Gurke Posted June 30, 2021 Share Posted June 30, 2021 Create a mission with a carrier (I testet all carriers). Spawn an Aircraft set a waypoint landRearmRefuel on the carrier and append one more in the air. The Aircraft will land and rearm, but it does not start again. After some while the AI aircraft disapears and will not fly its mission. The same procedure on an ground based airfield works perfect as exspected. Link to comment Share on other sites More sharing options...
Flappie Posted June 30, 2021 Share Posted June 30, 2021 Reproduced. No landRearmRefuel on carriers.trk A track or it didn't happen. Link to comment Share on other sites More sharing options...
Grimes Posted July 2, 2021 Share Posted July 2, 2021 With how carriers are currently implemented that is not likely to be addressed until that changes. Simply put the navigation used for spawn to catapult and landing to parking are not connected. The right man in the wrong place makes all the difference in the world. Current Projects: Scripting Wiki, Something... Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread), SLMOD, IADScript, Mission Editing Wiki!, Mission Building Forum Link to comment Share on other sites More sharing options...
zhousaifu Posted July 5, 2021 Share Posted July 5, 2021 @GrimesSo to clarify :), Land-Rearm-Refuel-Takeoff function does not work with aircraft carriers in 2.7.3? Link to comment Share on other sites More sharing options...
Flappie Posted July 5, 2021 Share Posted July 5, 2021 I think what Grimes meant is that any AI aircraft landing on a carrier becomes a static aircraft: it is unable to take off again. Correct me if I am wrong. A track or it didn't happen. Link to comment Share on other sites More sharing options...
Gurke Posted July 5, 2021 Author Share Posted July 5, 2021 (edited) But the aircraft disapears after some minutes, a static would stay there forever. Or im wrong. I understood Grimes answer in a different way. Its seems that the taxiroutes are not fully connected. After the plane lands and parks at its position there is no way to get to the catapult again. And the game cleares the waypoints and set the landAndRefuel one to its last. Starting in a parkt position seems to be a diffent case than land and park. Its just a guess. Edited July 5, 2021 by Gurke Link to comment Share on other sites More sharing options...
Grimes Posted July 7, 2021 Share Posted July 7, 2021 I mean the ends of the paths are not connected. Blue are the paths AI take from a spawn point to get to a catapult. Green are the paths AI take after landing to get to a parking spot. While AI may park in the same general spot after landing that point is not connected with the path AI could take to get back to a catapult. At a normal airbase it would all just be one color because all of the paths are connected and it is an actual nav-mesh. Think of it like this, on the carrier there are 16 unique spawn points each with their own route to their own catapult. At an airbase there could be 16 spawn points but each point connects with the same shared taxiway, it is just a question of where it connects. You can kind of see that in the screenshot where lines appear to be "thicker". Some of the points on different paths have literally the same coordinate. With the landing waypoint aircraft will despawn automatically about a half hour after the engines have shutoff. This won't apply to the landReFuAr waypoint at an airbase. Unsure if it knows AI can't take-off again from a CV and it treats it like a normal landing point. 3 2 The right man in the wrong place makes all the difference in the world. Current Projects: Scripting Wiki, Something... Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread), SLMOD, IADScript, Mission Editing Wiki!, Mission Building Forum Link to comment Share on other sites More sharing options...
Gurke Posted July 19, 2021 Author Share Posted July 19, 2021 Will this issue be fixed? Link to comment Share on other sites More sharing options...
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