Carrier Takeoff Mod 5.3.3 (updated 7/23/2009)
#76

rollnloop Wrote:Issue: visual bug
Description: the right F4U hits Essex turrets while taking off (visually only, no damage)

....

I think something between B3 and B4 would "look" slightly more realistic, but the issue is quite minor, compared to possible worse problems at take off.

Accelerated time still doesn't work, but i didn't expect it to work yet anyway.

Yes, there will be cases where a part of an AI wing will slice through something on deck. This was actually true insome cases in the previous betas too. I'm not sure about Essex.

It doesn't do any damage to the aircraft or the ship, and it would add a lot to the code complexity to make sure that never happens. So that's something that I'm probably not going to worry about in the near future. (You shouldn't be watching the AI anyway...it only encourages them. Smile )

And you're right, I haven't looked at the 2x/4x/8x issue yet.

Thanks for the feedback. And thanks very much for including the mission file! That makes troubleshooting a lot easier.

Fireball
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#77

When you take off from the carrier, make sure the ship is going as fast as it can. 30 MPH

Turn off weather or a cross wind can move you off the deck. Also have it going in a strait line.

Don't take a big load of ordinance and full fuel, you will never get off.

Re-try and see if it happens with 1/2 fuel and no ordinance

I had all 16 of my guys get into the air and had no issues.

You probably all know this right? :oops:

Rod
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#78

Yes...sir rod...that's why we use the wind mod to make it easier to t/o with a load....better than speeding carriers
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#79

I've looked but where do you get the wind mod?
Thanks, Mark.
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#80

Bombsaway Wrote:I've looked but where do you get the wind mod?
Thanks, Mark.

Here you go:

(The link is inoperative)
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#81

Thank you Fireball very much.
Mark.
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#82

Fireball
Thanks you so much for this mod. I have been waiting for something like this to add realism. I am not really interested in AI activity, but I love the idea of 24 of us on the same server all getting off and back on a single carrier. We are going to need the first few down to start marshalling to fit everyone on. Pity there is no Barrier to raise - Now there's a thought!!!!!!
Gos
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#83

Hey guys,
this mod looks great, but I dont know how to use the full mission builder, to place a carrier and make my own mission Sad
Can anyone help?
Thanx![/quote]
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#84

finally got a chance to use this mod.

fantastic work.

i would suggest though, and it may have already been stated before, that you might be able to get a few more rows of aircraft on the deck, going up abreast of the island. using the wind mod you would still be able to get those a/c off the deck easily, and it would be realistic

One other thing i noticed is that all the a/c are starting off in perfectly regimented rows. it might be nice to have them slightly staggered at various points to be a little less perfect.

all in all 10/10
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#85

HundertzehnGustav Wrote:bug! bug! bug! in beta 4 we have no working elevators!


Wich elevator. Are you talking about elevator on the deck tha could rise or descend ???? Cause mine nerver dod that. Is it a mod ????

And I dont know why but AI planes do not unfold their wings.... they "take off" wings fold..... so I must do the mission lonely. Is there a way to fix it ???? :roll:

PS: I test something and it do this if my wing are fold. If there is 2 carrier and I'm the 5th of the 1st... all aricraft before me will crash cause of their fold wing. But If I'm on the 1st line and I dont respect the order (ex I'm third) and I roll a little bit to unfold my wings, all others will unfold too......
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#86

k thx. Will do. Why is it impossible to have an elevator ????
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#87

HundertzehnGustav Wrote:dont know, just a feeling.
the interior of the carriers are empty.
how would YOU go about creating an elevator?
What purpose would it serve, while you are down in the hanar, the Flight deck is closed for operations. People have to either ditch their planes or crash them into the Carrier.
If possible, it would demand such deep knowledge of the basic game code that we have 2015 before it is understood.

and by then, SoWBOB will have 350 flyable planes anyway. Big Grin

1st... If its me that do this than if U downlaod it I'm sure your pc will crash :wink:
2d... I dont know, like in forgotten hope in BF1942. I was just asking cause Iwant my sim to be as real as possible. For take off I agree it would be complicated, but for exemple, If you have no ammo left or your plane is damaged I you've got some airplane firing at you and you land, I dont know.... maybe play Hide & seek :roll: But U know, there's a lot of thing on this site that is not made for "purpose"..... It add realism and I've download it all :twisted:

PS: BTW, I would like to thanks every modder here cause you're doing things so amazing and that take so much of you're time and make il2 THE best sim ever 8)
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#88

In general, serviceable planes were refuelled and reloaded on the flight deck. They were tied down to deck fastenings when not in action.

There is a great video of actual USN deck crew activities at Zeno's Warbirds Videos if you search for it. It explains a lot (including why the rows of aircraft actually WOULD have been so neat - it really matters when you have inches of clearance between planes!).

The elevator is to take damaged aircraft down to the workshop for repair. This (like many ground/deck operations) is not very modelable given there are no ground/deck crew in game.
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#89

If it is not realizable... could it be possible that when you land on the carrier you're refulling your ammo. It s not thaht I'm a noob that always shoot, but for exemple if yur the RN and you've got an incoming kamikaze attack.... it dont take long before you're emptying your cannon. So if you land, wait maybe 1min or someting like that, then youte full of ammo again ???? :lol:
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#90

Love this mod, any progress on the speeding up issue?
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