- Maico - 21.05.2009
walter_solito Wrote:Hi!
Any news about the merging with CertAI?
I'll look forward for that epic date when the off-line flyers will got the perfect sim!!
Cheers and many thanks again for your wonderful work!!!
walter
I second that. The Cert AI is a pretty important mod IMO. I like it lots. I will however try disabling it because my Carrier mod is not working as advertised. Hopefully someday we can have both....
- FerretInTheDrinksCabinet - 22.05.2009
Fireball Wrote:FerretInTheDrinksCabinet Wrote:Hi Checkyersix,
The Catapult mod is installed but not activated (has the "-" at the front of the folder name).
I sm using a generic "Lexington" CV and I can load a dozen naval planes on the FD and watch the AI take off beautifully, but if I cahnge any of the planes to say a Hurricane, I get the mem. error.
When I switch it back to say a Wildcat - works fine. Is there something in the Catapult mod that I have forgotten to remove/undo that is in another folder?
Regards
Ratty
I tried what you said but I don't get a memory error. The Hurricanes take off fine.
Doublecheck this:
- You have Carrier_Takeoff_5_1 installed in your MODS folder.
- Any other versions of the CarrierTakeoff mod in your MODS folder are disabled (have a minus in front of them).
- All versions of the CarrierCatapult mod in your MODS folder are disabled.
- All versions of the CERT AI mod are disabled.
- All versions of the Moving Dogfight mod are disabled.
If all that is true and you're still getting errors, try renaming the 'Carrier_Takeoff_5_1' folder to '00000_Carrier_Takeoff_5_1'. After you refresh your folder view, this should cause that folder to be the very first one in the MODS folder. Then run the game and see if you get the same error.
If none of that helps maybe you could copy/paste your mission (.mis) file here in a post. That way I (and others) can try it and see what results we get.
Fireball
Thanks Fireball,
No previous Carrier take off mods at all;
Confirmed Catapult mod deqactivated;
Moving Dogfight mod never installed;
Cert AI Mods never installed;
(only Mods used Tank Pack and DLV's Infantry Mod)
Tried renaming Carrier Take Off Mod as you suggested but no effect.
Tested using F4F-3 - CTD with memory error at 60%.
Tested using TBM-3 - works fine (so maybe is a folding wing issue)
Will post up the .mis file.
Regards
Ratty
- FerretInTheDrinksCabinet - 22.05.2009
Fireball,
Here is my .mis file for the F4F-3 CTD with memory issue.
[MAIN]
MAP mrz_Malta/mrz_load.ini
TIME 12.0
CloudType 0
CloudHeight 1000.0
army 1
playerNum 0
[Wing]
r0100
[r0100]
Planes 4
Skill 2
Class air.F4F3
Fuel 100
weapons default
[r0100_Way]
TAKEOFF 46664.53 113034.99 0 0 0_Chief 0 &0
NORMFLY 61549.92 114570.79 500.00 300.00 &0
NORMFLY 63794.54 123667.42 500.00 300.00 &0
NORMFLY 42175.28 126148.31 500.00 300.00 &0
NORMFLY 36740.93 112798.72 500.00 300.00 &0
[Chiefs]
0_Chief Ships.USSCVGeneric 1 0 2 1.0
[0_Chief_Road]
46191.97 108427.61 120.00 0 2 17.61944580078125
95928.09 109136.44 120.00
[NStationary]
[Buildings]
[Bridge]
[House]
Regards
Ratty
- Rayak - 22.05.2009
I have a question about taking off from carrier. All the time when I try to take off from carrier, my plain starts in air and not on a carrier. In detailed creation programme I chose a carrier as the aim for the first point of my plane doing a "Take off" but the launch in the air repeats all the time.
What is a strange that in the campaign downloaded from net, the airplaines start from carrier without problem, and I used this campain to do the same for my proper missions, but there is no progress for any missions that I started from 0.
thanks
- Triad773 - 22.05.2009
Avatar Wrote:I could use some advice/help here. I created a mission with 2 F9F-2 on a carrier with me in the lead. I spawn and the other plane spawns right next to me, almost touching. I try to taxi away but the plane never wants to go straight and I start turning to the right and always explode into the wingman... Any tips? Thanks!
Great mod btw!
This was my experience as well. I tried mine as a single mission, and while I was able to get my plane away from the other, it took great care to manoeuvre away but it took 3 tries .
hock:
-
-)-MAILMAN- - 22.05.2009
litozinnamon Wrote:fabianfred Wrote:I tried it on a CVL with the FM2 and Illustrious with seafires and essex with SBD and F4U..
but everytime the planes release their chocks and swivel to the right...then just crash or go over the side on take-off
none of them work like they did in your video
were you fast forwarding the game? if you do then it won't work. thats wat i found out
No it was normal speed. Whenever I put a plane in the mission that had non folding wings the mission load would lock up IL2 1946 at 60%. I could put F4F-4 Wildcats & TBF-1 Avengers on the flight deck with this mod and each and every one would snap into takeoff position and use the rolling launch one after the other without a problem. They would snap to the catapult too when I enabled that. If I added a F4F-3 or a SBD-3 to the mission the mission load would lock up at 60%. So again I think the problem is spotting the non folding planes on the flight deck. I am going to try to see if I can give the non folding wing aircraft air starts and see if at least the mission will load.
airstart non folding wing planes -
-)-MAILMAN- - 22.05.2009
Okay with F4F-4 x 8 and 6 x TBF-1 spawning on the flight deck and SBD-3 x 3 using an airstart the mission loads and runs with the carrier takeoff & catapult mod.
I attempted to run a different mission with SBD-3 x 3 taking off from the flight deck of the USS Essex without any mod entries in the load.ini file the mission load screen locks each and everytime at 90%.
IF I go into the MODS folder and turn off the carrier takeoff and catapult mod this same mission loads and runs as it did before enabling the mod.
- VT-51_Razor - 22.05.2009
I've not had any issues with non folding wings. SBD's spawn just fine and launch with cat just like all the rest. No memory errors.
-
-)-MAILMAN- - 22.05.2009
Well I don't know what to say. I am using the unified installer version 1.1a. I have not installed any individual mods other than maps and ship pack 2. If I attempt to load a mission in which there are non folding wing aircraft the mission stops loading with a window that states:
Standby
Loading Tanks
60%
This comes up right after the mission loads aircraft.
- Fireball - 22.05.2009
Mailman and Ratty,
I've recreated the missions from the mis files and/or descriptions you gave, but I just can't duplicate the errors you're getting. Is anyone else getting any sort of memory or loading errors?
It sounds like a conflict somewhere, but I sure can't say what it would be. Hopefully we'll get it figured out.
While testing this I did discover a problem with the AllowCatapult and AllowCatapultAI lines you can put in the mission file. Its not related to the memory problem, but the AI don't behave exactly like I intended. I'll fix that in the next release.
Fireball
Here is the Test of Carrier Take Off and Catapult.mis -
-)-MAILMAN- - 23.05.2009
Below is what is in the .mis file that I created to test the Carrier Take Off & Catapult Mod. I even added these additional lines(since posting the original problem) thinking that maybe they had to be in there for this to work correctly.
CatapultBoost 0
StandardDeckCVL 0
CatapultAI_CVE 0
CatapultAI_CVL 0
CatapultAI_EssexClass 0
CatapultAI_Illustrious 0
CatapultAI_GrafZep 0
Still no luck. I even went through and started turning off various mods to see if I could find the problem. Again no luck, I Still get the Standby, 60%, Loading tanks message screen when the mission load process locks the game up.
[MAIN]
MAP Slot/load_0842.ini
TIME 12.0
WEAPONSCONSTANT 1
CloudType 0
CloudHeight 1000.0
army 1
playerNum 0
[Wing]
USN_VF_6A00
USN_VT_6B10
USN_VB_6B20
[USN_VF_6A00]
Planes 4
Skill 2
skin0 VF-6_USS Enterprise_1942_F4F-4_Ronnco.bmp
Class air.F4F4
Fuel 100
weapons 2x100
[USN_VF_6A00_Way]
TAKEOFF 543413.24 7296.99 0 0 0_Chief 0 &0
NORMFLY 567619.28 25745.62 3000.00 300.00 &0
LANDING 593537.69 9330.63 0 0 0_Chief 1 &0
[USN_VT_6B10]
Planes 3
Skill 2
Class air.TBF1
Fuel 100
weapons 1xmk13
[USN_VT_6B10_Way]
TAKEOFF 537344.24 13421.07 0 0 0_Chief 0 &0
NORMFLY 565420.51 33167.02 1500.00 300.00 &0
LANDING 599204.60 16969.17 0 0 0_Chief 1 &0
[USN_VB_6B20]
Planes 3
Skill 2
skin0 VB-4_USS Enterprise_4 June 1942_Midway_Blank_Jesters-Ink.bmp
skin1 VB-4_USS Enterprise_4 June 1942_Midway_Blank_Jesters-Ink.bmp
skin2 VB-4_USS Enterprise_4 June 1942_Midway_Blank_Jesters-Ink.bmp
Class air.SBD3
Fuel 100
weapons 1x500
[USN_VB_6B20_Way]
TAKEOFF 527862.03 16319.69 0 0 0_Chief 0 &0
NORMFLY 562974.08 42200.40 4000.00 300.00 &0
LANDING 606163.55 23078.34 0 0 0_Chief 1 &0
[Chiefs]
0_Chief Ships.USSEssexCV9 1 0 2 1.0
[0_Chief_Road]
532558.44 3802.10 120.00 0 2 15.433334350585938
598825.13 3692.68 120.00
[NStationary]
[Buildings]
[Bridge]
[House]
[Mods]
ViewExternalSelf 0
ViewExternalOnGround 1
ViewExternalWhenDead 1
ViewExternalFriendlies 0
CatapultAllow 1
CatapultAllowAI 1
CatapultBoost 0
StandardDeckCVL 0
CatapultAI_CVE 0
CatapultAI_CVL 0
CatapultAI_EssexClass 0
CatapultAI_Illustrious 0
CatapultAI_GrafZep 0
- FerretInTheDrinksCabinet - 24.05.2009
Hi Fireball,
I thought it may be due to some old filese in my install, so I did a new clean install of AAA UI.
Same probs. This makes me think that CTO mod is dependent on some other mod which I and mailman don't have installed?
Just a thought.
Regards
Ratty
- Fireball - 25.05.2009
OK, I was FINALLY able to reproduce this error, thanks to the information from Ratty and Mailman. I did a fresh 1.1.1 install as Ratty suggested, and then used the mission file that Mailman posted. I'm still not sure what's causing it, and why it errors off for some people and not others. But now I can start testing some things.
Once I figure it out, I'll put out a new release. In addition to this bug fix, the next release will:
- Fix the problems with the CatapultAllow and CatapultAllowAI mission parameters.
- Add the Sea Fury, so it will start with folded wings.
- The AI will start on deck with their wings folded as they do now. But to speed up the takeoffs, when they jump into position on the catapult, their wings will already be all the way unfolded. This will save the time required to unfold the wings, which for some planes (F4U, B5N, and B6N) can take 15 seconds or so. Same thing will happen when they jump into position for a rolling takeoff.
Fireball
- Dietz - 26.05.2009
Woo-woo- Hey this really really works!!! Finally had to try it when I couldn't get my F-9-F off the carrier in the downloaded test mission any other way( many messy Crashes to Water off the deck of the carrier.With complete lack of faith I very slowly taxied up to what appeared to be painted catapult line,way way forward & followed instructions, grinning grimly all the while....and wham it threw me into the air!!! Unbelievable!!!
Of course my first attempt at a crrier landind with this new jet resulted in a flaming bass of av gas...so I need a bit more work on that part...but I did get off the deck!!
( Is there an brief instructional on landing the Panther,use of flaps . airbrake etc.? I could use it!!!)
- Triad773 - 26.05.2009
I ride the airbrake from astern and regulate my speed with the flaps and throttle. I try to keep it around 150mph until I get near the fantail then full flaps, landing gear, airbrake, reduce throttle (OH and... lower tailhook
) usually gets me dancing on the deck