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

We can have moving carriers in Dogfight servers now Smile.
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oh thanks it works Big Grin can we take off with that catapult in aaa server? or it is only for single player?
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zaelu Wrote:We can have moving carriers in Dogfight servers now Smile.

How?
Is there a way to place a "home?base"object on a moving carrier?
Please show me how!
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Yes, there is a moving dogfight mod made by Zuti that can have a moving carrier set as homebase...

You make the waypoints for carrier then place at the first waypoint a homebase with the smalles radius and place the carrier in that radius.

Then you fly...

The homebase moves with the carrier. Smile


works pretty well
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Are there any planes to get the Catapult Mod to work with Cert AI mod?

Though I fly through the valley of death, I will fear no evil.....
For I am the meanest SOB in the valley!

[Image: JollySignature.jpg]
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Bug report!!!

Having this Carrier Mod enabled causes you to spawn at an enemy base when playing on AAA.
Once I disabled the mod, everything worked great again.

Though I fly through the valley of death, I will fear no evil.....
For I am the meanest SOB in the valley!

[Image: JollySignature.jpg]
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Yeah, we're trying to sort out the spawn problem right now. As Jinxx said if you have problems with spawning at the wrong base, disable the Carrier Takeoff mod for now. Hope to have a fix soon.

And yes, after everything else is stable, I'll get with Cert and see if we can't make the takeoff mod work with the AI mod.

Fireball
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Thanx for the update Fireball. Can't wait to see the finished product. The Carrier take off mod is wonderful for co-ops and off-line play.

Though I fly through the valley of death, I will fear no evil.....
For I am the meanest SOB in the valley!

[Image: JollySignature.jpg]
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Hello,
can anybody tell me haw turn off Carrier_Takeoff Mod? When I add in catalog name Carrier_Takeoff_5_2 the "-" the Il-2 crashed mission have 100% loaded.

P.S. It's great new beta mod SWORDFISH. Can anybody upgrate Carrier_Takeoff_Mod. Swordfish havn't floaded wings on carrier. Ctrl-F (floding wings) work with this mod
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Just put a "-" infront of the mod folder to disable it.

Though I fly through the valley of death, I will fear no evil.....
For I am the meanest SOB in the valley!

[Image: JollySignature.jpg]
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:roll:
Greetings to all.
I have a problem with the mods, with respect to aircraft still on the runway during take-off.
Their history is available to more realistic, but I have noticed big problems with the AI, you expose the problem.
:evil:
Aircraft ready for takeoff, with wings folded, when they opened the plane which is the last to open the wings is systematically destroyed by his companion.
Now I hope there will be an easy solution to this problem, or a patch, ask for help solving it, this does not really mods you can do without, especially in tackling the Pacific theater.
I attach some screen to make the idea of the problem, I did so only with a four-game, try to imagine that the planes are more, (I saw) is almost similar to atomic explosions. :lol:

I ask humbly apologize for my English.

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@Stefano: You definitely have a conflict with another mod. The mods that I know of that are incompatible with the Carrier Takeoff mod are the CERT AI mod, AI Navlights mod, and some versions of the Moving Dogfight mod. So if you want to use the Carrier Takeoff mod you'll have to disable these mods. Eventually we will get the Takeoff mod compatible with the CERT AI mod, and the next version of the Takeoff mod will have option built-in to turn the AI navlights off at night.

@Howlin: Aircraft should spawn with wings folded in a co-op or single mission, regardless of whether its a stationary carrier or not. In dogfight servers, your aircraft will spawn with wings unfolded. Is that what's happening in your case?

Fireball
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Fireball Wrote:@Stefano: You definitely have a conflict with another mod. The mods that I know of that are incompatible with the Carrier Takeoff mod are the CERT AI mod, AI Navlights mod, and some versions of the Moving Dogfight mod. So if you want to use the Carrier Takeoff mod you'll have to disable these mods. Eventually we will get the Takeoff mod compatible with the CERT AI mod, and the next version of the Takeoff mod will have option built-in to turn the AI navlights off at night.

@Howlin: Aircraft should spawn with wings folded in a co-op or single mission, regardless of whether its a stationary carrier or not. In dogfight servers, your aircraft will spawn with wings unfolded. Is that what's happening in your case?

Fireball

Exactly, but I think the problem is just the mod of AI, Fireball thank you very much, now I can understand that the problem stems from one of these mods that creates a lot of conflict because of the clarity. :wink: :twisted:
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Great addition m8,
One problem I had though was in a coop I spawn in next to 3 AI or such on the Saratoga.
When they open their wings F6F's sea hurri's and seafires, the wings open and everyone explodes !

Any help please
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RAF_Sharkzz Wrote:Great addition m8,
One problem I had though was in a coop I spawn in next to 3 AI or such on the Saratoga.
When they open their wings F6F's sea hurri's and seafires, the wings open and everyone explodes !

Any help please

This is the same problem Stefano described a few posts up. If you spawn in and the AI immediately start unfolding their wings, that's a definite sign that you have a conflict with another mod.

The mods that I know of that are incompatible with the Carrier Takeoff mod are the CERT AI mod, AI Navlights mod, and maybe the Moving Dogfight mod. So if you want to use the Carrier Takeoff mod you'll have to disable these mods. Eventually we will get the Takeoff mod compatible with the CERT AI mod, and the next version of the Takeoff mod will have the option built-in to turn the AI navlights off at night.

Now there is a spawn issue with the current version of Carrier Takeoff, but this issue involves spawning at the wrong base sometimes on certain dogfight servers. And that will be fixed in the next version (5.3) that will be released soon. But that's a separate issue from your spawn problem.

Fireball
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