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norman99

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Everything posted by norman99

  1. Im not sure it’s the correct procedure, but for a case I bolter I don’t do anything, just come back around and call the ball again. Seems to work ok.
  2. Obviously there has been lots of requests for cyclic ops, and more control of the launch/recovery cycle in general. One possible implementation, that could be done relatively easy would be the addition of two parameters in the mission editor, Launch Window & Recovery Window, along with open & closed flags for each. When either is closed, that operation is suspended, either delaying launches, or holding aircraft in the stack overhead, until they open again. This would allow mission designers complete freedom to create a variety of scenarios using any trigger available, such as times, aircraft proximity, fuel states, basically anything one can think of. Defaulting both to open would ensure those not interested in this additional control aren’t unduly affected either.
  3. I never had this issue with the Stennis. When placing static objects on the new SC, they are not placed accurately. I've only tried on CV-71, not the other two. The first image is the mission editor showing a line of aircraft placed exactly along the CAT 1 foul line. Second and third image are in game. As you can see, not where they should be placed. Seems to happen all over the deck to varying degrees.
  4. I've had a variation of this. Flight of 4 AI F-14s landing, first two park at the rear, over hanging the foul line. Second two aircraft get infinite wave offs due a foul deck... Link to track file below. https://www.dropbox.com/s/strxsknd1a6kgi7/foul%20deck.trk?dl=0
  5. The problem we have at the moment is there is no cyclic ops, we have a continuously open deck. Until cyclic ops are implemented, it makes sense that aircraft join the stack above any aircraft already holding. Currently, how do we figure this out? If I’m inbound but in trail of 2 AI flights, what altitude should I join the stack at, 4000? I assume the AI ahead of me will take 2000 & 3000, but is this dependent on when a flight checks-in? If I call first, even though I’m further away, am I reserving my level first, and therefore expected to take 2000? What if there's another flight inbound I'm not even aware of? What we need is ATC to actually assign us an altitude on check-in, similar to a Carrier Quals setup. Whilst this may not completely realistic for combat, neither is what we have now, so that shouldn’t be the argument for not making improvements to the arrival flow. Also, it would be great to be able to hear AI comms with ATC to help build some situational awareness when returning. What do people do at the moment, especially those who are predominantly single player and have to operate with a lot of AI aircraft?
  6. I’d love to have it back too. Hopefully as part of an enhanced CAT selection logic that can sense the presence of static objects. Seems a lot of people are requesting that.
  7. My understanding was the shooter ( yellow shirt the points forward at launch) is always present regardless of where the bloke pressing the launch button is located. When the integrated catapult control station (bubble) is in use, the launch is controlled from here. When the older remote launch stations are used, the officers are on deck level. Super carrier only models the ICCS at the moment, there is no remote station currently. ICCS Remote launch station The page describes the differences well: https://www.navysite.de/cvn/flightdeck.htm#cat
  8. I’m not quite sure what you mean, especially “assigned an holding altitude in the bubble”. If I arrive at the carrier, and there’s already a couple AI flights ahead of me in the stack, how do I know what altitude to hold at? If there’s 2 flights already in the stack, logic would say I should be joining at 4000’ instead of 2000’? I’m assuming I don’t just push in at 2000’, and risk a mid air with a flight already holding there? Seems the AI do a great job when they’re all after me in the landing sequence. I just don’t know how to fit in myself if I’m not the first flight to recover.
  9. There’s a good guide in the manual. Explains it better than I can. Check your DCS\MODS\TECH\SuperCarrier\DOCS folder.
  10. Better yet, alow aircraft to be freely placed, like a static object. Then you could spawn from where ever the mission designer chooses.
  11. In a perfect world with cyclic ops, all aircraft would be in the stack at their squadron assigned altitudes 10min before recovery starts. Until this is implemented though, it makes sense that aircraft join the stack above any aircraft already holding. Currently, how do we figure this out? If I’m inbound but in trail of 2 AI flights, what altitude should I join the stack at, 4000? I assume the AI ahead of me will take 2000 & 3000, but is this dependent on when a flight checks-in? If I call first, even though I’m further away, am I reserving my level first, and therefore expected to take 2000? What we need is ATC to actually assign us an altitude on check-in. Whilst this is not completely realistic, neither is what we have now, so that shouldn’t be the argument for not making improvements to the arrival flow. Also, it would be great to be able to hear AI comms with ATC to help build some situational awareness when returning. What do people do at the moment, especially those who are predominantly single player and have to operate with a lot of AI aircraft?
  12. I've noticed old missions created before SC can cause weird taxi/gridlock issues on the deck. It seems this module may require flights to be rebuilt to sequence correctly.
  13. No need to late activate. Just sequence the flights in the order you'd like, with a 1 sec difference in their starting times. You do loose the sixpack (or street...) after start, so choose wisely.
  14. Spawn them 1 sec before the other flights?
  15. Sorry mate. Bad joke on my part. Wish I could help.
  16. Unknowingly playing on a Grim Reapers server?
  17. Takes a bit of work, but you can control that spawn location of all 16 aircraft this way, at least in SP. Place statuc aircraft on all 16 spots, and continue to delete a couple, and then spawn a couple, a 1 second intervals. Sixpack can only be used at mission start though.
  18. You can disable six pack starts by placing static objects in that position, say either some ground crew or a couple aircraft. Then set you spawn time a seconaftermission starts. And a second later again, use a trigger to delete the static objects.
  19. Currently units within the same flight are really nicely spaced with roughly 45 sec intervals between traps. Unfortunate the following flight remains at 2000’ in the stack until all the preceding aircraft have landed, before they commence. The result is usually a gap of 4-5 min between different flights landing. If all the flights are 2 ships, it takes almost 40 min to recover 16 aircraft. I was hoping this would be tightened up, maybe allowing aircraft to commence once the preceding flight had passed the initial, rather than landed. This would greatly increase the recovery rate, and bring the time to recover 16 aircraft down to something like 20 min, much more realistic. Apart from this, AI behavior around the carrier seems much improved, great job.
  20. I can't take credit for the image, but I hope this helps.
  21. Further to this, if the four spawn points behind CAT 2 are only used at mission start, could they be changed to better simulate correct launch ops deck spotting? Normally when launching, these aircraft are spotted facing the other way, with their rear along the CAT 3 foul line (ie, the sixpack). This allows room for aircraft to taxi between these positions and aircraft along the deck edge, it stops any interference with CAT 3 whilst taxing, and it also ensures jet exhaust from running engines are directed outwards away from other aircraft and crew. You can see this below. Whilst this position does cross the landing area foul area, if these positions are only to be used at the beginning of a mission, it will not pose a problem, as they will be among the first to launch. Currently the spawn positions more accurately represent aircraft parked on the street. It keeps both the landing area clear, and frees up the bow for parking up recovering aircraft. As these aircraft are not starting immediately, directing their exhausts towards the aircraft and crew immediately behind them is not a concern. Obviously if ED intendeds to extend the use of these spawn positions beyond mission start only, than the landing area needs to be kept clear. If not, and they will only be used at startup, than they should be positioned in a more useful and accurate manner.
  22. I agree Gary. Moving this thread to the bug sub is ridiculous. It was a discussion on real world COMM usage, not a bug report. I don’t get it. Unless ED simply want to hide away all talk about COMM/ATC, so people don’t realise how inadequate it actually is.
  23. A collision box for each cat, basically following their respective fouls lines, would also have the added benefit of allowing additional spawn points to be created very easily. 6-8 more aircraft could spawn on one side of the bow, and not interfere with launch ops on other cats. Aircraft could also return to the bow on recovery too, which would be awesome!
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