grant977 Posted May 21, 2020 Posted May 21, 2020 Why does a 50 dollar module not do this? Both of these item should happen as they are essential parts of carrier ops. Before anyone even says it NO I should not have to use combined arms or mission editor to do either. A free app should not have more capabilities than payware. This is like having a tomcat that can’t shoot phoenixes, If this is planned then tell me and I’ll put the pitchfork and torch away. If this is not a planned feature a small airboss is needed to do this then all we have is a correctly sized stennis with cute little guys running around on deck. With the above said the launch sequence is beyond awesome but with the rest it is wasted.
TonyG Posted May 21, 2020 Posted May 21, 2020 All the answers you seek are within this. https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Ops.Airboss.html It works great with SC, grading is almost exactly the same and it provides marshalling in CASE I ops as well. Is it integrated? No, but on day 2 of EA, it does exactly what you're looking for. 9800X3D, MSI 5080 , G.SKILL 64GB DDR5-6000, Win 11, MSI X870, 2/4TB nVME, Quest 3, OpenHornet Pit
grant977 Posted May 21, 2020 Author Posted May 21, 2020 (edited) I have used air boss awesome tool but that’s not my point we SHOULD NOT have to. Edited May 21, 2020 by grant977
Danny_P Posted May 21, 2020 Posted May 21, 2020 I have used air boss awesome tool but that’s not my point we SHOULD NOT have to. ^^ He's right you know.... The MOOSE guys set the bar when it comes to mission functions.
ScopeDope Posted May 21, 2020 Posted May 21, 2020 I concur, this should be included in some kind of advanced action in the mission editor.
theIRIEone Posted May 22, 2020 Posted May 22, 2020 I have used air boss awesome tool but that’s not my point we SHOULD NOT have to. I *think* it's planned for later in EA, but i might be wrong. While i completely agree with you, i also kinda got used to "baby steps" when it comes to new modules: 2 years from now, there will be so much added that the initial EA release state will be perceived as very bare-bones (it actually is, but launches are still glorious). Just remember how the Hornet was equipped when it was initially released, and look at it now. Good things take time, and very good things apparently take very long time.
Nealius Posted May 22, 2020 Posted May 22, 2020 Turning into the wind and orbiting tanker should be default options with the Supercarrier. We shouldn't have to self-study LUA coding in order to implement such basic functionality. Many of us have way too much real-life shit going on to sit down and do the LUA coding just for an hour of practicing traps.
grant977 Posted May 22, 2020 Author Posted May 22, 2020 I *think* it's planned for later in EA, but i might be wrong. While i completely agree with you, i also kinda got used to "baby steps" when it comes to new modules: 2 years from now, there will be so much added that the initial EA release state will be perceived as very bare-bones (it actually is, but launches are still glorious). Just remember how the Hornet was equipped when it was initially released, and look at it now. Good things take time, and very good things apparently take very long time. Like I said if it’s planed then the pitch fork and torches go away but it as basic of a feature as the boat moving.
Xaos Posted May 22, 2020 Posted May 22, 2020 Agreed that this should be a base feature of the super carrier. Was one of the main reasons I bought the SC so I could avoid pulling my hair out do to my limited knowledge of scripting in the moose framework, and testing things over and over again trying to figure out why it wasn't working.
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