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Author Topic: Request/Discuss Carrier Take-Off (CTO) MOD  (Read 22789 times)

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western0221

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Request/Discuss Carrier Take-Off (CTO) MOD
« on: December 17, 2011, 09:33:20 PM »

Here is a topic to request and discuss about Carrier Take-Off (CTO) MOD.

 * * *

At 26th/Mar./2012 , I released an instant patch version5.7.2.1 supporting all existing 4.10.1m folding wings airplanes and bugfix.
DOWNLOAD - https://www.mediafire.com/?nb1ca4cllngzchd

This patch doesn't work independently.
In environments CTO-MOD working, add this patch.
SAS AI, Engines, Hotkeys & Carriers Mod v2.5 's CTO functions bug is fixed.
DBW1.71 's CTO functions bug is fixed.
At HSFX5.0.1, you have to enable "Carrier Take-off 5.4" in JSGME.

At Ultr@Pack3, this patch is incompatible and ingnored instead of installing.
When you want to use this patch at Ultr@pack3, please request in Ultr@pack forum to import this patch.

And with "1956 The Jet Era pack v1.1"(one old version), Carrier Take-off MOD doesn't work.
1956 pack's class file override CTO-MOD.
For 1956 pack v1.1 users, install next "5.7" CTO MOD.

Changes from 5.7.2 - Add F-4B/J
Changes from 5.6.2 - Add F-4D/E PhantomII and AS-TBR
Changes from 5.6.1 - Fix A-1 Skyraider family Bug
Changes from 5.6 - Add Ar-196T0/T1

 * * *

At 31st/Dec./2011 , I released Carrier Take-off MOD version 5.7 for "1956 The Jet Era pack v1.1".
https://www.mediafire.com/?16hilevdl2sq5xv
This MOD supports these environments...
- SASModAct3 + "1956 The Jet Era pack v1.1"
- SASModAct for HSFX5 + "1956 The Jet Era pack v1.1"

Fearture limitation of SASModAct for HSFX5 + "1956 The Jet Era pack v1.1".
HSFX5 contains original AI MOD at AI planes' maneuvers.
But "1956 The Jet Era pack" overwrites and erases this AI MOD functions.
I can't recover this AI MOD functions in this CTO MOD 5.7.

 * * *

Original Carrier Take-Off (CTO) MOD is made by Fireball.
And latest single version 5.3.3 for 4.10.1m is released with ZUTI Friction MOD and CY6 Ground Attack MOD here
https://www.sas1946.com/main/index.php/topic,12301.0.html

For "IL-2 1956 The Jet Era v1.2" users, that MOD requierments "SAS AI, Engines, Hotkeys & Carriers Mod v2.4" contains CTO functions.
https://www.sas1946.com/main/index.php/topic,23327.0.html

And Carrier Take-Off (CTO) MOD is contained these MOD packs.
  • HSFX5.0.1 - Add F9F2 folding wings function version 5.4. We can Enable/Disable in JSGME.
  • Ultr@Pack3.0RC4 - I have no data about this. Contained in whole UP3 and cannot Enable/Disable only CTO. A bit buggy.
  • Dark Blue World 1.71 - A bit buggy.

I plan to improve this interesing MOD.
In example...
  • Add folding wings function for F-8 Crusader or other MOD planes.
  • CTO Enable/Disable at Carriers each country. Like enable USN and RN, disable IJN.
  • AI taxi on deck to Catapult starting point. Not Jump to there.
I want to hear palyers' requests and discuss it.

Before making this topic, some requests were written in Carrier MOD topic
https://www.sas1946.com/main/index.php/topic,20102.0.html
Please read what requests were written before, but don't continue discussing ther, it's here.

And I compared Daidalos Default / CTO5.4 in HSFX5 / DBW1.6 AI MOD at airplanes set arrangement on Carrier. Take some screen shots.
That is written in my blog.
http://il2itaki.blog135.fc2.com/blog-entry-877.html
http://il2itaki.blog135.fc2.com/blog-entry-881.html

Addition, some information is here
https://www.sas1946.com/main/index.php/topic,20244.0.html
SAS~Gerax said interesting for player pilots at today's CTO version.

Which airplane has folding wings / which doen't ... is listed up in #7 of this topic.
See #7.

NOTE:
From players' eyes, differences with "Catapult MOD" and "Carrier Take-Off MOD" are can't see clearly. I understand your situations.
In 1946 MOD history, at first Fireball released "Catapult MOD" within "Carrier Take-Off MOD". And in long time they are dealed as one MOD.
But from programming eyes, "Catapult MOD" and "Carrier Take-Off MOD" are different / separate ones.
Now, HSFX5 has only "Catapult MOD" in "History SFX MOD" body, and "Carrier Take-Off MOD" is separated in JSGME.
Other MOD packs - "Ultr@Pack3" and "Dark Blue WOrld" have both "Catapult MOD" and "Carrier Take-Off MOD" in one thing.
But as single MOD, "Catapult MOD" improvement and "Carrier Take-Off MOD" improvement are separated.
This topic is for only "Carrier Take-Off MOD".
About "Catapult MOD", use https://www.sas1946.com/main/index.php/topic,20102.0.html

But in "SAS AI, Engines, Hotkeys & Carriers Mod v2.5", both Carrier Take-off MOD and Catapult MOD are contained as one pack.
DBW1.71 is the same.

What functions are in "Carrier Take-Off MOD"? OK, I tell you.

Carrier Take-Off MOD functions:
  • filling airplanes on Carrier deck with some arrangement, using folding wings
  • AI airplanes jumping to Catapult starting point

Catapult MOD functions:
  • Catapult working
  • Arresting wire
* * * * *

How to use catapults?

1. install new Catapult MOD ( or MOD pack like "SAS AI, Engines, Hotkeys & Carriers Mod v2.4" , DBW1.71 , HSFX5.0.1 )

2. You have to taxi your airplane from spawning point to the catapult starting point and push "Toggle Chocks" key, then airplane will be set on the Catapult.
After you make full-throttle, push "Toggle Chocks" key again, the catapult push your aircraft to take-off.

3. When you enable "Carrier Take-off MOD", AI airplanes jump to the catapult starting point, not taxi.
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AG-51_Razor

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Re: Request/Discuss Carrier Take-Off (CTO) MOD
« Reply #1 on: December 18, 2011, 03:13:20 AM »

Please include Gerd's beautiful F8F in this. It sounds very interesting.
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asheshouse

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Re: Request/Discuss Carrier Take-Off (CTO) MOD
« Reply #2 on: December 18, 2011, 04:00:11 AM »

Existing carriers have Hooks LPark0 etc.
These seem to have no function.

I think AI aircraft landing should taxi forward to the LPark area to permit the next aircraft to land.
Once in the LPark area, apply chocks, fold wings etc, before finally de-spawning.

Even better to have working lifts option but this would require major programming and re-modelling.

Seaplanes using catapults do not work correctly.
There seems to be too much friction between the floats and the catapult surface.

Ashe
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santobr

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Re: Request/Discuss Carrier Take-Off (CTO) MOD
« Reply #3 on: December 18, 2011, 05:38:13 AM »

Yes, seaplanes, please.
So, asheshouse could put catapults on battleships. ;)



santobr.
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western0221

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Re: Request/Discuss Carrier Take-Off (CTO) MOD
« Reply #4 on: December 18, 2011, 05:52:32 AM »

About Seaplanes Catapult... that is not in area of CTO.
That's in Catapult MOD area 8)

Which problem/request you have, is in CTO? in Catapult?? ...is difficult to separate for non-programmers, I see.

But in fact now, Catapult MOD and CTO MOD are separated in thier improvement.
I will lead that request is which one's.


I also wish... Seaplanes take-off by Battleships'/Crusers' catapults.
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fokker95

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Re: Request/Discuss Carrier Take-Off (CTO) MOD
« Reply #5 on: December 19, 2011, 02:46:53 PM »

Existing carriers have Hooks LPark0 etc.
These seem to have no function.

I think AI aircraft landing should taxi forward to the LPark area to permit the next aircraft to land.
Once in the LPark area, apply chocks, fold wings etc, before finally de-spawning.

Even better to have working lifts option but this would require major programming and re-modelling.

Seaplanes using catapults do not work correctly.
There seems to be too much friction between the floats and the catapult surface.

Ashe

I think that would be really cool. I actually wouldnt even despawn them until there was no room...typically they all were sent down to the front end while they recalled all the planes. You would often see basically a reversal of what you saw when you were taking off..all the planes down at the nose end of the ship in spacing simliar to what it was takign off.(although packed tighter since wings would not need to be unfolded again) Would be cool to leave them there....and then as the last slot got filled, despawn the last slot after it folded wings and parked...this way you would have a full deck of retrieved aircraft, and always have a new empty slot for the next landing bird :) This would be the most realistic approach i think :)

Since we are going to have to setup the proper data specs and info in order to make the cell spacing and takeoff portion work correctly, it would then be quite easy to take the data we will need for that portion of the code and then apply it to this (landing/parking)portion of the code. It would not be that much additional work to implement it really. Alot of the work neeeded will be resolved by the first part we are planning to fix anyways.


As to the seaplanes...tha isnt going to be that hard to fix i dont htink. Simply test to see if it is a seaplane, then adjust the friction or the catapult boost..either way woudl work probably. Probably the simplest would be just to boost the catapult power, but it might be just as easy to disable the friction if it tests to be a seaplane type. The we can have workign cats on battleships and cruisers.

I am sorry I cant help to code anythign right now. I am tied up on another project I am trying to wrap up, and it is goign to be 3-4 weeks yet to finish it. Once i am done with that I will be happy to code some stuff. I will help western as I can in the meantime, if he runs into trouble or needs help in some manner. I will do what I can. I jsut dont have the time to write the code on this one right now.
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FIGHTS ON

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Re: Request/Discuss Carrier Take-Off (CTO) MOD
« Reply #6 on: December 19, 2011, 05:15:01 PM »

Agree with Fokkers comments above. ideally have the hooks" (?) where the AI taxi to after landing on the St'b'd (right) side of the bow so as to allow the port (left) cat to be free for launching "player" aircraft again. (so as to prove the landing without crashing wasn't a fluke!)

Would it be possible to build a "net" for the WWII carriers (level with the island) that "raises" upon the "request to land". Even a wire? - just enough to break your plane should you miss the wires, but able to be raised / lowered at the command "request permission to land".

Loving these aircraft carrier MODs. Using Colosus & this new Essex, set at 35 km/h & into wind at 8 m/s provides perfect "circuit" flying. Fly an F3j fury with an A-1h Tanker in the overhead and you can fly & trap for hours!
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western0221

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Re: Request/Discuss Carrier Take-Off (CTO) MOD
« Reply #7 on: December 23, 2011, 02:59:18 AM »

Airplanes list with folding wings:

-Daidalos 4.10.1m
F4F family (without F4F3)
SEAFIRE3 , SEAFIRE3F
F6F
F4U
Swordfish
Fulmar
TBF/TBM family
B5N
B6N
A6M2_21
D3A

-MOD released
SeaHurricaneMkIb, SeaHurricaneMkIIc
SeaFury
F9F2 Panther
TF9J Cougar
FJ_3M
JU87C
Ar-196T0,T1 (Non historical plane, "if" MOD)
AD_Tanker, AD Skyraider family
A6M2 22 family, 21 addition family.
Fw190~T (Naval Fw190 / Non historical plane, "if" MOD)
SeaHorse(Naval F-51 / Non historical plane, "if" MOD)
PA48CRP (Non historical plane, "if" MOD)
AS-TBR (Non historical plane, "if" MOD)

-BETA MOD released
F8F Bearcat
F8A, F8E, RF8A Crusader
F-4D, F-4E PhantomII
B4Y1 (Now BETA doesn't have folding wings, I plan making his wings folding)

-MOD not released , released in the future
F7F Tigarcat
F9F8 Cougar
A-7 Corsair II

****

-Carrier based airplanes but not folding wings in historical, released
SeaGladiator
F2A-2 Buffalo
SBD family
TBD Devastator
A6M all after M3(Type32,52,53,54,62,63)
N1K's subtype (MOD)
D4Y2, D4Y3 (BETA MOD)
BF109T (MOD / some old books said "with Folding Wings", but nowadays say "BF109T1 didn't have Folding Wings")

-Carrier based airplanes but not folding wings in historical, not released - in the future
A-4 SlyHawk (MOD)
F-14 (variable wings / MOD)
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BT~Tarik

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Re: Request/Discuss Carrier Take-Off (CTO) MOD
« Reply #8 on: December 23, 2011, 04:53:04 AM »

Seahorse, PA-48 Enforcer CRP, SBD. Those come to my mind.

And I guess you're only talking about released mods, otherwise:
A-4, F-4, F-14, F9F8 Cougar, Tigercat (dont remember its real name, but AFAIK it is/was an AMT project).

And others that I forgot I'm sure.
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Whiskey_Sierra_972

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Re: Request/Discuss Carrier Take-Off (CTO) MOD
« Reply #9 on: December 23, 2011, 05:06:18 AM »

SBD haven't folding wings IIRC.....and maybe the Cougars haven't them too
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western0221

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Re: Request/Discuss Carrier Take-Off (CTO) MOD
« Reply #10 on: December 23, 2011, 05:12:35 AM »

I rewrite list.

Some MOD planes, I misunderstand as Daidalos's. I moved them.
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western0221

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Re: Request/Discuss Carrier Take-Off (CTO) MOD
« Reply #11 on: December 23, 2011, 05:14:45 AM »

Seahorse, PA-48 Enforcer CRP, SBD. Those come to my mind.

About SBD, walter_solito says right.

Seahorse or PA-48 Enforcer CRP ... I don't know these MOD existance.
Where can I get them?
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