Jump to content

Recommended Posts

Posted

Sorry, not sure about that. I've never tired to reload🤦‍♂️. I tend to MOD more than I play😂.

So one problem I am having is sometime, not matter what order you place the planes on the deck the ai will spawn the F-8 at the rear of the deck and not the front. This causes taxi issue. Also even with he F-8 at the front of the deck and the SEM at the rear I had a taxi issue that I'd not seen before. Each ship does have multiple options for for the deck spawn. Hopefully I just had the wrong one active.

In the ship lua the "dofile runwayand route" the line with -- at the start is disabled

But I'll keep tweaking the runway layout, It's just a real pain when the ai changes the layout.🤬

According to the Super Carrier manual deck placement is supposed to be based on the order the planes are added to the ship, then base on size/space availability. BUT.....I'm pretty sure the ai is picking spawn spots base on the astrology signs of the ai pilots 🤷‍♂️.

 

  • Like 1
Posted
41 minutes ago, roobarbjapan said:

@Beldin Is there any chance you could have a look at the parking? The aircraft are flipping nose first on parking which leaves the F-8 hanging over the side of the deck. Much appreciated! 

So it looks like since 2.9 update the parking on many carriers has changed. After "backing in" to a spot the plane flips around on engine shut down. I'll take a look at Clem. "The fix" is yto not have the "back in" but this may cause issues with the taxi routes. And to be honest I never did check the parking with the F-8.

But I'll try and take a look. I also have some update for the F-8 but I need to get those over to the guys that are doing that MOD

  • Thanks 3
Posted

The flip is a DCS bug. Hope it gets fixed in the next update.

  • Like 1

The only way to make sense out of change is to plunge into it, move with it, and join the dance.

"Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.."

https://ko-fi.com/joey45

 

Posted
14 hours ago, joey45 said:

The flip is a DCS bug. Hope it gets fixed in the next update.

Fingers crossed.

Removing the "-" will at least leave them parked the direction you want but they do still flip🤦‍♂️. I did "fix" the parking for 1 ship but I need to fully test to make sure all the taxi routes still work. So yeah I hope they fix it

Posted

I tried to make an E-2C to land on the clem, after a patrol of 4 SEM has landed on it. Unfortunately, the Hawkeye brokes his right wing because of the SEM that were parked near the landing zone. 😅. That's the matter with our tiny little carriers 🤣 . 

Posted
51 minutes ago, grim_reaper68 said:

I tried to make an E-2C to land on the clem, after a patrol of 4 SEM has landed on it. Unfortunately, the Hawkeye brokes his right wing because of the SEM that were parked near the landing zone. 😅. That's the matter with our tiny little carriers 🤣 

Yes, I don't think the Hawkeye ever operated from the Clemenceau class. I could have swore I had a basic Alize Mod  working at one point but I can't find it now. On the plus side I have gotten the UK Gannet working as an AWACS aircraft and the ASW version of the Gannet is working well and dropping torps. So if anyone has a Alize edm that needs some lua coding let me know. I've not yet tried the Gannet on Clem/Foch but I'll test that tonight.

Also one strange thing I notice while testing the SAMS/"CIWS" on the Clemenceau was that depending on the angle the Russia anti-ship missile would sometimes fly right through the ship. But if the missile attacked towards the front or at a downward angle they would impact the deck. So I'm not sure how complete the collision shell is. lol. But even with these issues it's a fun asset to have and I'm glad you're having some fun with it

Posted

My bad, it was on the Charles de Gaulle. 

You're talking about an Breguet Alizée, that would be in fact a great add. I asked you aboout the Super Frelon that i saw on on eof the latest screens you made. Is it avaible?

  • 4 months later...
Posted (edited)

hello @Beldin  after i installed your mod and tried out (wichi enjoyed the carriers itselfs) i spotted a main problem and some secondary problems.

first the main problem is the  IV and the SEM insta exploding when touching the  arrestor gear area, i tried many many times and often with only 2 meters drop and 240 kmh speed, each times it insta explode, very likely a problem with the plane hitbox.

i can confirme the  is problem on the plane side after my many succesfull landing's with the SU-33 on the Clem and the Foch, both presenting actual invisible bump's around the arrestor gear's and on the middle by the way but both didnt presented any problems for my SU-33.

this problem doesnt ocur when its the AI who play the plane, but i seen a slight visual glitch when it touch the deck on landing.

for the minor problems  i noted that the catapult's doesnt hook the plane,i see that the elevator lifted the whole hangar area wich look funny when you sudently see 4 planes giung out of the deck,the plane itself have the spin problem when rolling very slowly but nothing unbearable (as long it doesnt roll backward because in that case it can be ejected out of the carrier),i wasnt able to get the catapult camera's, and when i play another plane than the Etendard's it seem that the elevator dont work, but for this last one i assume its a only Etendard/carrier thing, thank you for your time  hoping to have soon a answer .

PS imay be interested to learn how to fixe thing's myself if you have indications to were i can learn.

Edited by saiun
Posted

Hello Saiun.

I hope to soon post some update to the CLEMENCEAU soon. I use the mod with ai only aircraft but I will look into the player aircraft issue. Update are meant to be used with the VWV mod F-8E (fn) Crusader. Which they are working on making player/carrier flyable. I think they have a flyable version now, it just can't launch from the deck. But it's a nice Ai asset

Posted

i do indeed remember you teste with the AI's only that why i prescised the diferences between AI and player side, as for the crusader may you have a link to it ?

also the exocet is very powerful,i did 2 shot the kuznetsov with thems , ah i also noticed that the IV and the SEM's can literally fly vertically without stalling, areal space rocket until 10000 metersXD

Posted

update after some hours of use ,i noticed that  when there lot of planes on the carrier but not full, there a spot at the very back of the carrier on the middle that get ocupied by AI planes, wich make the other's landing crashing into it  , i also noticed that somehow the elevator doesnt answer anymore to any radio messages

i noticed also that  when trying to attack a moksva they firetheir exocet out of therange because of the big range of the moksva radar, and since the AI use it like a sead missile, at the moment they detect the ship radar  they shot

Posted (edited)

Here is my runway lua for the Clemenceau Carrier. It is setup for the WVW F-8E(fn) Crusader and the SEM included in the original mod.

You may have to copy paste the data into the ship lua. I don't think the original mod was setup to use a separate script file.

Or you can add this line to the ship lua and remove the runway data from the ship file.

dofile(current_mod_path..'/Foch_F-8RunwaysAndRoutes.lua')

I will try and get my Clemenceau class MOD updates cleaned up and posted soon.

The F-8E(fn) Crusader with liveries is available here.

 

Screen_240629_214552.jpg

Foch_F-8RunwaysAndRoutes.lua

Edited by Beldin
  • Thanks 2
Posted (edited)

thank you for your answer and time, i will try this ot and see how it goes with the mix SEM and F8

 

 

Edited by saiun
Posted

okay after testing the new lua it indeed try to fill up the front part of the carrier first wich keep clear the landing area ,i tested landing 16 SEM's , everythings goes okay until the 8th plane taxing 1 spot closer than it should do wich it make a empty spot, thent the next plane try to go at the said empty spot but cant blocked by the 8th plane and so does the next planes intil a sem crash into another who is blocked in the landing area while landing

alas the game blocked me the whole vietnam mod so i wasnt able to try outy the F-8

  • 2 weeks later...
Posted

hello, it seem the new update  broke the SEM and E IV, none of the mechanical element's work anymore such as the gear's, flap's, air break's , only the hook seem the work on my side, do you have the same problem's while playing the plane or its a only me problem ?

Posted
On 7/12/2024 at 3:49 PM, saiun said:

hello, it seem the new update  broke the SEM and E IV, none of the mechanical element's work anymore such as the gear's, flap's, air break's , only the hook seem the work on my side, do you have the same problem's while playing the plane or its a only me problem ?

Hi thank you for the info... It's fixed, we'll do an update.

Enjoy your flight

  • Thanks 1
  • 2 weeks later...
Posted

ah i see, in the meantime i was looking into the carrier files and noticed that the elevator wasnt a separate surface but literally the whole deck moving up and down , so i was looking around if it would be possible make the deck and  the elevator 2 separate surfaces, i also noticed the hangar have already a surface by itself but no wall's phisic wise,does you think these element's can be modified in blender ?

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...