Avalanche110 Posted February 7, 2021 Posted February 7, 2021 Hello everyone. I would like to see the ability to select parking spots for each aircraft in the mission editor. Thanks! 2
fagulha Posted February 12, 2021 Posted February 12, 2021 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.' PC: 14th I7 14700KF 5.6ghz | 64GB RAM DDR5 5200 CL40 XMP | Gigabyte RTX 4080 Super Aero OC 16 GB RAM GDDR6X | Thermalright Notte 360 RGB | PSU Thermaltake Though Power GF A3 Snow 1050W ATX 3.0 PCIE 5.0 / 1 WD SN770 1TB M.2 NVME + 1 SSD M.2 2TB + 2x SSD SATA 500GB + 1 Samsung 990 PRO 4TB M.2 NVME (DCS only) | Valve Index| Andre´s JeatSeat.
Bonz Posted February 18, 2021 Posted February 18, 2021 (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 February 18, 2021 by Bonz
aviation360 Posted February 23, 2021 Posted February 23, 2021 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 1
Wroblowaty Posted March 29, 2021 Posted March 29, 2021 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.
joker62 Posted March 29, 2021 Posted March 29, 2021 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. 1
Avalanche110 Posted March 30, 2021 Author Posted March 30, 2021 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. 1
Northstar98 Posted April 4, 2021 Posted April 4, 2021 (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 April 4, 2021 by Northstar98 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. Terrains I own: South Atlantic, Syria, The Channel, SoH/PG, Marianas. System: GIGABYTE B650 AORUS ELITE AX, AMD Ryzen 5 7600, Corsair Vengeance DDR5-5200 32 GB, NVIDIA GeForce RTX 4070S FE, Western Digital Black SN850X 1 TB (DCS dedicated) & 2 TB NVMe SSDs, Corsair RM850X 850 W, NZXT H7 Flow, MSI G274CV. Peripherals: VKB Gunfighter Mk.II w. MCG Pro, MFG Crosswind V3 Graphite, Logitech Extreme 3D Pro.
norman99 Posted April 4, 2021 Posted April 4, 2021 (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. This page explains the spawning rules and behaviours. https://wiki.hoggitworld.com/view/DCS_editor_carrier_spawns Edited April 4, 2021 by norman99 2
BarTzi Posted April 4, 2021 Posted April 4, 2021 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. 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)
norman99 Posted April 5, 2021 Posted April 5, 2021 (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 April 5, 2021 by norman99
Avalanche110 Posted April 5, 2021 Author Posted April 5, 2021 12 hours ago, norman99 said: This page explains the spawning rules and behaviours. https://wiki.hoggitworld.com/view/DCS_editor_carrier_spawns This is extremely useful. Thanks!
AG-51_Razor Posted April 15, 2021 Posted April 15, 2021 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. 2 [sIGPIC][/sIGPIC]
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