True to Life Carriers...Can it Be Done?
#16

I would hardly think that Battlefield 1942 is a good example of what anything should look like in a simulator like IL-2. :roll: and the carriers we have are very close, if not exactly to scale. Like Jager says, move over to the left!
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#17

Well, It's not a problem that my wing hits the tower as long as this part of ship is transparent Tongue I just thought that carriers are too small; maybe there's something wrong with my eyes, but... Try to take off with loaded B-25 Mitchell having half of deck before you like Doolittle had. Good luck Smile
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#18

Elvenking, if you pay close attention to the movies of the actual Doolittle Raid launch, you will see a white line painted along the deck (put down especially for this mission) that the planes had to keep their nose wheels on in order to keep from hitting the island. The AI aren't very good at it, but humans shouldn't have any trouble with staying far enough left to keep the wing tip out of the structure.

I have made a mission of this, using the Essex, and incorporating the WindConfig mod, and it is quite realistic! With the ship doing 56 kph (31 Kts), and about 15 Kts of wind off the bow, the Mitchels get airborne very easily. It's a hoot! :lol: If you'd like, I'd be glad to send you the mission. PM your email address if so.
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#19

Do you have much of a drift with 15kts of wind?
Y triyed it with about 20 mph and at about 40 to 45 agle off ,navigation became problematic.
In a Yp-80 I was drifting like crazy. Enouth to be visible on the exhaust smoke....

Try it. set a 0 course to a known point and see if you end up over it or on it
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#20

I can't say that I have done any detailed study of it Baco, but I can say that it seems to be just like I have experienced in real aircraft. If you want to fly due north, and you have a crosswind from the left (270), you have to point your nose off to the left a bit in order to make good a course of 360. The amount of correction is entirely dependant on the velocity of the wind and your aircraft's true airspeed. The faster you're going, the less correction angle you need and vise versa. I have no reason to believe that it is any different in the game than it is in RL.
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#21

i don;t think the issuse here is the Carrier size. More like how the planes are set on the carrier.. Is there any way to set up that The planes start wing's foled right next to each other like the CV crew men stacked the fighter's?
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#22

I for one would like to be able to fit more planes on a Jeep (CVL) carrier so that my squad can all come off the same boat in a co-op - be able to re-fix spawn points...
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#23

american Wrote:i don;t think the issuse here is the Carrier size. More like how the planes are set on the carrier.. Is there any way to set up that The planes start wing's foled right next to each other like the CV crew men stacked the fighter's?

Ah cool, wings folded starts! +1!
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#24

american Wrote:i don;t think the issuse here is the Carrier size. More like how the planes are set on the carrier.. Is there any way to set up that The planes start wing's foled right next to each other like the CV crew men stacked the fighter's?

The problem with that is, when the AI start their a/c and unfold their wings, they will all explode! They are not "smart" enough to taxi forward to the take off point and THEN unfold them. So, unless you can be sure that every time you run a mission, that humans will occupy every slot, this will be a problem. It might also be a problem if you have chosen a mix of aircraft like SBDs and Hellcats.

I would guess that a solution to this would have been for Oleg/Ilya to have given the player the option of assigning the flight deck spawn points for every aircraft in the mission. I doubt that this is possible at this point. Of course, much smarter people than me have said that "I" word before. :wink:
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#25

VT-51_Razor Wrote:
american Wrote:i don;t think the issuse here is the Carrier size. More like how the planes are set on the carrier.. Is there any way to set up that The planes start wing's foled right next to each other like the CV crew men stacked the fighter's?

The problem with that is, when the AI start their a/c and unfold their wings, they will all explode! They are not "smart" enough to taxi forward to the take off point and THEN unfold them. So, unless you can be sure that every time you run a mission, that humans will occupy every slot, this will be a problem. It might also be a problem if you have chosen a mix of aircraft like SBDs and Hellcats.

I would guess that a solution to this would have been for Oleg/Ilya to have given the player the option of assigning the flight deck spawn points for every aircraft in the mission. I doubt that this is possible at this point. Of course, much smarter people than me have said that "I" word before. :wink:

But could be possible to do the inverse you know that AI can taxi after landing, may could be possible to do the oposite, make AI able to taxi before take off, i'm haven't any skill on programing so this is just a though, may be for some of the modder could be possible or can find the way.

Potenz
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#26

I hope you're right Potenz, I hope you're right. Big Grin
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#27

Well thats the magic of video game making and Editing. Endless possibilities.. Of course i can be done... Now who has the time to do it. >>> Also the game autosorts every plane on a carrier .. Like the B-25 are X distance away then like Sbd's on deck. The same Can be done to The Folding wing aircraft. And last here's an idea. Instead of making AI taxi forward Just make them put down there wing;s while accelerating to get off the deck. Much Simpler programming.
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#28

to have working safety net would be nice Big Grin and even nicer would be static A/C that could be placed on the deck........
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#29

Static aircraft might actually be possible, if we can add them to the ship's folder. Unfortunately they'd be specific to the ship model (ie one with F4U's etc) and we'd have to figure out how to get their wings folded...
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#30

nice, though its a shame that there was no planes set at carrier deck level in the stationary A/C objects so we could add them on in the fmb to stationary carriers. like the castle in the objects folder that is elevated foe example
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