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

Many thanks of Fireball. The problem was that you mentioned, I have not installed any (Moving Dogfight mod), but instead I had the mods, (CERT_AI, and AI Navlights mod), after their removal I have not had any problems, then confirm with absolute certainty the conflict of these two MODS, more hours even in the offline campaign can have up to this wonderful mods of (CARRIER TEKEOFF). :twisted:
:lol:
To her Fireball creator of this wonderful mods goes all my gratitude and my appreciation for this wonderful hard work and many thanks.

Excuse me for my English Googleliano. :wink:
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~S~! Fireball,
I LOVE THIS MOD!!! I'm getting off the Kitkun Bay with 8 AP Rocket's, 2x1,000lb bombs, 75% fuel with Corsair Mk IV while at anchor. Don't even have the boost turned on. I host the dedicated server WB_Flights_Ops and am having the trouble with spawning at wrong base with one of my maps. There are 6 carriers in the map and two of them are facing west. These are the two that I can not spawn from. Not sure if this helps or not Sir.

Thanks for all the hard work and perseverance on this MOD. We all greatly appreciate your efforts.

~S~
Fly Well, Be Nice, Have Fun ! ! !


Never Mind Fireball. I just turned one of them around and no joy yet. I'm sure you got it handled. 8)
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This looks great! I tried the catapult and it works perfectly. Big Grin

I tried a flight of 4 F4U-1Cs and they start their engines, and then unfold their wings simultaneously, causing 2 of the planes (including me) to explode. :evil:

The wings cross right through each other as if they're not there, but the moment they tap the fuselage of their neighbor plane- Boom.

Does anyone know a solution? I tried searching the other pages and found some other people who had the same problem, but they seem to be unnoticed. Sad
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Hi mates!

I'm tired to see that too many guys don't read the topic of the mods they install!!!!

The solution is always into them!!!

Dear KDrake5 try to read a little more and you'll find the solution of your trouble!!!

cheers

walter

SEMPER INCOMMODUS
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I read up to page 8 or 9.

But I'll take your advice anyway :lol:
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Hi KDrake5,

In this particular case, it would have been better start at pg 18 and work your way back. Big Grin

Here's my reply on the previous page to someone else who was having the same problem. Hope this helps!

Quote:This is the same problem Stefano described a few posts up. If you spawn in and the AI immediately start unfolding their wings, that's a definite sign that you have a conflict with another mod.

The mods that I know of that are incompatible with the Carrier Takeoff mod are the CERT AI mod, AI Navlights mod, and maybe the Moving Dogfight mod. So if you want to use the Carrier Takeoff mod you'll have to disable these mods. Eventually we will get the Takeoff mod compatible with the CERT AI mod, and the next version of the Takeoff mod will have the option built-in to turn the AI navlights off at night.
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When i want to start with 8 Corsairs on a deck, and they have turned on their engines, the one who takes off, goes to the catapult, and then he unfolds his wings, and not when he's next to the other planes,

but i have one little problem , and maybe there is already a fix for that, i will read this whole topic next, but when they at the catapult, they driving backwards, and after a couple of meters, the go again to the catapult, and then again backwards ,and crashing into the other planes,, but i love this mod a lot, so thanks for making this :wink:
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I have a training mission that I created with 4 carriers:

USS Essex
USS Saratoga
USS San Jacinto
HMS Illustrious

I have set it up as a Coop for Carrier Trap Practice. Four Planes on each Carrier. The three carriers with the catapults work fine. Nice stacking of the aircraft. AI planes snap to the catapults. Player plane can taxi to a catapult then launch.

When the aircraft spawn on the USS Saratoga (F6F-3, F6F-5, SBD-3, SBD-5) the spawn points are odd.

In my mission when these four aircraft spawn they spawn as follows:

First Row Left to Right:
F6F-3_F6F-5 _SBD-3

Second Row
SBD-5

The odditity is that the left wing of the SBD-3 is sticking into the fueselage of the F6F-5 when the aircraft spawn. The AI planes all snapped directly in front of the first row of aircraft that are warming up, the wings unfold on the planes that have this feature and then they launch. Maybe the Lexington and Saratoga and Default Carrier spawn points need to be reviewed.

-)-MAILMAN-
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Is it possible, that planes dont jump from parking position to the catapult?
The dissapear from the Parking position and appear at the start position on the catapult.
It would be more realistic, when the roll to Take off position

Could that be change with a mod?
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-)-MAILMAN- Wrote:The odditity is that the left wing of the SBD-3 is sticking into the fueselage of the F6F-5 when the aircraft spawn.

Mailman, I've just finished up an update to the CTO mod. The main purpose of the update is to fix a problem that causes aircraft to sometimes spawn on the wrong base in dogfight servers. But one of the things it also fixes is that very problem, where aircraft with non-folding wings spawn a little too far to the left. I hope to have that out in a day or two. Thanks for the report.


lese-junkie Wrote:Is it possible, that planes dont jump from parking position to the catapult?
The dissapear from the Parking position and appear at the start position on the catapult.
It would be more realistic, when the roll to Take off position

Could that be change with a mod?

I agree, it would look nice, but it's probably gonna have to stay the way it is. In earlier versions of the CTO mod, before the catapult, the AI did taxi up a a few feet, then spread their wings and takeoff. Even getting the AI to do that little bit properly was like trying to herd worms, especially in rough weather. To get them to find their way all the way up to the catapult without running off the side of the ship or crashing into other AI or human players, would be even more difficult. The result is just not worth the effort it would take to do it right, for me anyway. And the frame-rate hit to have these AI taxiing around on the deck is really bad too. So my goal was just to get the AI in the air and on their way as quickly as possible.
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I understood and agree with you, Fireball.
But if you make a slow jump?
You can create an ilusion.
Is it possible?

And thank you very much for your great work. :thumbsup:
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Yet another great mod... :wink: thanks Fireball. :cheers:
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I've posted Carrier Takeoff version 5.3.3 in the original post.

The main purpose of the update is to fix a bug that sometimes caused aircraft to spawn at the wrong base on Dogfight servers. I also included a few other things:

- Fixed a bug that sometimes caused aircraft to spawn at the wrong base on Dogfight servers.
- Added NoNavLightsAI option, to keep AI from turning on their nav lights at night.
- Added FastLaunchAI option, so AI can move to catapult with wings already unfolded, to speed up launch a little.
- Added option for game host to put AI-related catapult parameters in conf.ini instead of mission file, so they don't have to be added to every mission.
- Swordfish starts with folded wings.

Many thanks to Air Group 51 (www.airgroup51.com) and the 51st Warbirds (www.51stwarbirds.com) for pre-testing this!

Fireball
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No, our thanks go out to you Fireball. You are indeed, one of the MOD GODS! Thank YOU very much!
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Fireball,

I have been testing 5.3.3 and it is wonderful, but IL2 now freezes if I turn it off. It seems as though my game has completely forgotten how to place planes on a Carrier without this mod. Is that possible?
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