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:
~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)
Posts: 678
Threads: 54
Joined: Dec 2008
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
I read up to page 8 or 9.
But I'll take your advice anyway :lol:
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:
Posts: 309
Threads: 81
Joined: Mar 2008
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-
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 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:
Yet another great mod... :wink: thanks Fireball. :cheers:
No, our thanks go out to you Fireball. You are indeed, one of the MOD GODS! Thank YOU very much!
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?