Turbine 205 Posted April 23 Posted April 23 5 hours ago, TeTeT said: Check the GT.attributes and compare to other carriers. Maybe some value is missing there. Hey TeTeT, I checked, and at least from the very small quantity of carrier mods I have it looks consistent. is there a particular attribute I'm looking for?
TeTeT Posted April 23 Posted April 23 4 hours ago, Turbine 205 said: Hey TeTeT, I checked, and at least from the very small quantity of carrier mods I have it looks consistent. is there a particular attribute I'm looking for? Here are the settings we used in the modern CVN-65 Enterprise: Quote GT.attribute = {wsType_Navy, wsType_Ship, wsType_AirCarrier, WSTYPE_PLACEHOLDER, -- >> \DCS World Version\Scripts\Database\ws Types.lua "Aircraft Carriers", "Arresting Gear", --if it has arrester wires "catapult", --if it has catapults -- "ski_jump", -- if it has a ramp "RADAR_BAND1_FOR_ARM", "RADAR_BAND2_FOR_ARM", "Datalink", "Link4", "ACLS", "AircraftCarrier", "AircraftCarrier With Catapult", "Armed Ship", "AircraftCarrier With Arresting Gear" }; --unfortunately the list with these have since been hidden by ED along with the ships lua files GT.Categories = { {name = "AircraftCarrier"}, --aircraft carrier {name = "AircraftCarrier With Catapult"}, --if it has catapults {name = "AircraftCarrier With Tramplin"}, -- if it has a ramp {name = "Armed Ship"}, -- has weapons {name = "AircraftCarrier With Arresting Gear"} -- TeTeT: test, seems to work now - was: disables mod when enabled, showws on SC module and Stennis and Forrestal. }; Good luck!
Beldin Posted April 23 Author Posted April 23 I'll check landing and take offs. They were working. There was a parking issue when landing a lot of planes. I forget where it goes wrong but it was after 10 or so planes. My attempts to fix the parking without the carrier plug in only made things worse, lol. 1
Beldin Posted April 24 Author Posted April 24 (edited) I ran a quick landing test and got some strange results. The stock F-18Cmod20 turned on final then "waved off" for no reason. Having not seen that before I tried a Mod aircraft and it landed fine????? It's possible my F-18 is messed up after I botched up restoring the Superbug mod after updating, lol but I'll post an updated Ford soon and make sure landing at least 8 planes is working. Edited April 24 by Beldin 3
HawaiianRyan Posted April 24 Posted April 24 1 hour ago, Beldin said: I ran a quick landing test and got some strange results. The stock F-18Cmod20 turned on final then "waved off" for no reason. Having not seen that before I tried a Mod aircraft and it landed fine????? It's possible my F-18 is messed up after I botched up restoring the Superbug mod after updating, lol but I'll post an updated Ford soon and make sure landing at least 8 planes is working. You have a Buccaneer AI mod? Where can one acquire that? 1
Beldin Posted April 24 Author Posted April 24 (edited) Joey45 is developing it. I've been helping with some of the coding. There is a thread for it here but I believe the work in progress build is only posted on his discord. So you may have to ask him for an invite. I need to send him my latest build, but he may have already fixed/updated some of the stuff I've done. I'm not sure if he has a release date in mind. Edited April 24 by Beldin 5
joey45 Posted April 24 Posted April 24 (edited) It's not ready for the public just yet. Still need to do some 3d touch ups and FM stuff. Edited April 24 by joey45 5 1 The only way to make sense out of change is to plunge into it, move with it, and join the dance. "Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.." https://ko-fi.com/joey45
joey45 Posted April 24 Posted April 24 No. 2 The only way to make sense out of change is to plunge into it, move with it, and join the dance. "Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.." https://ko-fi.com/joey45
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