People,
we have been discusing specially with Sanka, Western0221 and Fokker95 about the different problems related to carriers: catapults and arrestor wires. Probably some more comprehensive work will be the final version (with corrected catapult positions in decks, etc) that I'm not focused in. For the while and as a proof of concept, you can evaluate this MOD:
(3D Screenshot directly taken from the screen, Panther heavily loaded taking off upwards)
What does it implement:
-In original Fireball's Carrier and Catapult MOD, the setting for CatapultBoost was read from the mission, but the default value was false, meaning no boost. I don't consider this very wise, so now the default value is true: meaning you will have catapult boost if you don't disable it specifically. But I went beyond and I established these two settings in Conf.ini, with these default values:
[Mods]
CatapultPower=19.0
CatapultPowerJets=25.0
So you can set the specific power used to catapult normal planes or jets. You can play with those values, but they seemed to be OK. If you set both values = 10 you don't have any boost, is "normal power".
-I adapted the operation of the arrestor wire. Now if the date of your mission is later than 1946, if your plane has a stall speed higher than 190Km/h (typical in jets) or if the weight is extra heavy, the cable will adapt its behavior to be more resitent, so the plane will be stoped without reaching the other extreme of the deck.
-I added a steam catapult effect (this was the hardest to implement, I suffered a lot with it).
Comments: this MOD was designed to work with the latest SAS AIMod. Probably it would work in other packages or configurations, but consider that it is mainly for DBW. AND YOU HAVE TO LOAD IT BEFORE THE DBW AIMOD!!!!!!!!!!!!!!!!! if not it will not have any effect. Regards,
Pablo
Credits for original MOD: Fireball