All-Aircraft-Simulations
Combined CERT AI 3.0 and Carrier Takeoff 5.3.3 - Printable Version

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+--- Thread: Combined CERT AI 3.0 and Carrier Takeoff 5.3.3 (/showthread.php?tid=63780)

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- Fireball - 02.08.2009

Yes, if you've got the moving dogfight mod, you should already have both the AI mod and the Carrier Takeoff mod included with it. Some people just wanted a version without the moving dogfight. I'm not sure if they were having issues with the Moving Dogfight mod, or just preferred not use it.

One note...as of now, the version of Carrier Takeoff in the Moving Dogfight mod is 5.3, whereas this combined mod has 5.3.3. The big difference between the two versions is that 5.3.3 fixes a bug that sometimes caused people to spawn on the wrong base in dogfight servers. There's a couple other smaller changes too. Zuti has the code for these changes and I'm sure he'll bring the Carrier Takeoff up to 5.3.3 in his next release of the moving dogfight mod.

Fireball


1/2 and 1/4 speed - -)-MAILMAN- - 11.08.2009

This may have been brought up already, but in case it hasn't here goes.

If I choose to slow the time down to 1/2 or 1/4 speed the AI aircraft that is at the catapult starts rolling backwards on the flight deck (only checked Essex Class). All animation for that plane stops, the unfolding of the wings. If I go back to normal speed the planes snaps back to the catapult and finishes its routine of folding the wings from where it stopped then launches.


- Murph - 13.08.2009

Would it be possible to release a version that uses the 3.4 version of the AI mod instead of 3.0? I think 3.4 was better.


- Fireball - 14.08.2009

@Mailman - I'll have to take a look at that. I hadn't noticed that before. Thanks for reporting it!

@Murph - I haven't seen a version 3.4 of the AI mod. If Certificate releases a new version of the AI mod, and the demand is there, we'll probably try to put out a combined version, but I really don't have any plans to go back and combine older versions of the mods.

Fireball


- Murph - 16.08.2009

Fireball, I stand corrected- I had it confused with the earlier attempts to change the AI behavior that were called "AI 3.04". These attempts did'nt work as far as I can tell.
Thanks again for combining these mods.


- ex_RAAF_Elecfitter - 26.08.2009

somehow I missed this catapult mod

I love it! All this time I have been struggling to get the Sea Fury off the deck when its loaded with ordnance and now its dead easy! Thanks!


- Checkyersix - 09.09.2009

Ran into a glitch yesterday during a KTO mission. Seven F4U-1's took off fine, but the eighth wouldn't move or transfer to the catapult. When I changed the plane types to SeaFuries, they all took off smoothly.

Just letting you know. Great MOD otherwise.


- ex_RAAF_Elecfitter - 09.09.2009

Ive also had the occasional F4 just dive into the sea after launch

And I have discovered if you spawn aircraft on the illustrious when there are still aircraft waiting for the cat then they spawn on top of the others which results in destruction for all Sad


- CKY_86 - 21.09.2009

I'm had a try at getting the Panther to use the catipult on the Essex and Illustious carrier's but it's not working, she won't hook up. Sad

Also tired 2 AI Panthers on the Essex. The start up their engines and then I get a CTD. Also tried 4 AI F4UD and the same thing happend Sad


Missions backward-compatible? - AH_Moggy - 23.09.2009

I've noticed that, with the evolution of the carrier t/o mod, that the # of aircraft that may be spotted on-deck has seemed to change. Now, the screenshots below were from a mission built using Carrier T/O mod ver. 5.2.2, with 12x F6F's + 9x TBM's spotted on deck for launch.

You can see that, using the upgraded versions (5.3.3 & Cert AI mod + 5.3.3), the # of aircraft spotted on deck has been reduced (in the latter case drastically):

Using Car T/O mod 5.2.2 (all planes present):

[Image: CarTO5_2_2.jpg]

Using Car T/O mod 5.3.3 (now 2x of the Avengers are forced to air-start):

[Image: CarTO5_3_3.jpg]

And, finally, using the combined Cert AI mod + Carrier T/O 5.3.3 (now only 9x of the Hellcats are spotted; the remaining 12 planes are all forced to air-start):

[Image: CertAIplusCarTO5_3_3.jpg]

I haven't tested it yet, but could it be that each mission must be built using the most-up-to-date carrier T/O mod?


- Fireball - 23.09.2009

I did have to make some changes between 5.2 and 5.3 that resulted in a little less room for aircraft on the carrier decks. This was necessary to fix a bug that sometimes caused aircraft to spawn on the wrong carrier or airfield in a dogfight server.

So yes, the difference between your first and second screenshot is to be expected.

But...the third screen shot, something is wrong. You should get exactly the same deck line-up whether you're using the standalone Carrier Takeoff 5.3.3 or the one that's combined with the AI mod. I suspect you've got a conflict with another mod. Make sure you've disabled or deleted any other version of these mods: Carrier Takeoff, Catapult, Cert AI, AI Navlights, and Moving Dogfight. Those are the ones that I know about.

And to answer your question, missions don't have to be rebuilt for newer versions of the TO mod, although with older missions you may run into cases, as you did, where not quite all the aircraft fit on deck that used to.

Fireball


- AH_Moggy - 23.09.2009

Thanks for the post, Fireball. I figured it out. I'm hoping that you'll let me off the hook from explaining fully by merely saying "uh, it had nothing to do with the mod." (am tired of wearing that dunce cap) :wink:

BTW, thanks also for this outstanding mod!


BIZARRE loiter here behaviour - ex_RAAF_Elecfitter - 06.10.2009

I was flying the Sea Fury MkI and I ordered my flight to "loiter here" to allow the second flight to catch up and group and my fight including myself on Autopilot did a series of prop stalls, ie climbing verticle until stalling out, this went on until I commanded next waypoint. Usually when commanded to loiter here the aircraft enter a series of turns, I have never seen this climb and stall to loiter behaviour before. Is it deliberate?


is there a problem with 4.09m? - orckhan1989 - 13.10.2009

does this mod somehow contradict with 4.09m? can we use them both without having trouble? as far as i know there are AI changes in 4.09m. does this mod affect them?