Carrier Takeoff Mod 5.3.3 (updated 7/23/2009)
#16

That's odd, because when I tested it online for Fireball, they all worked fine. :? It's not unusual at all for an AI or two to run into the island if the weather is set to "poor" or worse, due to the rolling of the ship. But in calm waters, they all worked fine. The only problem I witnessed was an occasional collision between the two TBFs parked furthest aft on a Jeep carrier. This happened when one would pull forward to unfold his wings, and his wing would contact the other's nose. This was an intermittant problem - it did not occur every time.
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#17

Hmmm....

I'm not sure what's going on. I just tried all these scenarios and couldn't reproduce any of the problems. I set up 16 Hellcats on the Intrepid and launched them all successfully. I Launched flight of four Hellcats off the Saratoga. And I launched a whole boatload of Seafires and Corsairs off the Illustrious.

Is there anyone NOT having problems with aircraft crashing or running off the side of the deck?

I guess the first thing to do is to rule out any conflicts with some other mod. Could you check to make sure these five files don't appear anywhere else in your Mods folder:

0EFE005CA3BC6254
3783AE2208602A6A
66731988E795FA7A
E7BC91A02B05FF4A
EEBBE344D2C2A05A


I did notice some problems with the FM2 that I need tweak. (They don't pull forward far enough before they unfold their wings, and the aircraft on the right pulls to the right too much.) But that's fixable and I don't think related to the general problems people are having.

I appreciate you all taking the time to test this, and the feedback.
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#18

A wise man once said: "If someone says it's impossible, it's not impossible. He just does not know
how to do it. So find someone who can."
So many "impossible" things have become possible here at AAA I never cease to be amazed.
This mod is great. A few tweaks will be necessary but I'm sure this can be fixed.
I only fly off-line so my observations only apply to that.
4 F4Us, 4 abreast on a CVE. Number "4" L to R on the starboard side. After the first 3 takeooff
number 4 turns to the right, extends wings and either taxis into the guntub or right wing goes
through the island with no effect. Seems planes with wings that fold alongside, F4F, F6F, TBFs don't
taxi far enough forward before extending wings.
If these few adjustments can be made I feel this mod will become the standard for all carrier ops.
Hats off for a job well done!
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#19

EEBBE344D2C2A05A

this one also appears in the 'Nav lights off for AI' mod

I'll try disabling that and test again


but it comes alphabetically after the Carrier mod in the MODS folder so it should be ignored :?

Could it be related to specific maps?
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#20

Well...this is embarrassing. :oops:

The problem appears to be that the mod only works correctly if the carrier is moving east. And I think I know why.

And of course in all of the missions I used for testing this, the carrier was alway moving east.

Anyway...I've removed the link til I can get a corrected version out. If someone who already has the b2 version, wouldn't mind trying it with a mission with the carrier travelling east, I would appreciate knowing if things work more like they should. There still will undoubtedly be some tweaks that need to be made.

Thanks again to those brave enough to test the first version.
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#21

Howdy Fireball!

1st of all thanks for a great mod, it really adds to realism of game having full deck of planes waiting to take off. Keep up the great work. I have tried out the mod using the Lexington class carriers with 28 F4U-1ds. I have had various results. I tried with carriers traveling east as you requested and had the first plane pull up and explode on deck when it unfolded wing into the planes on either side, this pretty much wiped out half the deck of the rest of planes. I tried same setup with carriers traveling west and had a little better results, with most of planes taking off with no problems. This was an online mission, and i was in the last plane in the slot. At same time i also had a Lex class carrier with 28 Hellcats on board, and all but 2 took off successfully. The biggest problem that Ive noticed so far, is the planes are not pulling up far enough and when unfolding wings, it hits the planes next to them. Also Ive noticed that the planes on the left that are behind where the Lex class deck widens out, when those planes as all planes do, they pull out to the left, and when those behind that part of the deck, the take off and go off side of carrier. If theres anyway you get planes to pull up farther and more straight on deck, I think this would be a big help, IMO.! I hope this is some help to you. I will continue trying out this mod in various scenarios! Again, thank you for this great mod, and hope you can get bugs worked out of it.
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#22

Essex, 16 F6Fs & 6 TBMs.
All planes T/O ok heading east. Problems, to various degrees, heading N, S, or W.
The direction the planes turn to extend their wings seems to be governed, to some extent,
by the way the carrier is heading. Will continue to test. Lots of potential here.
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#23

Essex: 16 F4Us, 6 TBMs

Easterly course seems to work best for me. About 048 degrees.
One other bug: F4U seems to begin T/O roll just before wings are fully extended, for some reason.
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#24

I just tried it heading east....28 F6F3's off the Essex without problems

God....the noise is deafening on start-up...all those engines....lol

the only problems are if you try to rush things and go to 2x speed...then they hardly stop to unfold wings and take-off with them not quite extended...but still don't go into the drink

I haven't tried it using the wind mod coming from the east...that is next..

To be quite honest ...even if we are stuck with only heading east it isn't that much of a problem

Before the wind mod came out I would increase the speed of the carrier to max for a short term until all a/c were up... now we can simulate the 'turning into the wind' and have the carrier head east until all are up...then back on course...

Looks and sounds fantastic
Big Grin
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#25

OK more experiments.....

the first one which worked OK...i only had the t/o waypoint and no others

when i tried with other waypoints the plane would release chocks and then turn in that direction

so i made sure the first waypoint was in-line with the ships course ...East...and extended away for enough distance...then it worked OK again

the wind mod doesn't seem to cause any problems

it doesn't like any faster speed than normal...if you try to go to x2 or x4 or x8 the a/c do not unfold their wings in time
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#26

Just tried it with the essex headed north West...and all t/o and first waypoints in exact line with the path of the ship....... NO problems


You will need to edit any carrier missions in the FMB to ensure that all t/o and first WP are in-line with the ships path
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#27

Greetings, Fireball!
Installed your MOD yesterday.
But has found out, that planes on a deck began less, than without your MOD. Cry
(on the Japanese generic carrier up to MOD it was placed 9 Tomahawks and 6 Spitfires.
After installation of your MOD
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#28

Fireball, when Air Group 51 tested this mod online, the Essex, and Jeep carrier were both heading West! LOL As a matter of practice, I always give the the aircraft their first waypoint out in front of the carrier about a mile or two. Don't know why, but I've always done it that way. That is probably why I didn't witness any problems. :oops: Sorry for not being more thorough. :oops:

And we were using the wind mod also.
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#29

4 HEllcats on the Intrepid -> BOOOOOM
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#30

Thanks for all the feedback!

I just want to clarify that the issue about the mod only working when the carrier is travelling east, was just a bug in my code, not the way the mod is going to always be. I think I've already got that fixed. In the next version of the mod you'll be able to launch from carriers travelling any direction, and waypoints won't be an issue either. You can have waypoints going any direction after the takeoff waypoint, or it will even work with no waypoints after the takeoff waypoint.

I want to test a few more things, but hopefully I'll have a new beta out this evening or maybe tomorrow.
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