Carrier Takeoff Mod 5.3.3 (updated 7/23/2009)
#91

I still have my number 2 and 3 ending up in the soup with the wings still folded Sad
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#92

any update from the developper??? Cry
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#93

Can I please have a screenshot to see what it looks like with this MOD with as many Kates as possible crammed onto Akagi and Zuikaku Carriers, I know from expierence before the Mod, they could have a max of 12 and 13 Kates respectifully

Thanks
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#94

I may seem a little "tannant" ( I don't know the word in english - it's in french..), but what's going on with this MOD. Will there be updates someday or the creator had decided to let it down????
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#95

Hi!

Very pleasent mods!

I have made a 16 plane take off from Shokaku (12 A6M2 - 4 w 250 bomb and 8 w fuel tank - 4 VAL w 1x600 2x60 bomb) all of them at 100% fuel , full ship speed , clear wether.....what can I add for to be in paradise?

....NOTHING....


Regards

walter

SEMPER INCOMMODUS
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#96

the only thing that could be cool is the 2x/4x/8x bug resolved 8)
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#97

I guess it's time to turn my attention back to this one. Smile

- I'll take a look at the 2x/4x/8x issue.

- Is there anyone using the latest version (b4) who still has problems with the AI planes running into things, or rolling off the side of the ship. I hope all that was fixed in b4.

- If I remember right, the positioning on the CVLs is off-center to the port side. If so, I'll move everything to right a little.

- I'll try to fix the imcompatibility with mod that turns AI nav lights off.

- Allow the mission builder some control over how far forward or backward on deck to place the front row (and all other rows).

Any other issues or ideas?

Fireball
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#98

It's one of the best MOD I have. I think that most people would be pleased only by the 2x/4x/8x bug :wink:
Personnaly I didnt get the prob you mentioned in the b4 version
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#99

Hi!

With my .4 the only thing in bug is the compressed time unextended wing , the last two thing you would verify is the better option that you could find!!!

CONGRATULATION AGAIN FOR THIS MOD!!!!!!!!!!!!!!

walter

SEMPER INCOMMODUS
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Fireball, our whole squad, Air Group 51, has been using b4 for quite a while now, and we have not noticed any problems with the AI during ops at normal speed.

"- If I remember right, the positioning on the CVLs is off-center to the port side. If so, I'll move everything to right a little."

I just assumed that this was to keep the planes' wings out of the stacks and rigging. There is a slight difference between the "short deck" and "long deck" versions. The long deck has the port side planes' left main gear hanging out in space over the port catwalk, but the short deck version has the left mains sitting just insude the deck edge. Moving them over a bit to match the short deck version would be excellent.

"- Allow the mission builder some control over how far forward or backward on deck to place the front row (and all other rows). "

This feature would be friggin awesome Fireball!!! Big Grin Thank you!
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How do I install this? Do I put folder into MODS? The rason why I ask of this is becuase some of mods use old installation method, where I would have to put folder into FILES instead of MODS. Any answers form you are appericated.


Chaoic out...
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I think UI 1.1 dosn;t allow u to add mods like this. Simply thought int he files with al the number's in a folder that already has mods inside.

Why not have this in 1.1??!
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Hi!

Why don't you and certificate collaborate for solve the conflict between this and his AI_MOD 1.17?

All us users will be grateful if you do either usable!

cheers

walter

SEMPER INCOMMODUS
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walter_solito Wrote:Hi!

Why don't you and certificate collaborate for solve the conflict between this and his AI_MOD 1.17?

All us users will be grateful if you do either usable!

cheers

walter
Big Grin I support it with my screenshot!
[Image: grab0000fh0.jpg]
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Chaoic16 Wrote:How do I install this? Do I put folder into MODS?

Yes, just put the Carrier_Takeoff_b4 folder in your MODS folder.

You can install this and other mods even if you've got UI 1.1, although servers now have the option of specifying which mods they allow, and some may choose to not allow you to connect if you have extra mods.

Maybe we'll get it in a future version of the UI. Right now it's still a beta. I still need to tweak a few things. And once this is stable and certificate's AI mod is stable, I"m sure we'll be able to get them to work together.

Fireball
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