Gurke Posted June 30, 2021 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. 1
Flappie Posted June 30, 2021 Posted June 30, 2021 Reproduced. No landRearmRefuel on carriers.trk 1 ---
Grimes Posted July 2, 2021 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: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
zhousaifu Posted July 5, 2021 Posted July 5, 2021 @GrimesSo to clarify :), Land-Rearm-Refuel-Takeoff function does not work with aircraft carriers in 2.7.3?
Flappie Posted July 5, 2021 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. ---
Gurke Posted July 5, 2021 Author 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
Grimes Posted July 7, 2021 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: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
Buzzer1977 Posted November 1, 2021 Posted November 1, 2021 Landing and refuel, rearm doesn't work for AI on carrier vessels. F-14A/B just disappear some time later from CV (CNV-73/CV-59) after landing instead refueling and rearming for the next sortie. NoLandAndRefuelonCV.trk Bug.miz AMD Ryzen 9 5950x, MSI MEG x570 Unify, G.Skill 128GB DDR4-3200, MSI RTX3090 Ventus 3x 24GB, Samsung PCIe 4.0 M.2 1TB 980 Pro, Seagate PCIe 4.0 M.2 2TB FireCuda 520, Quest 3
Buzzer1977 Posted November 3, 2021 Posted November 3, 2021 On 11/1/2021 at 10:28 PM, Flappie said: Yes, this is a limitation of the game. Sound's a bit like the infamous "It's not a bug, it's a feature" 1 AMD Ryzen 9 5950x, MSI MEG x570 Unify, G.Skill 128GB DDR4-3200, MSI RTX3090 Ventus 3x 24GB, Samsung PCIe 4.0 M.2 1TB 980 Pro, Seagate PCIe 4.0 M.2 2TB FireCuda 520, Quest 3
Buzzer1977 Posted November 3, 2021 Posted November 3, 2021 On 11/1/2021 at 10:28 PM, Flappie said: Yes, this is a limitation of the game. Hmm ... is it possible to respawn a unit on a carrier via script ? Or would it work if i do create a trigger when the AC lands on the carrier to activate late activation replacement unit on the carrier ? AMD Ryzen 9 5950x, MSI MEG x570 Unify, G.Skill 128GB DDR4-3200, MSI RTX3090 Ventus 3x 24GB, Samsung PCIe 4.0 M.2 1TB 980 Pro, Seagate PCIe 4.0 M.2 2TB FireCuda 520, Quest 3
Grimes Posted November 3, 2021 Posted November 3, 2021 12 minutes ago, Buzzer1977 said: Hmm ... is it possible to respawn a unit on a carrier via script ? Or would it work if i do create a trigger when the AC lands on the carrier to activate late activation replacement unit on the carrier ? Of course you can. It is a little tricky in some instances if you wanted it to respawn exactly where the old aircraft was at due to how spawning on ships works. But if the idea is S-3 lands and another S-3 spawns to take its place then it is very much doable via script. The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
ED Team BIGNEWY Posted September 1, 2023 ED Team Posted September 1, 2023 posts merged Forum rules - DCS Crashing? Try this first - Cleanup and Repair - Discord BIGNEWY#8703 - Youtube - Patch Status Windows 11, NVIDIA MSI RTX 3090, Intel® i9-10900K 3.70GHz, 5.30GHz Turbo, Corsair Hydro Series H150i Pro, 64GB DDR @3200, ASUS ROG Strix Z490-F Gaming, PIMAX Crystal
Shrike88 Posted November 12, 2023 Posted November 12, 2023 On 11/2/2021 at 7:19 PM, Buzzer1977 said: Sound's a bit like the infamous "It's not a bug, it's a feature" Thats just the saying now for the Carrier never being finished.
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