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Posted (edited)

Can anyone comment on how this works in a MP mission? I am curious about how many humans can be assigned to launch from the carrier in one mission. Is the number tied to the 4 catapults? I know that on the Vinson, you couldn't assign more than a full flight of 4 at any given time but if you were assigning individual pilots, there was no restriction. You just had to be organized about how/when each person spawned. How is it working on the Stennis??

Edited by AG-51_Razor
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[sIGPIC][/sIGPIC]

Posted

Not sure how ED plan to work on this but currently, it is just four slots, if that's ai or player doesnt matter, only the four (unless i'm missing something).

 

 

But also currently, players can spawn inside each other. Requiring a staggered entry into the mission, with each player clearing the spawn location. Its not a massive amount of time, but a cold start four ship is time consuming.

Posted

Thanks Shadow. I have heard that they (ED) will be coming up with something different in the future, such as providing individual spawn points on the flight deck that can be used just like you do now when placing humans on an airfield.

[sIGPIC][/sIGPIC]

Posted

You can actually place 5 aircrafts on the deck; 4 on catapult and one on the elevator. In reality, you can have 6 but the aircraft on the ramp and parking lot end up spawning on top of each other.

As AG-51 said though, something better is supposedly coming from ED.

My systems:

 

Windows 10 64 bits

I7-8700k

32.0 GB RAM

500Gb SSD

Asus ROG 2080ti

HP Reverb

 

Windows 10 64 bits

I7-6820HQ CPU @ 2.70Ghz

32.0 GB RAM

500Gb SSD

Nvidia Quadro M4000M

TrackIR 5

Posted (edited)

After playing around on the luas, I found something like 16 "valid" parking spots for planes. After editing the lua to allow them: of those 16 only 8 (AI) can spawn at once, another 4 will spawn on elevators after planes leave, and having more than 12 assigned to a carrier will crash the simulation. There's also spots set aside for helicopters specifically, but I didn't test those much more than seeing that they are not in the same spots as the planes.

 

As it works now, it's as everyone else has said: the simulator will choose an unoccupied slot for the next plane. I've found it's not entirely good at choosing spots with human players after more than 2 are assigned to the same carrier (choosing overlapping spots). Hopefully a better, more controllable alternative is put in place. After the first respawn, I've also seen the simulator choosing slots further down the list than the first spawn location (at the starboard rear elevator, as an example), but I have no idea what caused this.

Edited by P5138
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