MARLAN_ Posted April 22, 2024 Posted April 22, 2024 (edited) 4 hours ago, BIGNEWY said: Hi, please add a track replay as short as possible showing the issues. We will take a look. What we do know is some scripted servers can create problems for the supercarrier, and also blocking cats or routes to and from the cats. Once we have the plane directors ready it should help as you will need to follow the directors to the allotted cat for launch, and for parking. thank you server-20240417-160837.trk Problem occurs approx. 0955. and this mission is basically empty, no scripts, like two triggers, and 2 AI units. P.S. forcing players to go to specific catapults will not work for organized missions. At a minimum they must be able to choose. "Request taxi catapult 1". I really hope the implementation does not force you to go to certain catapults. What if you're doing CQ (only using cat 1 & 2)? What if you are doing a covey launch? What if you have a launch sequence plan? P.P.S. Groups wouldn't be forced to use scripts to control the aircraft carrier if cyclic windows, turning into the wind, proper CASE 3 marshalling and bolter/waveoff was part of the DCS: Supercarrier 2020 module. Edited April 22, 2024 by MARLAN_ 6 1 Virtual CVW-8 - The mission of Virtual Carrier Air Wing EIGHT is to provide its members with an organization committed to presenting an authentic representation of U.S. Navy Carrier Air Wing operations in training and combat environments based on the real world experience of its real fighter pilots, air intercept controllers, airbosses, and many others.
norman99 Posted April 23, 2024 Posted April 23, 2024 (edited) I for one am hesitant to get excited about plane directors on the deck. Given the current SuperCarrier logic, not only will it mean each spawn spot will have to use a specific CAT, it will also mean for spawn location we'll have to use the exact taxi route that is pre-coded (so no deviating off route, or statics in front of the island etc, etc). Just imagine a plane director evenly spaced on the taxi paths below, with a very small trigger zone for the animation, and you can imagine what we're probably going to get. In a multiplayer environment, with 10+ aircraft spawning in at once, following a logical launch sequence will become almost impossible. My fear is the whole process will become even more restrictive, inflexible and buggy, than we have now. Hopefully I'm wrong, and ED surprise us with a system compatible with large MP launches. Edit: Some more digging indicates that after recovery, the plane directors are going to try and park aircraft aft of the island, just like AI aircraft attempt to do. This will mean back tracking aircraft and ground crew all fouling the deck during recovery. This will 100% not work for any MP squad conducting realistic 45-60s interval recoveries. There's a reason aircraft are spotted on the bow after recovery IRL. Anyway just an observation, here's still hopeing for the best. Edited April 23, 2024 by norman99 8 1
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