 08:29:57 PM by Thiseus »

dhazelgrove

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Re: HMS Bounty
« Reply #2 on: July 09, 2016, 05:17:14 PM »
Arrrrr...................

TacPack for boats?

Dave

Thiseus

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Re: HMS Bounty
« Reply #3 on: July 09, 2016, 08:27:43 PM »
Nope. It's CS Weapons, using effects from Tacpack.

4 cannons at each side, at 90o relative to y boat axis, with 2 selectable rates of firing.
I'll also add different cannon elevation choices for varying fire ranges.

Thiseus

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Re: HMS Bounty
« Reply #4 on: July 09, 2016, 10:02:02 PM »
Video : Choice for 3 different cannon elevations has been added.

So, full boat combat ability, includes :

- 4 x Cannons at each side
- 2 rates of firing : slow - fast
- 3 x elevation angles : 3o, 6o, 9o.
- simultaneous firing ability from both boat sides

I think she's ready to sail... Pirates beware !... Aegean Sea with so many
islands and long naval history will fit great.
Maybe some 1821 Greek Rebelion (vs Turks) action... but I'll need to change
the flag...

David

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Re: HMS Bounty
« Reply #5 on: July 10, 2016, 09:44:15 AM »
Nice job out there Thiseus!!! How did u make the "cannonballs" fire sideways? I may want to do the same to my Yamato.

Thiseus

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Re: HMS Bounty
« Reply #6 on: July 10, 2016, 01:09:06 PM »
CS Weapon files for the Armed HMS Bounty

Quote
<Station name="RightCannon1" params="5,0,2,0,-0.057,1.570,30" />

1.570 value in radians, is 90 degrees clockwise (right), while -0.057 it's cannon's elevation (a bit more
of 3 degrees upwards).

For people that may want to use CS Weapons with HMS Bounty for FSX, I provide below
the relative files :

https://app.box.com/s/o6w5fix0zgztmqy8i5dzluo8fxehk6o8

////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

Now, in missions I have ships capable of chasing user's "Bounty" & cause damage... A small scale  (due to FPS impact with many ships)
naval battle is achievable...
Other possibilities include :
- Reefs at certain co-ordinates that may damage/sink user (for navigation purposes)
- Random assignments/events at certain ports of the adventure playing type (like payed for a cargo or passenger
transfer, finding a treasure, even wales hunting... & alike )
- Random text that assign starting weather conditions (user must manually change/apply though) and weather changes during
journey
- Random encounter with other boats (with various different actions to be done, like "sink the pirates", "negotiate for trade", etc).

Actually, a small adventure naval sim in FSX may be done combining all above in the interactive mission environment...

///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

VIDEO : Battle at Canaria islands

In this FSX Mission :

- Song in video is one of the 5 songs playing in background during battle (epic... :))
- Smoke effects form FSX@War used for CS weaps customization
- AI enemy ship changing randomly directions
- Photoreal Canaria scenery











Wale 12 o'clock !...

« Last Edit: July 14, 2016, 09:38:05 PM by Thiseus »

Thiseus

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Re: HMS Bounty
« Reply #7 on: July 15, 2016, 12:35:42 AM »
Naval adventures continue.
Bombardment from sea of a Castle (VIDEO) :


Thiseus

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Re: HMS Bounty
« Reply #8 on: July 16, 2016, 11:02:04 AM »
Finalizing the cannonball damage model & relative effects.
Each cannonball upon target's center, inflicts 5% damage.
Moving ships immobilize at 75% damage and actually sink
at 85% damage (not just disappear - this is cs weapons first...)

New flags also. Klick on any photo for the damage-effects video :






« Last Edit: July 16, 2016, 11:04:05 AM by Thiseus »

David

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Re: HMS Bounty
« Reply #9 on: July 16, 2016, 03:39:29 PM »
@Thiseus convert the AI "bountys" the into "aircraft type". Then place them via CCP using "airplane". If it seems to be dancing on the water, and then download IJNS Kumano from simviation.com and replace content of model and texture. You won't need mission code to actually destroy AI ships.

Thiseus

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Re: HMS Bounty
« Reply #10 on: July 16, 2016, 05:27:48 PM »
Quote
You won't need mission code to actually destroy AI ships.
I don't use mission code for destroying AI Ships. CS Weapons is for that.

What you see in video, is not mission code. It's "csweapons.xml" customization
(bottom part of .xml). It work's in Free Flight just like in the video.

And I've done what you describe above, but with the Bounty files.

David

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Re: HMS Bounty
« Reply #11 on: July 17, 2016, 02:34:16 PM »
Awesome! How did you get the "airplane type" ship to sink? :D

Thiseus

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Re: HMS Bounty
« Reply #12 on: July 17, 2016, 05:55:57 PM »
Quote
            <Damage pct="90.0">
                <Fx name="csweapon_ai_grnd_hi_dmg" state="0" />
                <Fx name="FSXatWarPack1_SmokeFactory_M_BlackGrey" state="0" />
                <Fx name="Z explosion2" state="1" />
                <Var name="PAYLOAD STATION WEIGHT:2" units="Pounds" value="340000" />
            </Damage>

When I'll conclude with the effects choice, I'll post the .xml for D/L.

Thiseus

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Re: HMS Bounty
« Reply #13 on: July 18, 2016, 11:43:37 PM »
Quote
"Everyone onboard knows the legend of the Cursed Island... About the petrified snake that guards a vast treasure... burning with liquid fire coming out of the eyes any treasure seaker... Nobody is said to left Cursed island alive...
Captain says that's all myths of the natives, though treasure really exists. He claims that now actually possesses the map that will get us there...
Late afternoon tomorrow, we'll head for the island. We're thrilled but a bit scared also...
It's a 16-17 hours journey with favourable winds, Captain says. And we'll sail during the night for avoiding Spanish Men of War or other Pirates while passing through the Canary's.
By noon the day after tomorrow, God's will, we'll be there..."

The Pirates cove : North of Canaria isls, a place known to very few
and uncharted.








Spoiler


to be continued...

Thiseus

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Re: HMS Bounty
« Reply #14 on: July 19, 2016, 09:48:43 PM »
Halfway towards the "Cursed" island...



Now, how a 1.5 day trip (out & return) will fit in an hour's sailing mission ?... well, it will.
A bit of tobacco & alcohol may help also...  :)