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

You might want to try downloading it again. I just downloaded it, and it opened fine.

Fireball
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spitfire13 Wrote:cant open RAR
If that is because you don't have a utility that extracts RAR files for you, you should get 7Zip (Top link for WindowsXP/Vista 32Bit, 3rd DL link for Windows XP64/Vista 64Bit.)
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Thanks fireball,

The mod works like a charm and seeing a full deckload take off is great!

Regards

Ratty
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I followed the instructions and removed the 5.1 version folder from the MODS folder to my desktop. I did not remove or disable the the F9F Panther Mod.

I extracted the 5.2 version then copied and pasted it into the MODS folder.

The missions where the carrier takeoff and catapult mod was working, do not work anymore as if the mod was never installed.

I removed the 5.2 version folder from the MODS folder then moved 5.1 version back into the MODS folder and the carrier takeoff and catapult mod was back working.

Did I do something wrong?

-)-MAILMAN-
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Never mind.

I did the installation again and now it works like it should.

Thanks again for the mod.

-)-MAILMAN-
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Hello.

I had made an observation... there is a hash file in this mod conflicting with one from AI lights off mod. Not everyone is having that one but... so you know.

Quote:EEBBE344D2C2A05A exists with :
CRC 743156ba : .\001_Effects Nav_Lights_Off_For_AI\EEBBE344D2C2A05A

CRC 6faf89c4 : .\001_Utils Carrier_Takeoff_5_2\EEBBE344D2C2A05A

the "001_type_mod" naming is just my choice...


Also... maybe it was put before this question but...

Can wer have a "spawn" mod for runways too? in Coops i mean.

thank you for your work!
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I have a couple questions.

I noticed in the readme that you can change the settings "CatapultAI_CVE 1" in a mission file.

So now for my question, can I put this line "CatapultAI_CVE=1" in a [Mods] block in my config.ini file and do the same thing universally?

If not is it possible to to this in a future update?

Is there any hope of merging this mod with the AI mod?

Excellent mod BTW. Absolutely outstanding! This should really liven up DCG and DGen campaigns.
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It is my understanding that, with the carrier Takeoff mod installed, the default setting is for all the AI on any catapult equipped ship to use the cat. You need to change the settings if you do not want them to use the cats. Then they will not use them. The mod allows for you to choose which type of carrier you don't want them to use it on.
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VT-51_Razor Wrote:It is my understanding that, with the carrier Takeoff mod installed, the default setting is for all the AI on any catapult equipped ship to use the cat. You need to change the settings if you do not want them to use the cats. Then they will not use them. The mod allows for you to choose which type of carrier you don't want them to use it on.

I know, but my understanding from the readme is that you can only change it in a .mis file, and even then you have to RE-CHANGE it if you change any parameters in that file after loading it in FMB. I was asking if it could be changed in the config file to have a universal effect ...
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AH Soooo. Sorry, I definitely misunderstood you.
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Fireball Wrote:This mod changes the way aircraft line-up for takeoff on the deck of an aircraft carrier, allowing more aircraft to fit on deck. It also allows players and AI to use the catapult for takeoff on carriers that are equipped with catapults.

IMPORTANT: This version merges the Carrier Catapult mod in with the Carrier Takeoff mod. You need to disable any earlier versions of both mods.

Changes in version 5:

- Carrier Catapult mod is merged into this mod.
- AI can now use the catapult.
- Changed the way AI move into position for takeoff.
- Fixed the problems with AI takeoff in 2x/4x/8x game speeds.
- Slight changes to the placement of aircraft on some carriers.
- Fixed catapult to work on both short and standard decks of CVL's.
- F9F Panther starts with folded wings.

Download it here: (The link is inoperative)Carrier_Takeoff_5_2.rar

README file is here: (The link is inoperative)README

INSTALLATION: Inside the rar file is a folder named 'Carrier_Takeoff_5_2'. Copy or extract this folder to the MODS folder in your IL-2 game folder. Delete or disable any earlier versions of the CarrierTakeoff and CarrierCatapult mods.

NOTE: This mod is currently not compatible with the CERT AI mod.

[Image: carrier-takeoff-mod.jpg]

Version History
-----------------

5.0

- Initial release of version 5


5.1

- Fixed AI spawn problem on ships without catapults.
- Added CatapultAllowAI parameter.


5.2

- Fixed memory error which occurs sometimes if F9F Panther is not installed.
- Fixed CatapultAllow mission parameter.
- Added slightly more catapult power for very heavy loadouts.
Big Grin Big Grin
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Im sure this might have been discussed already

Can you increase the strength on a coop mission?What would be the line you insert,and i take it it would be in the MIS file.Thanks
Sorry if this has been asked already
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No, I tried to get the catapult's power as close to historically correct as possible. In a co-op you have other (also historically correct) ways to increase the load you can get off the deck with. You can increase the speed of the carrier, up to it's max and/or you can increase the velocity of the wind blowing over the deck.

In a dogfight server you can't have a moving carrier, so I added a CatapultBoost parameter that you can add to the mission (.mis) file that increases the catapults power to simulate a moving carrier. CatapultBoost doesn't work in a co-op.

Fireball
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Sorry,but how do you increase the wind over the deck of a carrier?i have missed that
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Try this: viewtopic.php?t=16550
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