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

I'll try to take a look at these issues this evening. In the meantime, for those that are having problems, just double-check that you have disabled any earlier versions of the Carrier Takeoff and Carrier Catapult mods. Also make sure you've disabled the any versions of the CERT AI mod.

Fireball
Reply

actually for those of us that are using ZUTI's Mod 0.6b its very difficult to do this, cause Zuti's mod has included Certified ai mod an your mod, to work together... :?
Reply

III/JG52_Torpe Wrote:actually for those of us that are using ZUTI's Mod 0.6b its very difficult to do this, cause Zuti's mod has included Certified ai mod an your mod, to work together... :?

Could you temporarily disable Zuti's mod (and any of the others I mentioned earlier) and see if you still have all the same problems with version 5.1 of the Carrier Takeoff mod.

Fireball
Reply

yes, i have already disabled zuti mod, and but i get memory read error in the moment th planes have to appear over the carrier Cry
Reply

I haven't installed this yet, but when I previously had the catapult mod installed my frame rates would drop to 1 FPS for approximately 45 seconds then return to the normal 45 FPS if I had more than four aircraft total spawn on aircraft carriers decks. It made no difference if I had one carrier with more than 4 aircraft spawn on the flight deck or whether I had multiple carriers where the total number of aircraft exceeded 4 on the flight decks. Any way to separate these two mods so the catapult mod can be disabled?

-)-MAILMAN-
Reply

Ref. having other MODS enabled.

I only use AAA UI 1.1 with patch 1.0.
DLV's Infantry Mod
Tank Pack 1.0

When I refer to "hacks" I meant just reskinned existing planes.

Regards

Ratty
Reply

I said before, the solution here is that Fireball, Certified and ZUTI work together in the same mod, if they are constantly launching new separate versions, the Dedicated server with AI moving objects will never work 100% as we need.

So please, work as a team guys! :wink:
Reply

I have a little problem with the catapult-mod.

I have generated a little mission (coral sea) in the QMB. Without the catapult-mod starts the enemy aircrafts normal from the carrier.
When I using the Mods after the start of the mission some airplanes are in the water, other one are right after perpendicularly in air and fall max. 5s after starting the mission.

Sorry for my bad english.

IL2 1946
+ catapult-mod 5.1
+ ui 1.1
Reply

fabianfred Wrote:I tried it on a CVL with the FM2 and Illustrious with seafires and essex with SBD and F4U..

but everytime the planes release their chocks and swivel to the right...then just crash or go over the side on take-off

none of them work like they did in your video Cry

The problem is, the AI planes don't lock rear wheel, if it is the case, this problem should be solved (I think).
Reply

godzyla Wrote:
fabianfred Wrote:I tried it on a CVL with the FM2 and Illustrious with seafires and essex with SBD and F4U..

but everytime the planes release their chocks and swivel to the right...then just crash or go over the side on take-off

none of them work like they did in your video Cry

The problem is, the AI planes don't lock rear wheel, if it is the case, this problem should be solved (I think).

Just so no one gets confused, the quote from fabianfred is very old (last July) and was referencing the very first version of the takeoff mod. That problem was long ago fixed. There may be other problems, but not that one. Smile

Fireball
Reply

I don't have "carrier" and "catapult" mods - still can't start from catapult Sad
Reply

whiskey111 Wrote:I don't have "carrier" and "catapult" mods - still can't start from catapult Sad

Try to get your front wheels at about the beginning of the catapult track, then press your Chocks key to lock you into the catapult. If you're taking off from the Essex or Intrepid, put the front wheels about at the white square on the catapult track.

Fireball
Reply

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 tried what you said but I don't get a memory error. The Hurricanes take off fine.

Doublecheck this:

- You have Carrier_Takeoff_5_1 installed in your MODS folder.
- Any other versions of the CarrierTakeoff mod in your MODS folder are disabled (have a minus in front of them).
- All versions of the CarrierCatapult mod in your MODS folder are disabled.
- All versions of the CERT AI mod are disabled.
- All versions of the Moving Dogfight mod are disabled.

If all that is true and you're still getting errors, try renaming the 'Carrier_Takeoff_5_1' folder to '00000_Carrier_Takeoff_5_1'. After you refresh your folder view, this should cause that folder to be the very first one in the MODS folder. Then run the game and see if you get the same error.

If none of that helps maybe you could copy/paste your mission (.mis) file here in a post. That way I (and others) can try it and see what results we get.

Fireball
Reply

I installed the latest Carrier Takeoff 5.1

I created a mission with the Full Mission Builder using The_Slot_8_42 map, the USS Essex and the F4F-4 Wildcat. I saved the mission then added the following lines in the .mis file and then saved the .mis file:

[Mods]
ViewExternalSelf 0
ViewExternalOnGround 1
ViewExternalWhenDead 1
ViewExternalFriendlies 0
CatapultAllow 0
CatapultAllowAI 0

I started the game, selected to start a server, selected coop then selected the mission and clicked load. The mission loaded perfectly and the mod worked perfectly.

Next I edited the mission in the Full mission builder and replaced the F4F-4 with the F4F-3. I saved the mission then added the following lines in the .mis file and then saved the .mis file:

[Mods]
ViewExternalSelf 0
ViewExternalOnGround 1
ViewExternalWhenDead 1
ViewExternalFriendlies 0
CatapultAllow 0
CatapultAllowAI 0

I started the game, selected to start a server, selected coop then selected the mission and clicked load. The mission starts to load then lIL2 1946 locks up when it reaches 60%. I then had to close the game using the windows key and selecting to close IL2 1946.

So I opened the .mis file and edited it as seen below an then saved the .mis file.

[Mods]
ViewExternalSelf 0
ViewExternalOnGround 1
ViewExternalWhenDead 1
ViewExternalFriendlies 0

I started the game, selected to start a server, selected coop then selected the mission and clicked load. The mission starts to load then lIL2 1946 locks up when it reaches 60%. I then had to close the game using the windows key and selecting to close IL2 1946.

I checked some of my other mission where non wing folding planes were used and the same problems occur with them.

So it appears that anytime that you want to fly a mission with planes that have wings that do not fold you have to go into the mods folder and turn off the Carrier_Takeoff_5_1 mod by renaming the folder -Carrier_Takeoff_5_1. There has got to be a better way of doing this than having to turn the mod on and off as you change missions.

-)-MAILMAN-
Reply

fabianfred Wrote:I tried it on a CVL with the FM2 and Illustrious with seafires and essex with SBD and F4U..

but everytime the planes release their chocks and swivel to the right...then just crash or go over the side on take-off

none of them work like they did in your video Cry

were you fast forwarding the game? if you do then it won't work. thats wat i found out
Reply


Forum Jump:


Users browsing this thread: 1 Guest(s)