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

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!
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Fireball, this works great.. any chance of getting both forward cats working.. with a decent number of planes it takes quite a long time to get airborne.
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JG14_Jagr Wrote:Fireball, this works great.. any chance of getting both forward cats working.. with a decent number of planes it takes quite a long time to get airborne.
the worst is when u do a dcg campagn..... If ur in the 3rd or 4th row, when the last plane of the 2nd row take-off, there's a whole new 2nd row of plane that was waiting that spawn there and take-off.....
I'm waiting like if I was in the 6th row Confusedhock:
but it's not the fault of Fireball and I must live with that :roll:
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Is there a way to modify the catapults force of which it launches?
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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

SEMPER INCOMMODUS
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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

Try that Smile EDIT - delete the 104kb file from the AI-MOD folder, not the Carrier Take-off folder...

Also Fireball, I was hoping you might code in the sea-fury, as right now it starts off with its wings unfolded. Any chance?

Thanks!
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Intersting Bug(?)

I use numerous non-naval aircraft as hacks for navalised ones (usually as AI since landing w/o arrestor hooks is a bit tricky unless you are the AI).

eg I use U2's as Swordfish, PL11c as D373/376 etc.

Undortunately use of a non-carrier plane cause a memory error. This doesn't happen when only using the Catapult Mod .

Can you please fix the Carrier Take off mod (or show me which files I need to edit) so that I can still use these hacks?

Thanks

Ratty
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Doesn't work for me or I'm doing something wrong because it doesnt load me on the catapult place when I'm near by. Show me pleae, where I must to taxi to load me Smile
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FerretInTheDrinksCabinet Wrote:Intersting Bug(?)

I use numerous non-naval aircraft as hacks for navalised ones (usually as AI since landing w/o arrestor hooks is a bit tricky unless you are the AI).

eg I use U2's as Swordfish, PL11c as D373/376 etc.

Undortunately use of a non-carrier plane cause a memory error. This doesn't happen when only using the Catapult Mod .

Can you please fix the Carrier Take off mod (or show me which files I need to edit) so that I can still use these hacks?

Thanks

Ratty

This doesn't happen for me. I've launched all kinds of non-carrier planes off the deck. Are you sure you don't have the carrier mod AND the catapult mod, because both of those together gave me mem errors as well...
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Firewall, your mod crashes game with old missions made before your mod 5.1, when an aircraft programmed on mission to take off from a carrier later than minute zero has to appear, i think it is a sync problem.

Of course if you design a new mission with 5.1, it works, but its incompatible with older missions.

Check it! :wink:
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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
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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 get memory error with seafires carried on Illustrious too, and with more combinations, and if you put F6F's they try to take off with wings unfolded and fall to water like frogs!.
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I have no issues with the Mod.. but from reading I can tell that most if not all of the people that are having problems have a far more modified set of game fiels than I do.

You need to remember that "hacks" and mods are changing code that can have far reaching unintended effects on other aspects of the game.. and these are "Bata" at best.. "Alpha" by game maker standards. You can't expect them to work properly in a mishmash of other MODS.
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Come on, it can't be that bad. It was fine for the previous mod so it can be traced back, I think. Still, if it's working fine for newly created mission, well, the problem should be easily recreated and that's always a good thing when debugging.
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It is important for Zuti that this mod works well, because his dogfight+AI mod depends of, same case of certified's AI mod. I think that ZUTI, Certified and Fireball should work together in the same mod, and this mod is ZUTI's one

but its just IMHO :wink:
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