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Author Topic: How do you implement full carrier deck?  (Read 2130 times)

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btasm

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How do you implement full carrier deck?
« on: June 21, 2015, 09:04:06 PM »

Until CUP came out, I ran 4.10 without the full carrier deck option. So can someone explain how to use it? Is it used with player aircraft, stationary or both? Any help would be great.
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decipher

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Re: How do you implement full carrier deck?
« Reply #1 on: June 22, 2015, 07:50:31 AM »

i think it was discussed elsewhere already, but in a nutshell:

placing the Player and/or AI airplanes next to a carrier, waypoint set to take off and target set to carrier. this is just like before. but now most planes will automatically be packed very tightly on the deck, if you have CUP - WAW properly running with updates 9-10 at least.





if you want them to stay parked on deck without take-off during a whole mission, just set the delay of the first waypoint to 999 minutes or something.

hope this helps
using statics won't work on carriers.
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btasm

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Re: How do you implement full carrier deck?
« Reply #2 on: June 22, 2015, 10:23:01 AM »

Will give it a go. Thanks.
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btasm

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Re: How do you implement full carrier deck?
« Reply #3 on: June 22, 2015, 01:39:56 PM »

Decipher: Thanks for the advise, worked like a charm. But one last question if I may: How do you make sure your flight (player flight 1-1 in QMB) is first in line on the deck?

Thanks again.
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decipher

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Re: How do you implement full carrier deck?
« Reply #4 on: June 22, 2015, 05:24:57 PM »

on a pre-made QMB, that should happen automatically. what might (i am not 100% sure) happen is, that your wingmen (or other squadrons on the deck) start their engines earlier than you and get picked for take-off before your aircraft. i have not fully tested that yet.

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btasm

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Re: How do you implement full carrier deck?
« Reply #5 on: June 24, 2015, 12:35:44 PM »






Well, interesting little issue after placing additional planes on carrier deck. QMB, CUP Lexington, Scramble. One flight of F4F-4s and another of SBDs hanging in midair as the carrier pulls away.  In the second screen shot, the explosion(s) seen on the carrier deck in the middle distance are the F4F-4s of the first flight suddenly going up in flames. The SBDs are still suspended, not flying. This phenomenon only seems to happen after starting the mission, cycling through views of the enemy AI, then returning to the player side before the flights have taken off.
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btasm

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Re: How do you implement full carrier deck?
« Reply #6 on: June 24, 2015, 04:50:02 PM »

Nope. Regular speed.
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decipher

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Re: How do you implement full carrier deck?
« Reply #7 on: June 24, 2015, 11:44:23 PM »

This phenomenon only seems to happen after starting the mission, cycling through views of the enemy AI, then returning to the player side before the flights have taken off.

this won't be of any help to you, but i noticed some weird behavior too, that only happens in some very special cases.
like when before you start your engines and you switch through all the enemy/friendly camera views and return to your own plane... occasionally then the AI pilots will behave completely crazy, sound emitters might sound completely distorted... most likely there is an undocumented problem with il-2 1946 itself, or some specific mod interacting with each other that breaks the AI-scripts and possibly other stuff in the il-2 engine. could be anything from visualmod to modact or engine_mod. or a combination of all... or nothing! :-O

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btasm

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Re: How do you implement full carrier deck?
« Reply #8 on: June 25, 2015, 05:20:51 AM »

Decipher: Yes, I too think this is somehow set off by switching through enemy/friendly camera views. I've tried to duplicate this effect but thus far it only occurs in CUP (not DBW) and only if a carrier is involved. Perhaps because you cycle through a view of the carrier? Who knows.
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