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Would it be at all possible to have aircraft carriers work like airfields, given that airfields have parking spots, i.e. 1,2,3… Giving the maker the ability to place aircraft on the cats lined up like they are in the image below or pick where aircraft spawn on elevators. Thanks!

IMG_8215.jpeg

Posted (edited)

The way ED created the SC module, this is impossible unfortunately.

 

I know, because I asked the exact same question the week the SC was released and ED answered me that this will not be possible.

 

 

Btw; you might want to consider changing the title of your thread to match a bit better with your actual wish 😉

 

Edited by sirrah
  • Like 2

System specs:

 

i7-8700K @stock speed - GTX 1080TI @ stock speed - AsRock Extreme4 Z370 - 32GB DDR4 @3GHz- 500GB SSD - 2TB nvme - 650W PSU

HP Reverb G1 v2 - Saitek Pro pedals - TM Warthog HOTAS - TM F/A-18 Grip - TM Cougar HOTAS (NN-Dan mod) & (throttle standalone mod) - VIRPIL VPC Rotor TCS Plus with ALPHA-L grip - Pointctrl & aux banks <-- must have for VR users!! - Andre's SimShaker Jetpad - Fully adjustable DIY playseat - VA+VAICOM - Realsimulator FSSB-R3

 

~ That nuke might not have been the best of ideas, Sir... the enemy is furious ~ GUMMBAH

Posted (edited)
17 hours ago, VFA-103 Monster said:

Would it be at all possible to have aircraft carriers work like airfields, given that airfields have parking spots, i.e. 1,2,3

It absolutely cannot work like the airfield, which it is not. Airfield is usually a big area with hardcoded spawn points for different aircraft types, much available free space, separate taxi ways and runways. Carrier deck is different: any place can be either a parking spot, taxiway or runway (and different for cruise, recovery and launches at that).

There are already hardcoded spots on carriers but the devs probably wanted to avoid additional coding for all the AI movement and getting them stuck all the time (yeah, like it never happens 😉 ) if it wasn't automated.

It can look and run like in the image only by using static objects currently but working as spawn points they would have to be either dynamic (needs smart coding) or larger (thus cannot be spaced tight like that, as is currently) to accomodate all types of available aircraft (including AI).

Edited by draconus

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Posted (edited)
3 hours ago, draconus said:

It absolutely cannot work like the airfield, which it is not. Airfield is usually a big area with hardcoded spawn points for different aircraft types, much available free space, separate taxi ways and runways. Carrier deck is different: any place can be either a parking spot, taxiway or runway (and different for cruise, recovery and launches at that).

There are already hardcoded spots on carriers but the devs probably wanted to avoid additional coding for all the AI movement and getting them stuck all the time (yeah, like it never happens 😉 ) if it wasn't automated.

It can look and run like in the image only by using static objects currently but working as spawn points they would have to be either dynamic (needs smart coding) or larger (thus cannot be spaced tight like that, as is currently) to accomodate all types of available aircraft (including AI).

 

Admittedly, current AI system doesn't allow for "start from ground" placement, either on the carrier or on the ground (except for VTOL capable aircraft). So indeed, it's impossible to have AI start anywhere you want, but...

The actual "parking" spots are there, they are just not selectable from the ME.

Yes, it's easy to block AI pathing, but this is just part of mission editing. (I actually use this in almost all my land based missions. Blocking taxiing aircraft allows for some interesting taxi/takeoff sequences). The mission creator should manage/avoid this.

In my opinion, the lack of being able to select parking spots on the SC is a huge miss, especially considering ED is trying to create the most realistic carrier experience ever made. (to be honest, I find it quite absurd that we are forced to fill the deck with objects, just to start somewhere else than on the six pack)

 

If the AI pathing really is the show stopper here, what is holding ED back to at least allow players/clients to start from wherever they want?

 

Anyways.. I'm sure ED knows what they're doing and where to spend their resources on. I simply hope they didn't neglect this because they think we don't care about it. (personally, I find starting from the six pack in pretty much all missions, a bit "boring")

Edited by sirrah
  • Like 2

System specs:

 

i7-8700K @stock speed - GTX 1080TI @ stock speed - AsRock Extreme4 Z370 - 32GB DDR4 @3GHz- 500GB SSD - 2TB nvme - 650W PSU

HP Reverb G1 v2 - Saitek Pro pedals - TM Warthog HOTAS - TM F/A-18 Grip - TM Cougar HOTAS (NN-Dan mod) & (throttle standalone mod) - VIRPIL VPC Rotor TCS Plus with ALPHA-L grip - Pointctrl & aux banks <-- must have for VR users!! - Andre's SimShaker Jetpad - Fully adjustable DIY playseat - VA+VAICOM - Realsimulator FSSB-R3

 

~ That nuke might not have been the best of ideas, Sir... the enemy is furious ~ GUMMBAH

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