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Posted
3 hours ago, joojoo said:

Screenshot 2024-12-27 181027.png

The Hercules mod is the problem. You can find further information here:

 

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Posted (edited)

Hey to all 

I tried the latest update and when the aircraft spawns on sixpack, when I try to taxi I always collide with my wingman despite that I have reasonable distance from him. Moreover, I tried to spawn on an elevator but when I spawn I crash with the AI aircraft next to me or even with my wingman if he is next to me and the aircraft falls in the sea.

Any idea??

 

Thanx! 

Edited by joojoo
  • joojoo changed the title to F-18 E/F Chiller Spawning problems
Posted

Hey to all 

I tried the latest update and when the aircraft spawns on sixpack, when I try to taxi I always collide with my wingman despite that I have reasonable distance from him. Moreover, I tried to spawn on an elevator but when I spawn I crash with the AI aircraft next to me or even with my wingman if he is next to me and the aircraft falls in the sea.

Any idea??

 

Thanx! 

Posted

@Ithronwise i noticed another issue. I tried the latest update and when the aircraft spawns on sixpack, when I try to taxi I always collide with my wingman despite that I have reasonable distance from him. Moreover, I tried to spawn on an elevator but when I spawn I crash with the AI aircraft next to me or even with my wingman if he is next to me and the aircraft falls in the sea.

Any idea??

 

Thanx! 

Posted (edited)
9 hours ago, Ithronwise said:

I hope you know that these liveries are all based on real life paintings. Carrier Air Wings often switch from one carrier to another (and sometimes even from one Carrier Air Wing to another). Therefore skins of the same squadrons can carry different carrier names, depending on the time period.

And you totally missed my point. I know that. I also know that when they're deployed on the same carrier they all carry the same ship name. With these liveries we cannot build any coherent air wing with any carrier that we have in-game. E.g. CVW-3 should be VAQ-130, VFA-105, -131, and -32 but we can only have VAQ-130 on the Truman deck because all three VFAs are painted for Ike instead. We don't have Ike. And if we did, then CVW-3 would be missing VAQ-130 because it's painted for Truman. My point is that these should be a set for the same ship. If that can't be done then blank out the ship name on all the liveries. This has been discussed ad nauseam since the Tomcat and supercarrier modules came out 4+ years ago yet nothings's changed.

CVW-1 we have a choice of VFA-136 and no one else on Truman, or VFA-11 and no one else on Roosevelt. 

A couple liveries have blanked ship names so they're more flexible, but it still doesn't solve the problem.

 

Edited by Nealius
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Posted (edited)
14 hours ago, Nealius said:

And you totally missed my point. I know that. I also know that when they're deployed on the same carrier they all carry the same ship name. With these liveries we cannot build any coherent air wing with any carrier that we have in-game. E.g. CVW-3 should be VAQ-130, VFA-105, -131, and -32 but we can only have VAQ-130 on the Truman deck because all three VFAs are painted for Ike instead. We don't have Ike. And if we did, then CVW-3 would be missing VAQ-130 because it's painted for Truman. My point is that these should be a set for the same ship. If that can't be done then blank out the ship name on all the liveries. This has been discussed ad nauseam since the Tomcat and supercarrier modules came out 4+ years ago yet nothings's changed.

CVW-1 we have a choice of VFA-136 and no one else on Truman, or VFA-11 and no one else on Roosevelt. 

A couple liveries have blanked ship names so they're more flexible, but it still doesn't solve the problem.

Then I have an idea: there is a 4K template for the Superhornet. Why don't you start to create the skins you need and want and share them with the community like all the other liveries creators do? Maybe you will understand how much effort and time is needed to create a good looking realistic skin. You get all these stuff for free and lament that is not enough. Seriously, I don't understand your problem. The liveries for the superhornet mod are as close to the real life skins as possible and you want to erase the (very tiny) carrier names for all users only because with them you cannot create a realistic carrier deck? Strange logic. I can tell you, this will not happen. By the way, you can erase the (or even create new) carrier names yourself, you only need Paint.Net or Gimp (both are free, too).

Edited by Ithronwise
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Posted
11 hours ago, joojoo said:

i noticed another issue. I tried the latest update and when the aircraft spawns on sixpack, when I try to taxi I always collide with my wingman despite that I have reasonable distance from him. Moreover, I tried to spawn on an elevator but when I spawn I crash with the AI aircraft next to me or even with my wingman if he is next to me and the aircraft falls in the sea.

It's a known issue. The collision model has to be fitted. Fix is in progress and will (hopefully) come with the next update.

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Posted
11 hours ago, joojoo said:

Hey to all 

I tried the latest update and when the aircraft spawns on sixpack, when I try to taxi I always collide with my wingman despite that I have reasonable distance from him. Moreover, I tried to spawn on an elevator but when I spawn I crash with the AI aircraft next to me or even with my wingman if he is next to me and the aircraft falls in the sea.

Any idea??

You don't need to open a new topic for every new issue. Just use the official topic here in this subforum.

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Posted

Is there mean to be a black rim around the outside of the cockpit? As if the F18C smaller cockpit is sat inside the F18E body?

Posted
48 minutes ago, JFC said:

Is there mean to be a black rim around the outside of the cockpit? As if the F18C smaller cockpit is sat inside the F18E body?

That's correct because the Superhornet mod still uses the cockpit of the Legacy Hornet. The dev team is working on a completely own cockpit for the Superhornet but it will take a while until it is done and ready for release.

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Posted
41 minutes ago, dogsbody59 said:

Hi Guys quick question is there the ability to go into rear cockpit?

No, maybe in the future. 

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Posted
2 hours ago, Ithronwise said:

That's correct because the Superhornet mod still uses the cockpit of the Legacy Hornet. The dev team is working on a completely own cockpit for the Superhornet but it will take a while until it is done and ready for release.

Cheers mate. Thanks for the reply!

Posted (edited)
14 hours ago, Ithronwise said:

Why don't you start to create the skins you need and want and share them with the community like all the other liveries creators do?

Hobson's choice and deflection to invalidate a reasonable grievance and slander the person instead of objectively addressing the issue is textbook internet goonery. I've tried skinning. Can't get it to work at all. Now, good day, sir, since you seem incapable of objective, critical thought.

Edited by Nealius
Posted (edited)
8 hours ago, Nealius said:

Hobson's choice and deflection to invalidate a reasonable grievance and slander the person instead of objectively addressing the issue is textbook internet goonery. I've tried skinning. Can't get it to work at all. Now, good day, sir, since you seem incapable of objective, critical thought.

Bullsh** bingo as an answer, great. Your "critical thoughts" are nothing more than plaintive demands. There are already more than 350 liveries for the Superhornet available (some of them are still waiting to be adapted to v2.4). We're not going to change them or create new ones just because you want us to (even if we wanted to, we wouldn't have the time). If you want them customized to your needs, do it yourself. If you can't, that's not our problem, just learn it like all the other liveries creators did, it's not quantum physics (and by the way, changing the carrier names in one of the dds files is a very simple act).

Edited by Ithronwise
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Posted (edited)

I have requested the multiple threads be merged w/ this one,

Also, there is a patch coming, the holidays kind of put a stop to work for a few weeks but, I do have a changelog / bug tracker pinned in the CJS Discord:

v2.4.241129 Bug Tracker:

Fixed Internally:

  • Fixed GBU-32 not being recognized on STA2.
  • Fixed GBU-31 V2 and V4 Not being recognized.
  • Fixed STA-2 Split Store Bombs Mounting to wrong pylon.
  • Fixed Mis-link in CLSID Swap on STA2 MB Offset for Mk-82,
    • Corrected STA-2 offset 2X GBU-32 w/ CLSID SWAP.
  • Fixed UFCD on Legacy hornet black out, Removed Old Cpt04 Textures.
    • Changed CJS Cockpit Livery Name from "default" to "CJS SUPER HORNETS".
  • Revisions to Ordinance table.
    • Cleaned unused stores, adjusted formatting.
  • Adjustments to AIM-120/AIM-9 Split Stores.
    • Adjusted ADU773 Weight and LAU-115C Drag Qtys.
  • Added Strobe Ident. Pattern Drop down to Aircraft Properties for Player.
    • Strobe Seq. can be set for player unit in mission editor.
      • External Lighting system revised to get aircraft property from mission editor and set pattern.
  • Added Check Boxes for all SUU-79 and SUU-80 Pylons in Mission Editor.
    • Adding New restrictions lists for the pylons removal checkboxes.
  • Flight model, Adjusted Center Of Mass and Inertia slightly.
  • Fixed, NVG / Helmet Attachment Device Init. does not detect Helmet Device from Mission Editor.
  • Fixed Aircraft Fall off deck when parked on edge.
    • PFM Collision Model and AI Pos. for Rear Gear Adjusted slightly.
      • Suspension Dynamics Adjusted Slightly.
  • Collision Model Revisions.
    • Removed Small / Extra Details from Collision Model.
      • Re-configured mesh names and settings to match legacy damage model.
      • Animated Wing Fold, Control Surfaces.
  • Integrated Invisible Rack system for bombs and offsets.
    • New Invisible Rack is setup to mount stores to Connectors instead of X,Y,Z, Coordinates.
      • Due to some stores being older EDMs, mounting points for single stores or X,Y,Z Coordinates would shift per model.
      • Adjusted Elements Order for Better Firing Seq. of stores and weight distribution.

In Progress:

  • Network Arguments for Growler Pods.

    Not CJS Responsibility:

    - C-130 Anubis Mod, Invalid Number/String WsType in File, Code Fix for C-130 was pinned in Discord Channel.
    - Similar issue w/ other mods and weapon WsTypes
    - AIM-120D/AIM-174 and Other Hot Swap Missile Mods that replace AIM-120B/AIM-9 variants.

     
  •  
Edited by SkateZilla
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Posted
vor 8 Stunden schrieb gunterlund:

there is a problem with the super hornet spawning off the edge of the carrier. Unusable on the supercarrier now. 

If you read three posts above, you will discover that this problem is known and will be part of a fix from the developers.

Posted
3 hours ago, Boelcke said:

If you read three posts above, you will discover that this problem is known and will be part of a fix from the developers.

Cool, 

Been waiting for the carrier fix.

Thanks dev’s.

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Posted

Hi is there anyway to use the F18 E in campagns? I'm currently doing bold cheetah by Sedlo. The old version of the superbug I could do this.

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