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LandingReFuAr waypoints does not work on a carrier


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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. 

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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.

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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 by Gurke
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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. 

 

Carrier_in_model_viewer.PNG

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The right man in the wrong place makes all the difference in the world.

Current Projects:  Grayflag ServerScripting Wiki

Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread)

 SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum

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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

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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"

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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 ?

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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 ServerScripting Wiki

Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread)

 SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum

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