mmoccio Posted May 14, 2020 Posted May 14, 2020 I have built quite a few extensive missions involving the Stennis and would like to adapt the supercarrier in to them. Will I be able to simply switch the Stennis for a SC module ship in my carrier group? I understand that the statics will need to be added/moved F/A-18C | F-16C | JF-17 | F-14 | FC3 | AV-8B | AJS-37 | F-5E | M-2000C | Mig 15bis | C-101 | F-86 | A-10C | P-51D | Fw 190 A-8 | Christen Eagle II | Bf 109 K-4 | Ryzen 5 2600 | MSI RTX 2070 Super | ASROCK B450m Pro | 16GB G.SKill Ripjaws 3200 DDR4 | 500GB WD Blue Internal SSD | 1TB Samsung Evo 860 SSD | Logitech X56 HOTAS | PSEYE Track IR | Delan Clip | :joystick:
sebihepp Posted May 14, 2020 Posted May 14, 2020 That's of interest for me too Ryzen 2700X, 32GByte RAM, GeForce 1080Ti, TrackIR
AG-51_Razor Posted May 14, 2020 Posted May 14, 2020 I can't imagine that it will involve any more than that - clicking on the Stennis and changing it out with one of the carriers in the list from the SC module. [sIGPIC][/sIGPIC]
Outlaw24 Posted May 14, 2020 Posted May 14, 2020 +1 Spoiler: MSI Z790 Carbon WIFI, i9 14900KF, 64GB DDR4, MSI RTX 4090, VKB STECS Mk ll throttle, VKB Gunfighter Ultimate MCG Pro w/200mm Extension, Winwing Orion Rudder Pedals W/damper, Wingwin Monitors/MFD's, UTC MK II Pro, Virpil TCS Plus Collective, MSI 34" QD-OLED @240Hz monitor, Samsung 970 Pro M2 2TB (for DCS), Playseat Air Force Seat, KW-980 Jetseat, Vaicom Pro, Tek Creations panels and controllers.
Razor18 Posted May 16, 2020 Posted May 16, 2020 Just out of curiosity, will future missions involving carriers have to be made always in pairs, one using the new SC, another with the older carrier, if the mission designers don't want to leave behind those who don't have the SC (yet)?
Grimes Posted May 17, 2020 Posted May 17, 2020 Just out of curiosity, will future missions involving carriers have to be made always in pairs, one using the new SC, another with the older carrier, if the mission designers don't want to leave behind those who don't have the SC (yet)? Pretty much. Not sure if it is a "directive" of sorts for any official mission content to require a version for each to be released. I'm sure there will be content that either won't get a copy for the new ship or new missions made only using the new ship. It is kind of annoying but there is also the choice of having two ships and using client spawns to choose which one you want to spawn on within the same mission. It is an easier choice to make for MP missions but is out of place for SP. The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
Frogger69 Posted May 17, 2020 Posted May 17, 2020 Super carrier Does anybody know when super carrier is actually coming out? I been seeing people on youtube with brand new videos using it. I pre-ordered, but haven't seen the ships available for download.
Blinde Posted May 17, 2020 Posted May 17, 2020 Does anybody know when super carrier is actually coming out? I been seeing people on youtube with brand new videos using it. I pre-ordered, but haven't seen the ships available for download. Next wednesday.
speed-of-heat Posted May 17, 2020 Posted May 17, 2020 Is there any mission logic available to detect the presence of a module? SYSTEM SPECS: Hardware AMD 9800X3D, 64Gb RAM, 4090 FE, Virpil T50CM3 Throttle, WinWIng Orion 2 & F-16EX + MFG Crosswinds V2, Varjo Aero SOFTWARE: Microsoft Windows 11, VoiceAttack & VAICOM PRO YOUTUBE CHANNEL: @speed-of-heat
Grimes Posted May 18, 2020 Posted May 18, 2020 Sorta. Gotta iterate the units in the mission and check the origin. Even then there will only be one that is required, WW2 Assets. The majority of units with an origin value are just stuff added in Coremods where everyone will have it anyway. Which will be the case for the SC, but you can't check if individual players have access to it. local units = getHoweverYouWantItDoesntMatter() local DLCS = {} local typesChecked = {} for i = 1, #units do if not typesChecked[unit.getTypeName(units[i])] then typesChecked[unit.getTypeName(units[i])] = true local origin = Unit.getDesc(units[i])._origin if origin and string.len(origin) > 1 and not DLCS[origin] then DLCS[origin] = true end end end It is easier if the game saves the module name in required modules table which can be iterated via env.mission.requiredModules The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
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