Enterprise in P3D v3

Scenery design for Flight Simulator series from Team SDB

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fsafranek
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Enterprise in P3D v3

Post by fsafranek » Thu Jan 07, 2016 1:51 am

We ran some trials to see how the Enterprise package works in Prepar3D v3 (P3Dv3). Overall it works fine but we did encounter some minor things. There are easy workarounds as listed below.

1) Location of files.
First off, P3Dv3 is installed to "...\Lockheed Martin\Prepar3D v3" rather than "...\Lockheed Martin\Prepar3D" or "...\Lockheed Martin\Prepar3D v2". P3Dv3 changed the location for third party add-ons from a folder name "3rd Party" to "Ecosystem". By default we just place our files in a folder named "Team SDB" in the root of P3D.

In P3Dv3 the Saved Flight files should be installed (Installer comes up at the end of the regular installer) to the folder named "Documents/Prepar3D v3 Files" rather than "Documents/Prepar3D Files" as before. You can just move them over if already installed and they will be found and will work fine. NOTE: By default in P3Dv3 the Saved Flights use the "IRIS T-6A Texan II SP2". Add the [launch_assistance] and [tailhook] sections to the "aircraft.cfg" file as described in Appendix C of the P3D Enterprise User Manual and you'll be good to go.

2) Wake
The wake from the original package may not display horizontally but rather straight up (an issue since P3Dv2.5). It makes the ship easy to find from many miles away but isn't very realistic. So we recommend the following easy edit using Notepad to the "sim.cfg" file found here: ...\Lockheed Martin\Prepar3D v3\SimObjects\Boats\CVN65_Enterprise\

Code: Select all

[Effects]
wake = fx_wake_xl
//wake = fx_CVN65_wake
3) LSO sounds.
Have found that the LSO sound files work fine on the first landing. After that they didn't play every time. However, the text version of the message appeared in the green bar across the top of the screen. Restarting the flight seems to fix this. Not doing so doesn't affect the flight, you just won't hear the LSO but you can still see the messages. Haven't determined if this is caused by the v3 RFN TACAN gauge (pre P3Dv2) used in the package or not. The current v4.x might work better but there are frequency changes to keep in mind.

4) Landing Zone Strobes
In the FSX version we included a set of moving strobe lights running up the centerline from aft to bow similar to the approach lights on a land base. In P3Dv3 the lights don't go back to dim after each flash so after only a few seconds they are all bright and the moving strobe effect no longer shows. The result is that all of the center row of lights are evenly enhanced and are brighter than the sides. Even in this state it is still an aid to landing.

5) Message bar
In FSX the message bar across the top of the screen created by the RFN TACAN gauge was yellow text on a green background. In P3Dv3 it is red text on a green background. Not a big deal but it was a good visual indicator that you were tuned to the correct carrier. Toggle the radio VOR frequency back and forth to verify the ship is tuned in.

Good Traps!
P3Dv3 after turnaround.jpg
P3Dv3 after turnaround.jpg (244.25KiB)Viewed 7040 times

fsafranek
Posts:256
Joined:Tue Jan 10, 2012 12:37 am
Location:Sunny Southern California
Contact:

Re: Enterprise in P3D v3

Post by fsafranek » Fri Feb 17, 2017 6:27 pm

I found a reference to wakes on P3D that might be applicable here: https://forums.vrsimulations.com/forums ... =7&t=17428

The jist of it in case you can't access the forum at VRS:
"I noticed aircraft is bouncing on the deck when I enable 3D waves on P3D. This happen only on Javier's Nimitz.
When I am on Aerosoft Kittyhawk deck, everything is ok. No bouncing. Anybody knows how to fix this problem?
...
I added this line to [contact_points] in sim.cfg file located at SimObjects / Boats / USS_Nimitz


always_use_avg_surface=1

It looks now like this:

[contact_points]
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
always_use_avg_surface=1
---
Jump forward a bit.

We found a solution and fixed the wake effect file (fx_CVN65_wake.fx). You can download it from this review of the Big-E in P3Dv4: viewtopic.php?f=8&t=160&p=726#p726

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