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

when you loading missions you can just take this mod off
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Quote:NOTE: This mod is currently not compatible with the CERT AI mod
Will there be an effort to make the two work together?
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genbrien Wrote:is there a file I can delete if I dont want AI to take off using catapult ????
also I noticed that on jap carrier, when zeros are taking off, when removing chock they "spawn" to the ide of the deck, causing them to crash........ :?
thx

Arghhh....sorry about that. I just posted version 5.1. That should fix the spawn problem. Thanks for finding that.

There are several parameters that you can add to a mission (.mis) file to control the use of the catapult by AI and human players. I did just add a new one in 5.1 called 'CatapultAllowAI'. If you set this to 0, human players can still use the catapult but AI will not. Details are in the README.
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Radoye Wrote:
Quote:NOTE: This mod is currently not compatible with the CERT AI mod
Will there be an effort to make the two work together?


Oh yeah, I'm sure they can be combined. The problem right now is that both mods are beta mods that will be changing often. Once both reach some stability then it shouldn't be a problem combining them.


Fireball
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Fireball Wrote:
genbrien Wrote:is there a file I can delete if I dont want AI to take off using catapult ????
also I noticed that on jap carrier, when zeros are taking off, when removing chock they "spawn" to the ide of the deck, causing them to crash........ :?
thx

Arghhh....sorry about that. I just posted version 5.1. That should fix the spawn problem. Thanks for finding that.

There are several parameters that you can add to a mission (.mis) file to control the use of the catapult by AI and human players. I did just add a new one in 5.1 called 'CatapultAllowAI'. If you set this to 0, human players can still use the catapult but AI will not. Details are in the README.

ah thx mate :wink:
great job

EDIT: -if I want to change the catapult parameter in the DCG campagn....(little n00bis with that)
must I change it to everymission or just one ????

EDIT2: the game crash at 90%OR after like 2-3min ingame...... Cry :? (ai mod is disable)
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Ok, deleted the carrier TO and the Cat MOD from my Mods folder then installed the new 5.1 package to the Mods folder. Make a mission with 16 F9F's on the Intrepid.. used 20m/s head wind and used 2 500lb plus 6 HVAR's and 75% fuel.

All AC were spotted 4 abreast in 4 rows with wings folded.. after engine spool up the planes begane to jump from the parking area to the forward left CAT and unfold then launch.. watched it twice from the last plane on the deck and both times all 16 took off normally..

Now if you can figure a way to get them to taxi and use both CAT's (one launching as one is taxiing you will be my hero Smile

Great MOD.. used in conjunction with the Wind MOD and the F9F and the KTO MAP its an amazing addition to the community..thanks..
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Great job, Fireball! You did it.
Noticed though, that some of the reservists called back are not the "hotshot" in the F9F they were in the F6F. They seem as apt as not, to crash on landing. When they do make a successful trap, they're coming in so hot, they almost reach the forward elevator before they stop. Seems these guys need lots of practice.
Thanks again for this great MOD!
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genbrien Wrote:EDIT: -if I want to change the catapult parameter in the DCG campagn....(little n00bis with that)
must I change it to everymission or just one ????

EDIT2: the game crash at 90%OR after like 2-3min ingame...... Cry :? (ai mod is disable)

genbrien,

I've never used DCG, but I'm quite sure you'd have to manually put it in every mission file.

As for the game crash, I don't know what would be causing that. I've never had that happen myself, and we ran an 8-10 person squad co-op that lasted about 45 min with the mod the other night, and nobody's game crashed. It may be a conflict with another mod, but I don't know which one that would be.

Were you running the older versions (b4) of the Takeoff and Catapults mods with no problems?

The problem goes away if you disable the Takeoff 5.0 mod?

I guess we'll have to see if anyone else reports anything similar...

Fireball
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duffys tavern Wrote:Great job, Fireball! You did it.
Noticed though, that some of the reservists called back are not the "hotshot" in the F9F they were in the F6F. They seem as apt as not, to crash on landing. When they do make as successful trap, they're coming in so hot, they almost reach the forward elevator before they stop. Seems these guys need lots of practice.
Thanks again for this great MOD!

Download ver. 1.2. They use airbrakes now before landing. But be sure to be inside weight parameters, 50% fuel or less, and no unexpended ordinance. No plane lands on a carrier with 100% fuel... Not even on land...
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Fireball Wrote:
genbrien Wrote:EDIT: -if I want to change the catapult parameter in the DCG campagn....(little n00bis with that)
must I change it to everymission or just one ????

EDIT2: the game crash at 90%OR after like 2-3min ingame...... Cry :? (ai mod is disable)

genbrien,

I've never used DCG, but I'm quite sure you'd have to manually put it in every mission file.

As for the game crash, I don't know what would be causing that. I've never had that happen myself, and we ran an 8-10 person squad co-op that lasted about 45 min with the mod the other night, and nobody's game crashed. It may be a conflict with another mod, but I don't know which one that would be.

Were you running the older versions (b4) of the Takeoff and Catapults mods with no problems?

The problem goes away if you disable the Takeoff 5.0 mod?

I guess we'll have to see if anyone else reports anything similar...

Fireball
thx
yes, version b4 and the cat mod were running fine, even with certificate ai mod on the folder.....
I put the version 5.0 and 5.1 (deleted 5.0) and deleted the ai mod but it crash random......
but it only happen when plane are taking off carrier with multiple plane.
Like I can do single mission for training and it wont crash........
I'll check other mods one by one and I'll report :wink:
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Good Job. Thanks a Bunch
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Great job, been eagerly awaiting this update.

I don't know if anyone else wants to try this, but I deleted the only file the catapult and AI mod have in common (the 104kb one...), and ran both at once. It seemed to work, as planes use the tactics from the AI mod but also use the catapult.

I might be imagining things, though Smile
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Checkyersix Wrote:Great job, been eagerly awaiting this update.

I don't know if anyone else wants to try this, but I deleted the only file the catapult and AI mod have in common (the 104kb one...), and ran both at once. It seemed to work, as planes use the tactics from the AI mod but also use the catapult.

I might be imagining things, though Smile
ah never tough about that
it works
thx :wink:
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I fit 24 hellcats plus 8 wildcats on to the deck of the intrepid in FMB for a mission i'm working on.

This is truly brutal fireball. Keep it up.
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Thanx Baco, for the tip on 1.2, works great. I've been away for a week and didn't know the new one was out. Thanx again.
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