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#16

Great! Now if someone could figure out a way to create a catapult effect on the carriers. The trick is not in the ships but in the plane. Giving it a short burst of speed to simulate the catapult effect. Someone did this, years ago, with CFS2 and it worked. Not sure if it's possible with Il2.
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#17

duffys tavern Wrote:Great! Now if someone could figure out a way to create a catapult effect on the carriers. The trick is not in the ships but in the plane. Giving it a short burst of speed to simulate the catapult effect. Someone did this, years ago, with CFS2 and it worked. Not sure if it's possible with Il2.

How about an invisible rato rocket with no flames and a steam looking smoke effect that is attached where the catapult attachment would be?

It wouldn't be ideal, but it would work. The only problems I can can think of is that the planes would still take off as they do now, just faster, and you would get the catapult effect on regular runways.
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#18

I'm not sure they were using steam cats at that time, maybe still hydraulic but don't quote me. Was thinking of the "Time Accelerate" function. Don't know if this will work, just hoping to get some folks brain-storming.
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#19

I've wanted a catapult on carriers forever!

Maybe we could use the V1 launcher somehow?
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#20

Checkyersix Wrote:I've wanted a catapult on carriers forever!

Maybe we could use the V1 launcher somehow?

That has been my dream as well! I asked Ilya way back when, if the V1 launch thingie couldn't be applied to a carrier, and he replied "negative". After seeing all of the magic that has come from these genius modders, I highly doubt his answer. Unfortunately, I fear that this is buried way down in the bowls of the game code, and not easily ciphered by the uninitiated. I see it working something like this:

You taxi up to the catapult and hit a key to attach yourself to the cat - much like you do to become attached to the TB3 SPB. Then you run the engine up and hit another key, maybe the same key to release yourself, and WHAM! You're off to the races!. Big Grin Sounds simple, eh? :wink:
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#21

The best Catapult givenm the circumstances would be to be able to attach the JATO pods to embarqued aircraft, and make them invisible. The Ar 234 takes off liek a dream with 1000 kg in its belly... it has JATO.
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#22

Yes it does Baco, but it uses quite a bit of runway in the process. A catapult fix for the carriers needs to be much faster in a shorter distance.EDIT: just like the V-1 launch. Actually, with the wind_config mod, and an Essex class carrier going at its max speed of 56 Kph, you can launch and recover EDIT: a YP-80 quite easily. Its just not the same though, without a cat and tailhook :wink:
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#23

yea I guess the Time Accelerate function wouldn't work as it speeds everything up.
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#24

No I mean form an Essex carrier doing 63Kph. I manage to launch 4 Ar 234 with 3 500 kg bombs, with no problem. The IA will Take off fine too. An on the same ship I can' t lift a Corsair with the same load...
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#25

I understand Baco. I guess what I am saying is, it would just be so much more realistic (and more fun) if you could taxi forward from your spawn point, up to the catapult track, and launch from there.

By the way, if you install and use the wind config mod, you'd be able to launch a fully loaded B-25 off of an Essex with about 19 knots of wind and the ship steaming into it at 56 kph (31 kts). There's not enough load you can put on a Corsair and NOT get off easily! Try it :wink:
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#26

Yeap. That would be sooo cool. Taxing to the catapult, and lunching... That would be the best!

And yes I have tryed the wind mod. Very nice, the thing is that we need to learn to navigate compensating for it, since it pushes the plane off course even with onlly a wind of 18 to 20 knots...
Witch is cool and realistic, but a bit too exagerated for my taste.
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#27

Here is a thought I had regarding Cat Shots. The problem as I see it is multi faceted. CV's are too slow so w/o editing the mission file heavy takeoffs are impossiblea nd dogfight style DCG missions will not work because CV's are stationary. We need to implement a one time use, short duration boost that does not screw the FM after its used. I think the obvious solution is already in the gme.

There are several LW AC with boosted WEP that has a finite use time. My thinking is to add very powerful "WEP" to the jet FM that lasts 5 seconds then runs dry leaving the normal FM. You could taxi to your "Cat", throttle up to 100% then hit the "WEP" button, release the breaks and whoosh! 5 seconslater the WEP runs outand you have a normal FM..

Is this something that is feasible?
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#28

Nice Iea! bump for those with FM modding capabilities to see...
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#29

I'd be in favor of anything the AI could use as well. I'm a big DCG player and I hate watching my squadron mates crash into the sea or overshoot the carrier on landing.
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#30

If a planes FM was given a "WEP" boost, would an AI plane use it on Take off? I'm wonder if the AI would use it when it started to stall.. I wonder..
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