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!
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.
Is there a way to modify the catapults force of which it launches?
Posts: 678
Threads: 54
Joined: Dec 2008
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
FerretInTheDrinksCabinet
Guest
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
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:
FerretInTheDrinksCabinet
Guest
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 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.
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.
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: