This mod replaces the Tropic in GTA San Andreas with the Easter Bay Aircraft Carrier.
The model was taken from San Andreas, then converted to a pre-textured boat, handling added and a col file made by [DRuG]NikT.
The col file in this version covers the key surfaces, we are at the max 2000 polygon count, so I'm trying to keep it lean. Stay tuned for an updated release with more complete collion data, and interior models of missiles etc included, but only if I can find a way to squeeze more in - we're pushing all the limits now except the collision file, which I've left a little room in so that it might run on Cerbera's machine.. he is responsible for making this thing heavy, so we can all land on it... THANKS CERBERA!!! (and his handling editor rox).
Is there any chance we can use the boat to transport planes, helicopters and cars, that would be awesome and if you can find a way to make the elevators work for this that would be the best dream I can imagine, landing on the elevator with a plane then getting it down into the boat.
The carrier, due to it's length, has a few physics issues that have been minimised to the best of the engine's ability/my knowledge.
The only issues remaining occur if you reverse the ship while turning, or collide with things that change the vertical tilt of the vehicle. If this is done, the ship will, as you said, fly into the air... At this stage there appears to be no way around this.
While planes and other vehicles can be landed on the ship, it can be difficult to re-enter the landed vehicle unless you exit it at either end of the runway - if you are too close to the door of the ship when you park, you will find that CJ will only enter the ship, not your landed vehicle.
Because there is no similarly sized vehicle in game, these problems seem to be unavoidable, however, the ship is still relatively ok for normal driving.
In terms of locking vehicles to the surface of the runway, there is code available to do this in scm mission code edits... but these aren't very practical, since they make it necessary to start a new game, as saved games are based on the existing mission code, and will not work if it is recompiled - make sense? I hope so as I don't know how to simplify that explanation any further.
Long term, scm will be made available to lock vehicles onto the carrier in a multiplayer client's mission script - but it's still a case of us all waiting for a stable multiplayer client before this can occur.
Using other mods/textures will not affect this model, so long as you edit the Tropic's handling as outlined in the readme.txt
[DRuG]NikT.I made a handaling file of my own please try it.No more flying up in to the air anymore when hitting something you can turn going backwards now and transport cars pretty well.I never had it fly up into the air or Freeze yet."Note"I have not completely devoted the file to transporting cars. 90 mph,try using the handbrake for those sharp turns.
TROPIC 4000.0 8000000.0 0.9 0.0 -0.1 -9.5 50 0.30 15.0 0.55 5 265.0 2.5 170.0 4 P 0.00 0.00 0 25.0 0.11 45.0 0.0 0.01 0.7 0.0 0.0 0.0 0.20 73000 8000408 1000000 0 1 0
% TROPIC 0.60 0.59 0.0 2.0 0.30 0.0 20.0 0.89 0.999 0.997 0.90 0.99 0.97 7.5
HSV: given the amount of people that have installed this with no problems, have you considered that the problem, in this instance, may indeed be you? I would suggest you read over the readme.txt before trying to turn people off one of my mods... I don't take too kindly to it.
Having discussed Brixter's handling updates with Cerbera (the handling king), it has been tested and confirmed as the best handling update - I suggest people use his suggested handling modification - it's listed alongside the download and in this discussion area if you scroll up.
In terms of getting it to spawn/finding it in san andreas, I suggest using DRuG's car spawner for San Andreas, available at drugcrew.com - using this tool, I usually walk under the bridge near verdant meadows (the 4th, private airport), then walk out on the pier.... at this point, I use the car spawn trainer to spawn one in the ocean, then jetpack up onto it.
This mod has been thoroughly tested to NOT fly away, assuming you are using the updated handling lines as detailed above.
Installation should be done exactly as per the readme, once again, the only change being the updated handling lines noted above. If you are still having problems, I would suggest reading over the readme, as you must have missed something.
Are you sure you are saving the edited handling lines, and not spawning it somewhere that would cause it to collide with something as it spawns? Try the pier under the bridge near the abandoned runway in verdant meadows - it has a nice spot where you can spawn it cleanly in the ocean.