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Posted
On 2/7/2021 at 7:23 AM, Avalanche110 said:

Hello everyone.

 

I would like to see the ability to select parking spots for each aircraft in the mission editor. 

Thanks!

 

 

Me too and many others have the same wish. But already been stated that will never happen with the current taxi logic in Supercarrier.

 

Regards,

F.

About carrier ops: "The younger pilots are still quite capable of holding their heads forward against the forces. The older ones have been doing this too long and know better; sore necks make for poor sleep.'

 

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Posted (edited)

Don't feel to bad... You don't get your choice in RL either.  Your aircraft is where it is and the Handler does not care what you think or want.

 

Edited by Bonz
Posted
On 2/18/2021 at 3:21 PM, Bonz said:

Don't feel to bad... You don't get your choice in RL either.  Your aircraft is where it is and the Handler does not care what you think or want.

 

 

This would be useful to tell AI aircraft to go to a specific spot, and for Players dosen’t really matter but would be used for AI

  • Like 1
  • 1 month later...
Posted

Recently i wanted to add some static planes to populate the deck, but when i use "Static objects" i have no control on loadout (statics have empty pylons per default) and side numbers of these planes. I tried to use AI flights with "uncontrolled" flag so they will not taxi and take off. This way i was able to put side numbers and some fuel tanks on them, but at mission start they would take first free slots and block E-2D set on hot start at ramp from taxing to the cat. Had to use triggers to "spawn" statics later so they do not block joining players and other "live" AI-s. Would be much simpler if i could assign them desired spawning slots. Or if i could modify static objects loadout and side numbers.

Posted
On 2/7/2021 at 8:23 AM, Avalanche110 said:

Hello everyone.

I would like to see the ability to select parking spots for each aircraft in the mission editor. 

Thanks!

 

On 2/23/2021 at 7:02 PM, aviation360 said:

This would be useful to tell AI aircraft to go to a specific spot, and for Players dosen’t really matter but would be used for AI

 

I completely agree.

  • Like 1
Posted

I think one of my biggest "concerns" is that the standard cold start parking spot is in the middle of the deck.

At least in multiplayer you spawn on an elevator.

 

It makes it difficult to build missions when you don't know where you, or the AI are going to spawn. It takes a lot of trial and error placing static objects to block parking spots.

Being able to nominate a parking spot would simplify this a great deal. (IMO)

Once its set up, it really is an amazing module.

 

  • Like 1
Posted (edited)

It would be fantastic if we were just able to have something like the 'start from ground/ground hot' option available for the carriers (and on land too), allowing the ME to place aircraft (human or AI) wherever they please. The only issue should really be AI pathfinding and taxi logic.

Edited by Northstar98
  • Like 1

Modules I own: F-14A/B, F-4E, Mi-24P, AJS 37, AV-8B N/A, F-5E-3, MiG-21bis, F-16CM, F/A-18C, Supercarrier, Mi-8MTV2, UH-1H, Mirage 2000C, FC3, MiG-15bis, Ka-50, A-10C (+ A-10C II), P-47D, P-51D, C-101, Yak-52, WWII Assets, CA, NS430, Hawk.

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Posted (edited)
On 3/30/2021 at 3:43 PM, Avalanche110 said:

It makes it difficult to build missions when you don't know where you, or the AI are going to spawn. It takes a lot of trial and error placing static objects to block parking spots.

The Supercarrier manual shows you exactly the position aircraft are spawned to and in what order, both for the F/A-18 and the F-14.

 

What it doesn’t show is which catapult each spawn position uses, which is where the image below, may help.

 

047B1F33-869F-4357-9EBF-69E4BA2B2A83.png
This page explains the spawning rules and behaviours.

https://wiki.hoggitworld.com/view/DCS_editor_carrier_spawns

Edited by norman99
  • Like 2
Posted
9 hours ago, norman99 said:

The Supercarrier manual shows you exactly the position aircraft are spawned to and in what order, both for the F/A-18 and the F-14.

 

What it doesn’t show is which catapult each spawn position uses, which is where the image below, may help.

 

047B1F33-869F-4357-9EBF-69E4BA2B2A83.png
This page explains the spawning rules and behaviours.

https://wiki.hoggitworld.com/view/DCS_editor_carrier_spawns

 

I don't think the order is accurate. When I spawn 8 AI, they will always take the elevator parking spots first (12,11,5,6,7,8,9,10)

Posted (edited)
2 hours ago, BarTzi said:

I don't think the order is accurate. When I spawn 8 AI, they will always take the elevator parking spots first (12,11,5,6,7,8,9,10)

Sounds correct .

 

If spawning the player/client at mission start, they will always get the six pack positions 1-4. After mission start, even by 1 second, the six pack is no longer available for player or AI aircraft. Positions 5-12 are all on the elevators, and will be used next.

 

Unless I’m miss understanding and you are saying it fills the forward elevator first, 11 & 12, instead of the second elevator in front of the island, 5-6?

Edited by norman99
  • 2 weeks later...
Posted
On 2/18/2021 at 1:21 PM, Bonz said:

Don't feel to bad... You don't get your choice in RL either.  Your aircraft is where it is and the Handler does not care what you think or want.

 

 

I believe that you are absolutely right but the thing is, somebody makes the decision as to exactly where each and every plane is spotted on deck prior to a launch based on some very good reasons. I just wish that, as the mission builder, I would be allowed to make those decisions based on my criteria for the mission.

  • Like 2

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