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Mission Editor: Disable Different Catapults


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Posted

For Mission/ Multiplayer operations and realism I know I'm not the only one who would like to be able to disable some of the ships catapults so that not only the crew are gone from them but things like shuttle covers and static objects can be placed on the deck and not overlapping crew.

 

This kind of ability would allow multiplayer servers to have CAT 1 & CAT2 operational for recovery and takeoff ability and not have someone spawn on CAT 3 or 4 or taxi over to it when someone lands.

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Posted

+1!

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Posted

This would indeed help mission builders to create a more variable atmosphere on the carrier deck

 

+1

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Posted

+1, maybe make it also controllable from the airbos station we are getting?

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Posted

+1!

Very Respectfully,

Kurt "Yoda" Kalbfleisch

San Diego, California

"In my private manual I firmly believed the only time there was too much fuel aboard any aircraft was if it was fire." --Ernest K. Gann

 

  • 1 month later...
Posted

Totally agree with this. I'd like to see each of the cats with the ability to enable/disable in the mission editor, and more importantly via Lua scripts.

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Posted

Love this idea.

 

And maybe even have Catapults break occasionally, especially when Maverick/Merlin and Iceman/Slider are mixing it up with Mig-28's! 

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Posted
10 hours ago, Sickdog said:

Love this idea.

 

And maybe even have Catapults break occasionally, especially when Maverick/Merlin and Iceman/Slider are mixing it up with Mig-28's! 

That would be cool. I did a deployment where CAT4 was down for like 90% of the time. It actually was stuck aft and could not move. Interesting thing in DCS from real life is that we don't always use all four CATS. Additionally, I'd like to see some wires stripped as well. There aren't always 4 wires either! But maybe I'm just hopeful! 

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Posted
18 hours ago, Jackjack171 said:

That would be cool. I did a deployment where CAT4 was down for like 90% of the time. It actually was stuck aft and could not move. Interesting thing in DCS from real life is that we don't always use all four CATS. Additionally, I'd like to see some wires stripped as well. There aren't always 4 wires either! But maybe I'm just hopeful! 

Yep, could be added to planned/random/optional failures/features in the ME.

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Posted

I would also like to see an option to disable spawning on catapults at all for multiplayer missions along with disabling cat 3+4 for public servers.

I also think having something that would break carrier wires for a period of time. Right now people can land at 400 knots and be fine with it 🙂

I would like to see a fast landing break the wire but slow the plane enough it cannot fly off the front of the carrier.

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Posted

I did a solid month of carrier quals on CVA 59 with all four wires and cats working fine. But, yeah, I've seen vids and training films where a snapped wire went flying (disastrously). Our cycles had launches only then recovery only. During that month, we never had a QR (quick return) so all four cats were busy. The only flight deck surprise we had was when an A-7 smashed a nose gear on trap that got ingested and then fodded the deck. The Stack spun around while it all got cleared in about 10 minutes.

The Hornet is best at killing things on the ground. Now, if we could just get a GAU-8 in the nose next to the AN/APG-65, a titanium tub around the pilot, and a couple of J-58 engines in the tail...

Posted

It's a quite simple to ED.

The best option would be ED implement mission editor to allow us activate or deactivate a CAT with triggers. It could allow us a lot of options for mission editors.

Hope see this soon!

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