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

Thanks on both accounts!
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Hi fireball,

Have you changed the spotting of the U2s so the 2nd half of the flight do not ruin their props/engines on the tails of those in front? This is a bug in the standard game. I use the U2s for Swordfish/PL7s/PL101s.

BTW - I love to watch the planes unfold their wings!

Thanks

Ratty
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In version 5, I did add a little front-to-back spacing between aircraft. Some of the Japanese aircraft had the same problem...they would spawn with their propeller touching the aircraft in front of them.

I just tested with the U2 and they seem to have plenty of spacing.

Fireball
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Just posted Version 5.2.

Here are the changes/fixes:

- Fixed memory error which occurs sometimes if F9F Panther is not installed.
- Fixed CatapultAllow mission parameter.
- Added slightly more catapult power for very heavy loadouts.

Let me know if you run into any problems with it.

Fireball
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fireball for president! Big Grin Big Grin

D/Ling now!

thanks

Ratty
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Yay! this new version looks the business!
I must ask, though, what hopes are there are having this mod compatible with the CERT AI mod?
Any progress on that front, Fireball?
Loving it in the meantime... :mrgreen:
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N I C E ! 8)

Thanks Fireball Big Grin

Triad
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`S` SIR MAY I SAY I LOVED THE CAT MOD EVERY THING WORKS FINE EXCEPT I CANT GET THE AI PLANES TO START AT CAT. I CANT FIND WHERE [catapultforce=0 or 1]is located . and when i find them where do i put them.i have the latest.f9f and wind mod
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SSG_DEACON Wrote:`S` SIR MAY I SAY I LOVED THE CAT MOD EVERY THING WORKS FINE EXCEPT I CANT GET THE AI PLANES TO START AT CAT. I CANT FIND WHERE [catapultforce=0 or 1]is located . and when i find them where do i put them.i have the latest.f9f and wind mod

In the readme it goes in the mission file.

Notes:


- There are several parameters that the mission builder can add to the [Mods] section of the mission (.mis) file that affect the use of the catapult. NOTE: If you make any changes to the mission file in the Full Mission Builder after adding these parameters, they will disappear and will have to be re-entered (keep your eyes out for a mod in the near future that will solve this problem).:

CatapultAllow - Setting this to 0 disables the catapults on all ships for human players and AI. Default is 1.

CatapultAllowAI - Setting this to 0 causes the AI to use rolling takeoff on all ships. Human players can still use catapult. Default is 1.

CatapultBoost - In dogfight and single-player missions the mission builder can set the parameter 'CatapultBoost 1' . This will increase the power of the catapult by approximately 30 knots. This gives you roughly the same results as you would have in a carrier moving at 30 knots in a co-op mission. Default is 0.

StandardDeckCVL - Setting this to 1 causes the catapult to be setup for the "standard deck" on the CVL's. Default is 0 (short deck).

CatapultAI_CVE - Setting this to 0 causes the AI to use rolling takeoff on all CVE's instead of catapult. Default is 1.

CatapultAI_CVL - Setting this to 0 causes the AI to use rolling takeoff on all CVL's instead of catapult. Default is 1.

CatapultAI_EssexClass - Setting this to 0 causes the AI to use rolling takeoff on Essex and Intrepid instead of catapult. Default is 1.

CatapultAI_Illustrious - Setting this to 0 causes the AI to use rolling takeoff on Illustrious instead of catapult. Default is 1.

CatapultAI_GrafZep - Setting this to 0 causes the AI to use rolling takeoff on the Graf Zeppelin instead of catapult. Default is 1.

Sample [Mods] section:

[Mods]
CatapultAI_EssexClass 0
StandardDeckCVL 1
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`s` tks for your quick reply but there are no files in readme files that will open with notepad they are all program files
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SSG_Deacon,

By default, the AI should use the catapult on all carrier that have catapults. You shouldn't have to add anything to any files.

When the mission starts, the AI will be lined up just like they would for a normal takeoff. After they start their engines they'll sit there for maybe a minute or so, then one by one they start moving up to the catapult to takeoff.

What exactly is happening when your mission starts?

Fireball
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`s` sir when missions starts planes line uo good wings folded then they un fold enjins start normally. just dosent start to cat. does this work in co-op? ths
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Check to see if you have any previous mods for Carrier Takeoff or Catapult mods. Those must be deleted for this mod to work.
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`s` all nope i dont have previes ver.
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excellent mod thanks.
just came here to find out why mine were blowing up on the carrier Smile i think i got my answer in "not compat with Cert ai"

shame really, cant decide wich to disable lol. both are outstanding!
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