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Author Topic: C.U.P.- Module 04 - The Jet Age Pt-07  (Read 17688 times)

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dpeters95

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Re: C.U.P.- Module 04 - The Jet Age Pt-07
« Reply #12 on: August 16, 2015, 04:36:19 PM »

Ok, I guess I need help with my takeoff checklist.  I have always done the following as Simon described in the previous message:

Manual Launch
1-Start and spool-up
2-Un-Chock and taxi to the cat
3-Stop and re-chock
4-Check the position on the cat

The aircraft should 'snap' into position ready for launch.

5-Wingfold down - if necessary.
6-Flaps to takeoff
7-Final turn-up - full power
8-trim up a little
9-Un-chock launches the steam-cat
10-wwwwwwwwwwwwwwwwwwwwoahooooooo


But I end up in the water!!!

However, If I do the following:


Semi Autolaunch:
1-Hit Autopilot.
2-Auto starts - Spools - positions you on cat when ready.
3-Cut Autopilot just before launch and take control.

The F-16 jumps off the end of the carrier???  It is obviously doing something automatically that I am not doing manually.  But what?  Visually, my manual pre-takeoff F-16 control surfaces appear identical to the Semi-Auto pre-takeoff F-16.

Any ideas anyone?
TIA
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SAS~Monty27

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Re: C.U.P.- Module 04 - The Jet Age Pt-07
« Reply #13 on: August 17, 2015, 07:36:07 AM »

Can we confirm a few things?

Are you certain your Steam Cats are functioning and the AI use them OK?

Do your difficulty settings include realistic takeoff and landings?
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bergkamp

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Re: C.U.P.- Module 04 - The Jet Age Pt-07
« Reply #14 on: August 17, 2015, 09:43:23 AM »

May I butt in and make a suggestion? I was getting the same result as dpeters95, then doh!, light bulb moment. In FMB under "configure/conditions", I had left mission date as 1940 . Reset date (in my case,1960) and to quote Monty "whooooosh", got an F-4D Phantom to take off from carrier with full load.

Hope this helps.

Bergkamp
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markino

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Re: C.U.P.- Module 04 - The Jet Age Pt-07
« Reply #15 on: August 17, 2015, 10:49:06 AM »

Hi Simon, anything to disable in jsgme for addons #7 and #8?

Ciao!

Marco
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bergkamp

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Re: C.U.P.- Module 04 - The Jet Age Pt-07
« Reply #16 on: August 17, 2015, 10:53:08 AM »

As an aside, I tested the jet launch on a few of the Essex class angled deck carriers and found a problem with the USS Essex cv9/1965 in so far as, at mission launch, my aircraft is in the drink, with no carrier showing up on screen. Logfile :-

Code: [Select]
'FlightModels/F4D.fmd:F4E' is being loaded from File: 'f4e'
FM called 'FlightModels/F4D.fmd:F4E' is being loaded from Alternative File: 'f4e'
FM called 'FlightModels/Jets:F4E.emd' is being loaded from File: 'f4e'
FM called 'FlightModels/Jets:F4E.emd' is being loaded from Alternative File: 'f4e'
FM called 'FlightModels/Jets:F4E.emd' is being loaded from File: 'f4e'
FM called 'FlightModels/Jets:F4E.emd' is being loaded from Alternative File: 'f4e'
Flight Model File FlightModels/F4D.fmd:F4E contains no Mach Drag Parameters.
FM called 'FlightModels/F4D.fmd:F4E' is being loaded from File: 'f4e'
FM called 'FlightModels/F4D.fmd:F4E' is being loaded from Alternative File: 'f4e'
INTERNAL ERROR: HierMesh: Can't find chunk 'Radar5'
Ship creation failure:
INTERNAL ERROR: HierMesh: Can't find chunk 'Radar5'

java.lang.RuntimeException: INTERNAL ERROR: HierMesh: Can't find chunk 'Radar5'

at com.maddox.il2.engine.HierMesh.ChunkFind(Native Method)
at com.maddox.il2.engine.HierMesh.chunkFind(HierMesh.java:285)
at com.maddox.il2.objects.ships.BigshipGeneric.initMeshBasedProperties(BigshipGeneric.java:2587)
at com.maddox.il2.objects.ships.BigshipGeneric.<init>(BigshipGeneric.java:2963)
at com.maddox.il2.objects.ships.ShipEssexs$USSEssexCV9_1960.<init>(ShipEssexs.java:58)
at java.lang.reflect.Constructor.newInstance(Native Method)
at com.maddox.il2.game.Mission.loadChiefs(Mission.java:1905)
at com.maddox.il2.game.Mission._load(Mission.java:769)
at com.maddox.il2.game.Mission.access$600(Mission.java:120)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:463)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Mission: Can't create chief '0_Chief' [class:ships.ShipEssexs$USSEssexCV9_1960]
1>mp_dotrange FRIENDLY DOT 6.0 COLOR 6.0 RANGE 6.0 TYPE 6.0 ID 6.0 NAME 6.0 ALTICON 0.1 ALTSYMBOL + ALTCOLOR 0
1>mp_dotrange FOE DOT 12.0 COLOR 10.0 RANGE 10.0 TYPE 8.0 ID 6.0 NAME 0.0050 ALTICON 0.1 ALTSYMBOL + ALTCOLOR 0
Mission: Single/JetCarrier.mis is Playing
warning: no files : music/takeoff
-------------------------------- MISSION FAILED ---------------------
warning: no files : music/crash
ObjState.finalize: Object of com.maddox.il2.objects.ships.ShipEssexs$USSEssexCV9_1960 NOT destroyed
Month = 0 , Hour = 12
Temperature -     0m = 27.0 .
Temperature -  1000m = 20.51001 .
Temperature -  2000m = 14.019989 .
Temperature -  3000m = 7.529999 .
Temperature -  4000m = 1.0400085 .
Temperature -  5000m = -5.450012 .
Temperature -  6000m = -11.940002 .
Temperature -  7000m = -18.429993 .
Temperature -  8000m = -24.919998 .
Temperature -  9000m = -31.410004 .
Temperature - 10000m = -37.899994 .
Temperature - 11000m = -44.39 .
Temperature - 12000m = -50.880005 .
Loading map.ini defined airfields:
WARNING: ObjectVACache_Clear()
WARNING: * Buf0 : Obj: 21,  Vert 1119,  Ind 4620
WARNING: * Buf1 : Obj: 183,  Vert 67349,  Ind 133425
WARNING: * Buf2 : Obj: 5,  Vert 6783,  Ind 17976
Load bridges
Load static objects
No Name for Mission
No Short for Mission
No Description for Mission

The problem seems to stem from the last section of the Essex ships .ini

Code: [Select]
// Radar

[USSEssexCV9_1960:Part57]
BaseChunk                 Radar1
strengthBasedOnThisSection strength_GunSmall
NowRadar
HeadMaxYawSpeed         -30.0

[USSEssexCV9_1960:Part58]
BaseChunk                 Radar2
strengthBasedOnThisSection strength_GunSmall
NowRadar
HeadMaxYawSpeed         -50.0

[USSEssexCV9_1960:Part59]
BaseChunk                 Radar3
strengthBasedOnThisSection strength_GunSmall
NowRadar
HeadMaxYawSpeed         -60.0

[USSEssexCV9_1960:Part60]
BaseChunk                 Radar4
strengthBasedOnThisSection strength_GunSmall
NowRadar
HeadMaxYawSpeed         -60.0

[USSEssexCV9_1960:Part61]
BaseChunk                 Radar5
strengthBasedOnThisSection strength_GunSmall
NowRadar
HeadMaxYawSpeed         -45.0

The Essex cv91957 works fine. Tested on a vanilla CUP install - no mods added.

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dpeters95

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Re: C.U.P.- Module 04 - The Jet Age Pt-07
« Reply #17 on: August 17, 2015, 02:03:20 PM »

Can we confirm a few things?

Are you certain your Steam Cats are functioning and the AI use them OK?

Do your difficulty settings include realistic takeoff and landings?

Simon, as far as I know the cats are functioning properly.  The F-16 snaps to the cat prior to launch.  I then add trim up and full power and then hit Ctrl+C.  I can't keep it from the water.  I can takeoff in semi-auto just fine.  When I hit Ctrl+C it jumps off the deck.  In fact, in semi-auto, after I take control on the cat, I can retract flaps and level the elevators and then Ctrl+C, and it still will takeoff fine!!!

Yes, I have realistic takeoff and landings set.  I do not have "Complex Engine Management" set.  So it shouldn't be an engine type problem.

Something is being done automatically before the aircraft moves to the cat that I must not be doing manually???

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dpeters95

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Re: C.U.P.- Module 04 - The Jet Age Pt-07
« Reply #18 on: August 17, 2015, 02:06:54 PM »

May I butt in and make a suggestion? I was getting the same result as dpeters95, then doh!, light bulb moment. In FMB under "configure/conditions", I had left mission date as 1940 . Reset date (in my case,1960) and to quote Monty "whooooosh", got an F-4D Phantom to take off from carrier with full load.

Hope this helps.

Bergkamp

Thank you for the suggestion but I thought of that also except that in semi-auto I wouldn't think that it would work if that was the case, but it does.  I am using the QMBPRO missions, Navy Trials.  I checked those mission files and they are set to 1960.

This is really driving me nuts!
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bergkamp

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Re: C.U.P.- Module 04 - The Jet Age Pt-07
« Reply #19 on: August 17, 2015, 04:10:53 PM »

Just so you know you are not alone, in 10 attempts, I could not get an F16 off the Oriskany's flight deck in QMB Pro. Similarly, I tried with a Phantom F-4J, full load, and finished up in the drink, 10 times of trying.

Strangely, though, in a mission I set up in FMB, again using the Oriskany, I got the Phantom off every time in 10 attempts. No luck with the F-16, though. Got wet every time.

Bergkamp
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dpeters95

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Re: C.U.P.- Module 04 - The Jet Age Pt-07
« Reply #20 on: August 17, 2015, 05:11:38 PM »

Just so you know you are not alone, in 10 attempts, I could not get an F16 off the Oriskany's flight deck in QMB Pro. Similarly, I tried with a Phantom F-4J, full load, and finished up in the drink, 10 times of trying.

Strangely, though, in a mission I set up in FMB, again using the Oriskany, I got the Phantom off every time in 10 attempts. No luck with the F-16, though. Got wet every time.

Bergkamp

Thanks for the confirmation!  I'm really stumped.  I even checked all the gauge and switch settings in the cockpit but they were identical in semi-auto and manual mode?????

I have not flown many jets in the past.  I'm mainly a prop fighter kinda guy but I would like to get this resolved.
I hope some one leaves a message saying here is what you are doing wrong rookie!  :P
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SAS~Monty27

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Re: C.U.P.- Module 04 - The Jet Age Pt-07
« Reply #21 on: August 18, 2015, 01:24:51 AM »

I never had any such problems.  Here is the F-16, fully loaded, leaving the Clemenceau in QMBPRO...



I will have to test these scenarios again, along with my special crash test dummy squad, to see if we can replicate your conditions!
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markino

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Re: C.U.P.- Module 04 - The Jet Age Pt-07
« Reply #22 on: August 18, 2015, 04:28:04 AM »

Hi Simon, anything to disable in jsgme for addons #7 and #8?

Ciao!

Marco
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SAS~Monty27

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Re: C.U.P.- Module 04 - The Jet Age Pt-07
« Reply #23 on: August 18, 2015, 05:42:17 AM »

No special instructions Marco, just throw them into place, C.U.P. easy! ;D
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