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Author Topic: C.U.P. up & running only one little problem:Korean Carrier Catapults  (Read 6890 times)

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dietz

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Re: C.U.P. up & running only one little problem:Korean Carrier Catapults
« Reply #12 on: March 18, 2015, 10:02:49 AM »

Dietz, this make help, in conf.ini:

CatapultAllow=1
CatapultBoost=1
CatapultPower=25.0
CatapultPowerJets=45.0


and at the end of the .mis file:

[Mods]
CatapultAllow=1
CatapultBoost=1
;CatapultPower=25.0
CatapultPower=68.0 (may try with smaller number here)
CatapultPowerJets=45.0

Also, make sure that your front wheels hit the catapault stripe & that you are not just on the parking T.

If you would, could you post a link to the Toko-Ri mission or the mission itself in text.
I have looked for it several times but could not find it.

Thanks, Fly!
Just tried all of this new add-ons *& changes but alas ,planes are still going in the drink...A big thank you for trying.
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Griffon_301

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Re: C.U.P. up & running only one little problem:Korean Carrier Catapults
« Reply #13 on: March 18, 2015, 10:19:54 AM »

Hello!

If you are using engine mod for jtw then just copy over the catapults.ini into the jtw section
the entries for the modern carriers are in
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dietz

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Re: C.U.P. up & running only one little problem:Korean Carrier Catapults
« Reply #14 on: March 18, 2015, 12:09:06 PM »

Hello!

If you are using engine mod for jtw then just copy over the catapults.ini into the jtw section
the entries for the modern carriers are in
I probably am I've downloaded the entire JTW mod package, if the engine mod is in it I'm using it...of course now I've placed the new version of the Catapult ini, in the JTW STD...hopefully that was the right thing to do...I'll give this all a test...
Nope.No joy yet.Still going for a swim on this mission.Should I try diabling engine mod...would that make any difference? ;)
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Fly!

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Re: C.U.P. up & running only one little problem:Korean Carrier Catapults
« Reply #15 on: March 19, 2015, 08:51:51 AM »

Dietz in the Toko Ri mission I added this to the end:
[Mods]
  CatapultBoost 1
  CatapultPower=30
  CatapultPowerJets=45

 and as I did not find an entry for the USSIntrepidCV11 I added this to the end of the catapaults.ini in the Engine mod:

[USSIntrepidCV11]
dCatapultOffsetX 9
dCatapultOffsetY -129.8
dCatapultYaw     0.1
dCatapultOffsetX2 27.5
dCatapultOffsetY2 -132.7
dCatapultYaw2     0.1
catapultPower     30
catapultPowerJets 60

works now


hope it helps
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dietz

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Re: C.U.P. up & running only one little problem:Korean Carrier Catapults
« Reply #16 on: March 19, 2015, 10:09:21 AM »

Tried everything( I think...

Results so far ( on every F-(-F Carrier mission:)

 :(
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creature

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Re: C.U.P. up & running only one little problem:Korean Carrier Catapults
« Reply #17 on: March 26, 2015, 08:34:48 PM »

Dietz:

What's your fuel load on the panther?  She holds alot of gas, try lowering it to %50, that should be enough to make it back to the carrier.  Unless you get tagged with AAA and have to land in a ditch and wait for some guy that wears a green hat and scarf:))

c
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"Can you put that in Captain dummy Talk"  Capt Malcom Reynolds // no sim pilots=no one to fly modded planes//no modders =no modded planes to fly

dietz

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Re: C.U.P. up & running only one little problem:Korean Carrier Catapults
« Reply #18 on: March 26, 2015, 09:17:35 PM »

Dietz:

What's your fuel load on the panther?  She holds alot of gas, try lowering it to %50, that should be enough to make it back to the carrier.  Unless you get tagged with AAA and have to land in a ditch and wait for some guy that wears a green hat and scarf:))

Really good idea, but what do I do for my AI Squadron mates who are going in the drink before me? Also with half the fuel won't I have to be calling in my helicopter buddy CPO Thorneyto try to get me out or that muddy field  in North Korea after I've run out of gas? Again...? The last time didn't work out so well!!!!

c
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creature

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Re: C.U.P. up & running only one little problem:Korean Carrier Catapults
« Reply #19 on: March 26, 2015, 10:13:58 PM »

LOLLOL

Hey Dietz:

I just tried your mission.  I lowered the fuel to %50 on all the birds and they all made it off the carrier, barely.  My bird would only make it off on autopilot.  I'm pretty good at the cat shots, so it could be my stick settings b/c I couldn't get enough nose up attitude to get off the deck.  I would raise my settings but that would make the plane way to sensitive. 

I also tried the cat shot with the same load off the Oriskany and it pretty much blew my flaps off it was so powerful.  So with that info maybe there is some tweaking to be done.

Also;  I don't have a "janes" book handy at the moment, but there is a very good chance that with the fuel + bomb load is simply to heavy and may have exceeded the gross take off weight of the panther.  I'll do some research and see.

Love that movie and plane.  Hopefully CUP will have Tigers flyby for the jets soon and I could fly that thing all day:)

Later


c
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"Can you put that in Captain dummy Talk"  Capt Malcom Reynolds // no sim pilots=no one to fly modded planes//no modders =no modded planes to fly

dietz

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Re: C.U.P. up & running only one little problem:Korean Carrier Catapults
« Reply #20 on: March 26, 2015, 10:32:08 PM »

LOLLOL

Hey Dietz:

I just tried your mission.  I lowered the fuel to %50 on all the birds and they all made it off the carrier, barely.  My bird would only make it off on autopilot.  I'm pretty good at the cat shots, so it could be my stick settings b/c I couldn't get enough nose up attitude to get off the deck.  I would raise my settings but that would make the plane way to sensitive. 

I also tried the cat shot with the same load off the Oriskany and it pretty much blew my flaps off it was so powerful.  So with that info maybe there is some tweaking to be done.

Also;  I don't have a "janes" book handy at the moment, but there is a very good chance that with the fuel + bomb load is simply to heavy and may have exceeded the gross take off weight of the panther.  I'll do some research and see.

Love that movie and plane.  Hopefully CUP will have Tigers flyby for the jets soon and I could fly that thing all day:)

Later


c

Please let me know if you can get it fixed .In the meantime I'll just spend some extra time in Japan with my lovely wife...tough duty if I do say so myself...
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creature

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Re: C.U.P. up & running only one little problem:Korean Carrier Catapults
« Reply #21 on: March 26, 2015, 11:13:14 PM »

Ohhh  the beautiful Grace!!

OK, here is the quick and dirty fix:

-Load tokoRi in FMB
-Select configure
-Set Wind Speed to 14 m/s   that roughly equals 30 KTS
-Set Wind Direction to 359    that will give you a direct headwind down the flight deck

This will get you off the Deck, with or with out Auto Pilot.

Now for reality:)

Here is a few specs for the F9F

Basic Empty Weight-----------------11,013 lbs
Design Weight-----------------------14,900<<<<--------Tried to look this one up.  Not sure where this fits in, but I used both
Max T/O wt Land--------------------21,245
Max T/O wt Cat----------------------20,600
Max fuel------------------------------ 6,098/1003 USgal
Max payload--------------------------3,465 lbs

                      SO

BEW             11013
+fuel              6098
+bombs          2500
=                  19,611      GOOD

DW               14900
+fuel              6098
+bombs          2500
=                  23,498    NOT GOOD,  MTOW Cat=20,600lbs

Over weight by 2,898lbs which would mean we would have to dump sum fuel for payload. Problem is
we won't make the trip with less than %90 fuel. (that's assuming the fuel burn is somewhat accurate
in IL2.)  Using the DW weight seemed more realistic to me.  most planes, even military, your gonna have
to trade fuel for payload at some point, but who knows, maybe the F9F is a load and go plane.

Options:  Move waypoint 1, from flight 1, directly west toward the coastline and/or move the carrier closer to shore.

this was a fun test, hopefully you'll find this useful

Later

c


As for the 3rd flt, since there is no room on the deck (there is a fix for that at a later time) you have to start them off airborne.
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"Can you put that in Captain dummy Talk"  Capt Malcom Reynolds // no sim pilots=no one to fly modded planes//no modders =no modded planes to fly

dietz

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Re: C.U.P. up & running only one little problem:Korean Carrier Catapults
« Reply #22 on: March 27, 2015, 09:43:51 AM »

I do have a simple ( that will probably turn out to be complex) question:A couple of years ago before I converted everything onto DBW ( I was probably in anSAS install but I've forgotten) all the F-9-F missions worked, when I converted to DBW none of the catapults work in any of them ( for me anyway...)I assume tho haven't checked that tehy are all off the deck of the same ship.Ditto now with C.U.P..I think I was told back when this started happening that when a big package like DBW is installed there are bound to be a few things that just won't work- thee aren't many- but this catapult problem just might be one that for some reason or another is a glitch.Maybe it will be fixed or maybe not.
So you have gone through this mission very carefully ,& I thought perhaps you might offer an opinion or even a solution for the inoperable single missions or the campaigns inKorea using jet catapult launches?
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dietz

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Re: C.U.P. up & running only one little problem:Korean Carrier Catapults
« Reply #23 on: March 28, 2015, 09:17:50 AM »

Creature ,
Brubacher returned to tell me your fix worked!

Now this begs the question will it work on the other F-9-F missions that have similar problems with catapult launches? :-\\
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