All-Aircraft-Simulations
Carrier Takeoff Mod 5.3.3 (updated 7/23/2009) - Printable Version

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+---- Thread: Carrier Takeoff Mod 5.3.3 (updated 7/23/2009) (/showthread.php?tid=55019)

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- fernand - 06.07.2008

It's really a great job/mod. Thanks you.
Juste a little question, the files wich come with it are already in files folder modded Confusedhock: . Don't remember wich mod use this files :

E7BC91A02B05FF4A
EEBBE344D2C2A05A
0EFE005CA3BC6254
3783AE2208602A6A

I would avoid to delete a previous mod, do you know wich AAA mod coul use this same files ? Thanks


- Fireball - 06.07.2008

magot Wrote:btw :
IL-2 Carrier Takeoff Mod
http://www.youtube.com/watch?v=BFmB9o9ysF8

Thanks magot. Forgot that video was still out there. I removed it. Maybe I'll put up an updated one when I get all the problems worked out with the beta.


- Fireball - 06.07.2008

fernand Wrote:It's really a great job/mod. Thanks you.
Juste a little question, the files wich come with it are already in files folder modded Confusedhock: . Don't remember wich mod use this files :

E7BC91A02B05FF4A
EEBBE344D2C2A05A
0EFE005CA3BC6254
3783AE2208602A6A

I would avoid to delete a previous mod, do you know wich AAA mod coul use this same files ? Thanks

I'm not sure what mod that would be. Fabianfred mentioned earlier that the file 'EEBBE344D2C2A05A' is part of the 'Nav lights off for AI' mod. (which BTW I'll try to work with uf_josse to get that integrated as an option in this mod).

But I don't know what mod would use all those files. What are the dates on the files?


- Fireball - 06.07.2008

duffys tavern Wrote:IJN Carrier: B5N noses over on deck and explodes. B6N & Zekes, ok.

Hi Duffys Tavern,

Does this happen consistently? I haven't been able to reproduce that. I tried launching B5's off the Akagi and the the generic IJN carrier. Can you tell me what the exact setup is? Or a copy of the .mis would be very helpful.

Thanks!


- Fireball - 06.07.2008

CKY_86 Wrote:Just been tetsing this brill mod.

14 A6M5's off the Akagi heading west, no problem.

Same number of Seafire's, plus a few Kate's & Val's, same carrier, same heading, a few planes went off the side right at the start & a spit rolled forward a little too far to the left & ran into the super-structure on it's take-off run.

Is it still doing this with the latest b3 beta version? I hope not!


- fernand - 06.07.2008

Fireball Wrote:
fernand Wrote:It's really a great job/mod. Thanks you.
Juste a little question, the files wich come with it are already in files folder modded Confusedhock: . Don't remember wich mod use this files :

E7BC91A02B05FF4A
EEBBE344D2C2A05A
0EFE005CA3BC6254
3783AE2208602A6A

I would avoid to delete a previous mod, do you know wich AAA mod coul use this same files ? Thanks

I'm not sure what mod that would be. Fabianfred mentioned earlier that the file 'EEBBE344D2C2A05A' is part of the 'Nav lights off for AI' mod. (which BTW I'll try to work with uf_josse to get that integrated as an option in this mod).

But I don't know what mod would use all those files. What are the dates on the files?

You ar right, the 'EEBBE344D2C2A05A' is part of the 'Nav lights off for AI' mod. The dates of the other files is november 2007 the 20th


- AIRdomination - 07.07.2008

Have you tried launching the aircraft in a thunderstorm? :? Had a major screw up there with my FM-2 Wildcats aboard the Saratoga. For some reason they can't decide who's going first, and either nose over and explode, or just unfold their wings right into each other. Sad


- VT-51_Razor - 08.07.2008

That has little or nothing to do with the takeoff mod. The AI can't deal with the rolling of the ship after they release their chocks, and if there is a crosswind - which there always is when you choose stormy weather - that wreaks havoc with them as well. The AI just can't deal with those problems.


- AIRdomination - 08.07.2008

Well razor...

I tried the EXACT same mission WITHOUT the mod and they took off successfully. I made a test to make sure. And it IS the mod.


- VT-51_Razor - 08.07.2008

:oops: I stand corrected. That has been my experience with it anyway. I've never been able to get a deck load of planes to fly off successfully - without the mod - in stormy weather. There's always a couple, if not all of them, that don't make it due to the rolling of the ship.


- godzyla - 08.07.2008

Is it possible to make this with ground runways (the leader on one side of runway, the 2nd on the other side, behind the leader, etc...)


- fabianfred - 09.07.2008

HundertzehnGustav Wrote:Often i see a 30 meters waste of space when there is only one flight taking off. Every little inch counts, especially on a bombloaded Corsair, or low Carrier speed, so this would be a Flight Operations Safety measure.
Big Grin

this is where the mission builder can help by careful use of the wind mod ..ensuring direction and strength is right for take-off


- VT-51_Razor - 10.07.2008

Gustav - If realistic carrier operations are what you're in to, then you've got to get that wind speed mod! It will insure that you have the correct wind speed over the deck regardless of how fast the carrier is going. It even works on a DF map! Now, you no longer have to alter the .mis file to get a CVE going 30+ knots in order to fly any kind of bomb load off of them (although you WILL have to modify the .mis file with the desired windspeed and direction). It has really brought this game into the realm of a true simulator. :wink:

Get it here: (The link is inoperative)


- Fireball - 12.07.2008

Just uploaded CarrierTakeoff beta 4.

viewtopic.php?t=6120

This one hopefully fixes the lingering issues people have had with takeoffs and wing unfolding. All the scenarios I tried seem to work OK. But you all seem to be experts at finding situations that don't work right. Which is great! Big Grin

I haven't dealt yet with some of the fine-tuning suggestions people have had (moving the front row up, etc.). First I just want to get things to point where all aircraft can consistently takeoff under all conditions (direction, weather, etc) on all ships.

Thanks for testing it out! Look forward to your comments.

Fireball


- rollnloop - 12.07.2008

Issue: visual bug
Description: the right F4U hits Essex turrets while taking off (visually only, no damage)

Mission:

[MAIN]
MAP Iwo/load.ini
TIME 12.0
CloudType 0
CloudHeight 1000.0
player USN_VF_84A00
army 1
playerNum 0
[Wing]
USN_VF_84A00
USN_VF_84A01
USN_VF_84A02
USN_VF_84A03
USN_VF_84A10
USN_VF_84A11
[USN_VF_84A00]
Planes 4
Skill 2
Class air.F4U1D
Fuel 100
weapons 1x178dt2x1548xhvarap
[USN_VF_84A00_Way]
TAKEOFF -80334.82 -26517.86 0 0 0_Chief 0 &0
NORMFLY 4861.75 3576.74 500.00 300.00 &0
GATTACK 5788.50 4173.27 500.00 300.00 &0
NORMFLY -66590.32 -27201.05 500.00 300.00 &0
NORMFLY -79486.46 -30787.56 500.00 300.00 &0
NORMFLY -83301.89 -29032.46 500.00 300.00 &0
LANDING -76464.10 -26411.06 0 0 0_Chief 0 &0
[USN_VF_84A01]
Planes 4
Skill 2
Class air.F4U1D
Fuel 100
weapons 1x178dt2x1548xhvarap
[USN_VF_84A01_Way]
TAKEOFF -80334.82 -26517.86 0 0 0_Chief 0 &0
NORMFLY 4871.75 3586.74 510.00 300.00 &0
GATTACK 5798.50 4183.27 510.00 300.00 &0
NORMFLY -66580.32 -27191.05 510.00 300.00 &0
NORMFLY -79476.46 -30777.56 510.00 300.00 &0
NORMFLY -83291.89 -29022.46 510.00 310.00 &0
LANDING -76464.10 -26411.06 0 0 0_Chief 0 &0
[USN_VF_84A02]
Planes 4
Skill 2
Class air.F4U1D
Fuel 100
weapons 1x178dt2x1548xhvarap
[USN_VF_84A02_Way]
TAKEOFF -80334.82 -26517.86 0 0 0_Chief 0 &0
NORMFLY 4881.75 3596.74 520.00 300.00 &0
GATTACK 5808.50 4193.27 520.00 300.00 &0
NORMFLY -66570.32 -27181.05 520.00 300.00 &0
NORMFLY -79466.46 -30767.56 520.00 300.00 &0
NORMFLY -83281.89 -29012.46 520.00 320.00 &0
LANDING -76464.10 -26411.06 0 0 0_Chief 0 &0
[USN_VF_84A03]
Planes 4
Skill 2
Class air.F4U1D
Fuel 100
weapons 1x178dt2x1548xhvarap
[USN_VF_84A03_Way]
TAKEOFF -80334.82 -26517.86 0 0 0_Chief 0 &0
NORMFLY 4891.75 3606.74 530.00 300.00 &0
GATTACK 5818.50 4203.27 530.00 300.00 &0
NORMFLY -66560.32 -27171.05 530.00 300.00 &0
NORMFLY -79456.46 -30757.56 530.00 300.00 &0
NORMFLY -83271.89 -29002.46 530.00 330.00 &0
LANDING -76464.10 -26411.06 0 0 0_Chief 0 &0
[USN_VF_84A10]
Planes 4
Skill 2
Class air.F4U1D
Fuel 100
weapons 1x178dt2x1548xhvarap
[USN_VF_84A10_Way]
TAKEOFF -80334.82 -26517.86 0 0 0_Chief 0 &0
NORMFLY 4901.75 3616.74 540.00 300.00 &0
GATTACK 5828.50 4213.27 540.00 300.00 &0
NORMFLY -66550.32 -27161.05 540.00 300.00 &0
NORMFLY -79446.46 -30747.56 540.00 300.00 &0
NORMFLY -83261.89 -28992.46 540.00 340.00 &0
LANDING -76464.10 -26411.06 0 0 0_Chief 0 &0
[USN_VF_84A11]
Planes 4
Skill 2
Class air.F4U1D
Fuel 100
weapons 1x178dt2x1548xhvarap
[USN_VF_84A11_Way]
TAKEOFF -80334.82 -26517.86 0 0 0_Chief 0 &0
NORMFLY 4911.75 3626.74 550.00 300.00 &0
GATTACK 5838.50 4223.27 550.00 300.00 &0
NORMFLY -66540.32 -27151.05 550.00 300.00 &0
NORMFLY -79436.46 -30737.56 550.00 300.00 &0
NORMFLY -83251.89 -28982.46 550.00 350.00 &0
LANDING -76464.10 -26411.06 0 0 0_Chief 0 &0
[Chiefs]
0_Chief Ships.USSEssexCV9 1 0 2 1.0
[0_Chief_Road]
-74589.29 -25486.61 120.00 0 84 15.433334350585938
-74193.10 -25433.13 120.00
-73796.91 -25379.65 120.00
-73400.72 -25326.17 120.00
-73004.52 -25272.69 120.00
-72608.34 -25219.21 120.00
-72212.14 -25165.73 120.00
-71815.95 -25112.26 120.00
-71419.76 -25058.78 120.00
-71023.57 -25005.30 120.00
-70627.38 -24951.82 120.00
-70231.19 -24898.34 120.00
-69834.99 -24844.86 120.00
-69438.80 -24791.38 120.00
-69042.61 -24737.90 120.00
-68646.42 -24684.42 120.00
-68250.23 -24630.94 120.00
-67854.04 -24577.46 120.00
-67457.84 -24523.98 120.00
-67061.66 -24470.51 120.00
-66665.46 -24417.03 120.00
-66269.27 -24363.55 120.00
-65873.08 -24310.07 120.00
-65476.89 -24256.59 120.00
-65080.70 -24203.11 120.00
-64684.50 -24149.63 120.00
-64288.31 -24096.15 120.00
-63892.12 -24042.67 120.00
-63495.93 -23989.19 120.00
-63099.74 -23935.71 120.00
-62703.55 -23882.23 120.00
-62307.36 -23828.76 120.00
-61911.16 -23775.28 120.00
-61514.97 -23721.80 120.00
-61118.78 -23668.32 120.00
-60722.59 -23614.84 120.00
-60326.40 -23561.36 120.00
-59930.21 -23507.88 120.00
-59534.02 -23454.40 120.00
-59137.82 -23400.92 120.00
-58741.63 -23347.44 120.00
-58345.44 -23293.96 120.00
-57949.25 -23240.48 120.00
-57553.06 -23187.01 120.00
-57156.87 -23133.53 120.00
-56760.68 -23080.05 120.00
-56364.49 -23026.57 120.00
-55968.30 -22973.09 120.00
-55572.11 -22919.61 120.00
-55175.91 -22866.13 120.00
-54779.72 -22812.65 120.00
-54383.53 -22759.17 120.00
-53987.34 -22705.69 120.00
-53591.15 -22652.21 120.00
-53194.96 -22598.73 120.00
-52798.77 -22545.26 120.00
-52402.57 -22491.78 120.00
-52006.38 -22438.30 120.00
-51610.19 -22384.82 120.00
-51214.00 -22331.34 120.00
-50817.81 -22277.86 120.00
-50421.62 -22224.38 120.00
-50025.43 -22170.90 120.00
-49629.23 -22117.42 120.00
-49233.04 -22063.94 120.00
-48836.85 -22010.46 120.00
-48440.66 -21956.99 120.00
-48044.47 -21903.51 120.00
-47648.28 -21850.03 120.00
-47252.09 -21796.55 120.00
-46855.89 -21743.07 120.00
-46459.70 -21689.59 120.00
-46063.51 -21636.11 120.00
-45667.32 -21582.63 120.00
-45271.13 -21529.15 120.00
-44874.94 -21475.67 120.00
-44478.75 -21422.19 120.00
-44082.55 -21368.71 120.00
-43686.36 -21315.24 120.00
-43290.17 -21261.76 120.00
-42893.98 -21208.28 120.00
-42497.79 -21154.80 120.00
-42101.60 -21101.32 120.00
-41705.41 -21047.84 120.00
[NStationary]
0_Static vehicles.artillery.Artillery$BunkerR2_gun 2 5788.49 4170.34 420.00 0.0 0
1_Static vehicles.artillery.Artillery$BunkerR1_gun 2 5830.92 4197.61 420.00 0.0 0
2_Static vehicles.artillery.Artillery$BunkerA_gun 2 5752.18 4154.30 420.00 0.0 0
3_Static vehicles.artillery.Artillery$BunkerD_gun 2 5812.02 4186.06 420.00 0.0 0
4_Static vehicles.artillery.Artillery$BunkerS2_gun 2 5813.33 4150.37 420.00 0.0 0
5_Static vehicles.artillery.Artillery$BunkerG1_gun 2 5764.26 4124.91 420.00 0.0 0
[Buildings]
[Bridge]
[House]


I think something between B3 and B4 would "look" slightly more realistic, but the issue is quite minor, compared to possible worse problems at take off.

Accelerated time still doesn't work, but i didn't expect it to work yet anyway.

Thanks for the mod and its continuous improvements !