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Posted

First place the aircraft carrier, then place the carrier capable aircraft near the carrier. In the bottom right, change the selection from "turning point" to "TakeOff". The aircraft should now be over the carrier with the takeoff icon. to make it land, just make the last waypoint a "Land" waypoint near the carrier and it will snap to the carrier.

Nevada map contributer

EDM Modeling tools FAQ:

http://forums.eagle.ru/showpost.php?p=1418067&postcount=1

Seo libh a chairde is chanadh liom. Líonaigí'n oíche le greann is le spórt. Seo sláinte na gcarad atá imithe uainn. Mar cheo an tsléibhe uaine, iad imithe go deo

Posted

Okay cool but

 

First place the aircraft carrier, then place the carrier capable aircraft near the carrier. In the bottom right, change the selection from "turning point" to "TakeOff". The aircraft should now be over the carrier with the takeoff icon. to make it land, just make the last waypoint a "Land" waypoint near the carrier and it will snap to the carrier.

 

 

But, what if they are not capable Aircraft..say I want to have the Su-25T takeoff from Carrier or the F4 Phantom do the same...

 

Thanks

Posted

If they arent carrier borne, why would it? AI is dumb, but the AI isnt that dumb.

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Posted

True but

 

If they arent carrier borne, why would it? AI is dumb, but the AI isnt that dumb.

 

Well the F4 Phantom has been fixed as HumanCockpit so player can fly it ..question is there a way to place these planes to takeoff from Carrier at the beginning of a mission?????

Posted

here is the code to make any aircraft "carrierable" (replace classid)

<LandRWCategories>
<Category CLSID="{[i]Classid of the Aircraft[/i]}">Carrier</Category>
</LandRWCategories>
<TakeOffRWCategories>
<Category CLSID="{[i]Classid of the Aircraft[/i]}">AircraftCarrier With Catapult</Category>
</TakeOffRWCategories>

Lothamroth - www.Lockon.Fr - Vimeo Channel - Youtube Channel

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Posted (edited)

Wow, thanks a lot bud

 

here is the code to make any aircraft "carrierable" (replace classid)

<LandRWCategories>
<Category CLSID="{[i]Classid of the Aircraft[/i]}">Carrier</Category>
</LandRWCategories>
<TakeOffRWCategories>
<Category CLSID="{[i]Classid of the Aircraft[/i]}">AircraftCarrier With Catapult</Category>
</TakeOffRWCategories>

 

 

Thanks man that helps ... and much appreciated!!!

 

OKay but where do i go to make these changes ... sorry forgot where to look for this..

Edited by Bearitall
Posted
Thanks man that helps ... and much appreciated!!!

 

OKay but where do i go to make these changes ... sorry forgot where to look for this..

 

Im pretty sure you make them inside the MEINIT file. Probably under the entry for the aircraft that you want to make carrier capable.

Nevada map contributer

EDM Modeling tools FAQ:

http://forums.eagle.ru/showpost.php?p=1418067&postcount=1

Seo libh a chairde is chanadh liom. Líonaigí'n oíche le greann is le spórt. Seo sláinte na gcarad atá imithe uainn. Mar cheo an tsléibhe uaine, iad imithe go deo

Posted (edited)

Yea thanks

 

Im pretty sure you make them inside the MEINIT file. Probably under the entry for the aircraft that you want to make carrier capable.

 

 

Okay just got home and looked in the Meinit file and can't find anywhere to make the changes..checked every section..in Meinit file..no go..so some suggestions please!!!

Edited by Bearitall
Posted
here is the code to make any aircraft "carrierable" (replace classid)

<LandRWCategories>
<Category CLSID="{[i]Classid of the Aircraft[/i]}">Carrier</Category>
</LandRWCategories>
<TakeOffRWCategories>
<Category CLSID="{[i]Classid of the Aircraft[/i]}">AircraftCarrier With Catapult</Category>
</TakeOffRWCategories>

 

Are you sure about that? I think maybe Classid of the Aircraft is wrong. I think it should be the CLSID of Carrier and CLSID of AircraftCarrier With Catapult.

 

<LandRWCategories>

<Category CLSID="{05708AED-329E-41c3-9C51-9CCE4AA09380}">Carrier</Category>

</LandRWCategories>

<TakeOffRWCategories>

<Category CLSID="{A899CB38-FECC-46ef-9F85-165779669F56}">AircraftCarrier With Catapult</Category>

</TakeOffRWCategories>

[sIGPIC][/sIGPIC]

Sorry Death, you lose! It was Professor Plum....

Posted

Hey thanks got it to work

 

Are you sure about that? I think maybe Classid of the Aircraft is wrong. I think it should be the CLSID of Carrier and CLSID of AircraftCarrier With Catapult.

 

<LandRWCategories>

<Category CLSID="{05708AED-329E-41c3-9C51-9CCE4AA09380}">Carrier</Category>

</LandRWCategories>

<TakeOffRWCategories>

<Category CLSID="{A899CB38-FECC-46ef-9F85-165779669F56}">AircraftCarrier With Catapult</Category>

</TakeOffRWCategories>

 

Yea, got it working Ironhand gave me the correct info..to get this to work it was quite easy too..

 

Just Copied the F14 info for Carrier Landing/Takeoff and pasted it with the F4 Phantom and tested it and it worked..

 

I like to thank all who took the time to help out :thumbup::thumbup::thumbup::thumbup:

  • 4 weeks later...
Posted

Lockon is clever enough to know that there is only one Admiral K, so you cant add a 2nd one in the same group. It wont even let you add a 2nd Russian group with a (second) Admiral K in it.

 

Ditto with the American CVN-70.

 

It should also do the same for Russian frigate Neustrashimy as only one was built but they forgot that.

 

If you look in .....\Lockon\ME\MEInit.xml and search for (eg) CVN-70 you will see it has a line that says singleton="yes". I assume if you edit to say "no" it would then allow you to add multiple carriers. As always back up first. A borked MEInint.xml will stop Lockon from running up - SO BACK UP FIRST!!!

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Sorry Death, you lose! It was Professor Plum....

Posted (edited)

Thanks Brit

 

Lockon is clever enough to know that there is only one Admiral K, so you cant add a 2nd one in the same group. It wont even let you add a 2nd Russian group with a (second) Admiral K in it.

 

Ditto with the American CVN-70.

 

It should also do the same for Russian frigate Neustrashimy as only one was built but they forgot that.

 

If you look in .....\Lockon\ME\MEInit.xml and search for (eg) CVN-70 you will see it has a line that says singleton="yes". I assume if you edit to say "no" it would then allow you to add multiple carriers. As always back up first. A borked MEInint.xml will stop Lockon from running up - SO BACK UP FIRST!!!

 

Thanks Bud..you always come thru with some neat idea's

 

Alright just backed up and tried it and you are right as always..it did work..two CVN-70 Carrier's side by side

 

Thanks

Edited by Bearitall
Posted

Wow, thanks Brit_Radar_Dude

 

http://www.alasrojas.com/Descarga/lomac/ficheros.htm

 

Not used it myself, but the above link to the Spanish site AlasRojas has a CVN-76 skin if you are bored with CVN-70.

 

Wow, thanks man...will give it a try

 

Right now I am putting a video together this could come handy..

 

Another question, for you guys who have helped in the past..why is it when you send a bomber to do a bomb run( and let's say altitude is 10,000 ft.) just as it come in range of target it drops into range of missles or Shilka's guns..why doesn't it stay at that assigned altitude..:confused:

Posted
...

Another question, for you guys who have helped in the past..why is it when you send a bomber to do a bomb run( and let's say altitude is 10,000 ft.) just as it come in range of target it drops into range of missles or Shilka's guns..why doesn't it stay at that assigned altitude..:confused:

You can--at least some of the time. But you have to tell it to stay at altitude. Otherwise a bombing script at lower altitude will come into play. Here's an example of a B-1B carpet bombing from 20K: B-1B Bombing From 20K (V1.12). The mission and a track recorded at 4X speed are included (didn't want to wait the full time for the mission to run). Note how the WPs are set up in the mission. This works with the B-1B. It's been a long time since I've done serious mission building. So this may not be true for all aircraft.

 

Rich

YouTube Channel: https://www.youtube.com/channel/UCU1...CR6IZ7crfdZxDg

 

_____

Win 11 Pro x64, Asrock Z790 Steel Legend MoBo, Intel i7-13700K, MSI RKT 4070 Super 12GB, Corsair Dominator DDR5 RAM 32GB.

Posted

Thanks Ironhand(Rich)

 

You can--at least some of the time. But you have to tell it to stay at altitude. Otherwise a bombing script at lower altitude will come into play. Here's an example of a B-1B carpet bombing from 20K: B-1B Bombing From 20K (V1.12). The mission and a track recorded at 4X speed are included (didn't want to wait the full time for the mission to run). Note how the WPs are set up in the mission. This works with the B-1B. It's been a long time since I've done serious mission building. So this may not be true for all aircraft.

 

Rich

 

As usual you come thru for me...LOL

 

Yea, I check all my wp altitude's and they are all the same..what about Attack point how do you set altitude there, I just made a quickey mission with the B1 and B52 too drop bombs on some Btr's and nothing..??? Set the the altitude at 10,000 ft. and nothing didn't even drop any bombs...

Posted
As usual you come thru for me...LOL

 

Yea, I check all my wp altitude's and they are all the same..what about Attack point how do you set altitude there, I just made a quickey mission with the B1 and B52 too drop bombs on some Btr's and nothing..??? Set the the altitude at 10,000 ft. and nothing didn't even drop any bombs...

Did you set the WP just before and after as "Lock Altitude"? PM the mission that's giving you problems and I'll take a look at it. (It may be a day or two before I can take a look, though.) There are so many variables and quirks in mission building that it's often difficult to know what the issue is until you've seen the mission.

 

Just for fun, here's that same mission with 4 B-1Bs carpet bombing the city with AAD at the airbase: B-1Bx4_Bombing_20K_w_AAD.zip. Again, it's the mission and track file. I slowed the track to real time, when the fun starts.

 

Rich

YouTube Channel: https://www.youtube.com/channel/UCU1...CR6IZ7crfdZxDg

 

_____

Win 11 Pro x64, Asrock Z790 Steel Legend MoBo, Intel i7-13700K, MSI RKT 4070 Super 12GB, Corsair Dominator DDR5 RAM 32GB.

Posted

I think I know what I did know!

 

Did you set the WP just before and after as "Lock Altitude"? PM the mission that's giving you problems and I'll take a look at it. (It may be a day or two before I can take a look, though.) There are so many variables and quirks in mission building that it's often difficult to know what the issue is until you've seen the mission.

 

Just for fun, here's that same mission with 4 B-1Bs carpet bombing the city with AAD at the airbase: B-1Bx4_Bombing_20K_w_AAD.zip. Again, it's the mission and track file. I slowed the track to real time, when the fun starts.

 

Rich

 

Hey Rich;

 

Thanks I did lock the altitude before the first way point and the last wp also and I think this is the problem I was using cluster bombs I am gonna try just the regular bombs...and see if this works..and your track file I viewed it and nice thats where I think I went wrong..with the bombs

Posted

Okay Bingo!

 

Hey;

 

Thanks again Rich, it worked with the B-1B bomber, but not the B52H bomber but I think it was either due to the speed I had set(800) should have been(500) and altitude might be lower like 8500, gonna try it that way, but now taking a break..practicing Lock On all day so far..mostly Carrier landings...LOL getting there slowly...:megalol::megalol::megalol::megalol:

Posted

Works, But!

 

Hey;

Okay bombers, will hold altitude if you are doing a ground attack on runway..

 

It will do a bomb run if you add vehicles ( supply trucks, Shilka )

 

But add a missle site, and the bomber now drops altitude..this confuses me now..

 

It stays on the altitude of 10,000 ft. when just doing a bomb run on runway, and vehicles but once you add a missle site to airfield..it starts dropping altitude..what gives...

 

:helpsmilie::helpsmilie:

Posted
...But add a missle site, and the bomber now drops altitude..this confuses me now..

 

It stays on the altitude of 10,000 ft. when just doing a bomb run on runway, and vehicles but once you add a missile site to airfield..it starts dropping altitude..what gives...

AI aircraft go low and maneuver, when they feel they are about to come under attack by AAD. You see that in my second track. Each aircraft, after dropping their bombs, lose altitude rapidly and maneuver. They are well above the engagement zone of the SAMs guarding the air base but still maneuver. That's because of the Dog Ear radar also located at the base. If you remove it, they stay at altitude throughout. In your case, if the missile site you added can engage them, the AI routines put self-preservation first, and the mission goals 2nd.

 

So often, when mission building, this can lead to idiosyncratic behavior that you have to deal with. And finding the cause can sometimes be frustrating. In my mission, the Dog Ear can't engage them but that's the unit causing them to maneuver--thankfully not until AFTER they have released their ordnance. Remove it and they stay at altitude. Substitute a Tunguska for the Dog Ear and they still remain at altitude throughout because they are just above its max engagement zone.

 

Rich

YouTube Channel: https://www.youtube.com/channel/UCU1...CR6IZ7crfdZxDg

 

_____

Win 11 Pro x64, Asrock Z790 Steel Legend MoBo, Intel i7-13700K, MSI RKT 4070 Super 12GB, Corsair Dominator DDR5 RAM 32GB.

Posted

Thanks again for the in depth answer

 

AI aircraft go low and maneuver, when they feel they are about to come under attack by AAD. You see that in my second track. Each aircraft, after dropping their bombs, lose altitude rapidly and maneuver. They are well above the engagement zone of the SAMs guarding the air base but still maneuver. That's because of the Dog Ear radar also located at the base. If you remove it, they stay at altitude throughout. In your case, if the missile site you added can engage them, the AI routines put self-preservation first, and the mission goals 2nd.

 

So often, when mission building, this can lead to idiosyncratic behavior that you have to deal with. And finding the cause can sometimes be frustrating. In my mission, the Dog Ear can't engage them but that's the unit causing them to maneuver--thankfully not until AFTER they have released their ordnance. Remove it and they stay at altitude. Substitute a Tunguska for the Dog Ear and they still remain at altitude throughout because they are just above its max engagement zone.

 

Rich

 

Thanks Rich, I will replace the missle site with a Tunguska now..

Posted (edited)
Thanks Rich, I will replace the missle site with a Tunguska now..

OK. But change your bomber's altitude to 20K. At 10K it'll be well within the Tunguska's engagement zone and "self preservation" will take over.

 

BTW, I left this mission: Bombing_Docks_20K_w_AAD.zip (v1.12) in your other thread over at Lockonfiles. They're bombing Novorossiysk's SAM-defended docks this time.

 

Rich

Edited by Ironhand

YouTube Channel: https://www.youtube.com/channel/UCU1...CR6IZ7crfdZxDg

 

_____

Win 11 Pro x64, Asrock Z790 Steel Legend MoBo, Intel i7-13700K, MSI RKT 4070 Super 12GB, Corsair Dominator DDR5 RAM 32GB.

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