Deliverator Posted May 19, 2020 Posted May 19, 2020 As stated in the manual, there are 4 spawn positions (1 to 4) that works only over single player and become deactivated in multiplayer. I see as wise choice for public online servers, but for those of us who mostly fly with our squad mates, those 4 spawn locations are very valuable to let us all fly from the same carrier and enjoy the thrill of launching all 16 cold and dark + 4 ready to take off planes and more so the collecting all those planes, which is the intention of this module I suggest to add a toggleable flag over the carrier itself to let the mission builders decide over if they want those slots or not. That way, public servers who see those 4 front slots as a problem can choose not to use them, and those squadron missions who coordinate everything can enjoy the full product itself
CoBlue Posted May 20, 2020 Posted May 20, 2020 +1 i7 8700k@4.7, 1080ti, DDR4 32GB, 2x SSD , HD 2TB, W10, ASUS 27", TrackIr5, TMWH, X-56, GProR.
Bailey Posted May 20, 2020 Posted May 20, 2020 Would it be worth going a step further an setting toggles for all individual slots? DCS VoiceAttack Profiles | My Mods and Utilities on ED User Files | DiCE: DCS Integrated Countermeasure Editor DCS Update Witching Utility | DCS-ExportScripts for Stream Deck Community Github Library | Kiowa Integrated Overlays
norman99 Posted May 20, 2020 Posted May 20, 2020 (edited) 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. Edited May 20, 2020 by norman99
randomTOTEN Posted May 20, 2020 Posted May 20, 2020 Perhaps a more dynamic spawning system, base on equipment in use? I.E. if a catapult is in use block all interfering spawns, if an aircraft has called inbound black all spawns fouling the landing box? If an aircraft spawns fouling a catapult make that unavailable until it's cleared. If the landing area is fouled by a spawning aircraft, have any subsequent inbound aircraft marshall/hold until it's clear (and then block all interfering spawning).
squire Posted May 20, 2020 Posted May 20, 2020 Another way to go about it would be to implement a spawn layout based on current ops, launch, recovery, mixed... (which you could set from the airboss position) A bit of a hassle to implement I'm sure, but that would get rid of the need to compromise, possibly freeing more slots (performance permitting of course) Eric
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