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Posted
41 minutes ago, draconus said:

Not really. If you want statics around the island make sure you also put them at the stern to not allow directors see available parking spots there or new spawns. That way there will be no taxi conflicts... theoretically.

This is how Im expecting the logic to work. Effectively what went before with some added interaction. If there aint no patio or rear elevator parking nothing will be directed past the island. 

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Posted
17 hours ago, draconus said:

Not really. If you want statics around the island make sure you also put them at the stern to not allow directors see available parking spots there or new spawns. That way there will be no taxi conflicts... theoretically.

In practice that has never kept AI from parking on top of statics on the Patio or Junkyard, and fouling the LA with either the nose or the disembarked pilot. 

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Posted

Link to video please

"You see, IronHand is my thing"

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Posted

To lazy to do a youtube search SJ? Took me 5 secs...
 

 

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Posted
11 hours ago, Steel Jaw said:

Link to video please

Are you asking Nealius for the bug proof? Confusing.

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Posted (edited)

Can't wait 'til the elevators are operational for players and particularly for the F-14. We're getting ever closer.  Thank you ED & HB.

image.jpeg

Edited by JupiterJoe

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Posted
11 часов назад, JupiterJoe сказал:

operational for players

Still don't get this elevator addiction. On the elevator movements the aircraft should be empty or occupied by Plane captain... 🤷🏼‍♂️

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Posted
3 hours ago, MicroShket said:

Still don't get this elevator addiction. On the elevator movements the aircraft should be empty or occupied by Plane captain... 🤷🏼‍♂️

You're never too old to love a ride on an elevator. Or a fork lift, or in an excavator bucket. (I better stop now before OH&S tries to find my contact details). 😁

I think the confusion though has come into how the AI aircraft can utilize the lower deck, and how it would be great to be able to utilize additional spawn points. I thought (after looking at AI) that this was normal too, but since have been informed/corrected that the elevators are never used for running or occupied aircraft. Even Mav's lift on the elevator in Topgun2 was unreaslistic. 

But until people are aware of this - they don't know. (I also don't know if elevators were mentioned originally as part of SC, or if that's just one of those urban legends that have crept in)

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Posted (edited)
7 hours ago, Dangerzone said:

I also don't know if elevators were mentioned originally as part of SC, or if that's just one of those urban legends that have crept in

Elevators' animations were always part of the module's features but were never mentioned as player drivable or controlled. It was mentioned as AirBoss controlled feature though.

7 hours ago, Dangerzone said:

the elevators are never used for running or occupied aircraft

I once saw a video taken from a cockpit with actual pilot inside riding elevator up but it was noted/explained here as a very rare occurence. Can't find it rn.

Edited by draconus
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Posted
59 minutes ago, draconus said:

I once saw a video taken from a cockpit with actual pilot inside riding elevator up but it was noted/explained here as a very rare occurence. Can't find it rn.

I stand corrected. Now that we know it happened - there'll be a new burst of requests for this feature. 😄

Fact is though - even if we wanted it, it can't happen. There's no push back feature, so you could drive the plane onto the elevator, but you're facing the wrong way to get it off... if pushback didn't happen with plane directors, then it's probably a reasonable assumption to say it'll never happen for elevators. 

I've got to admit that me personally, would love a 'walk to plane' feature. For no other reason than the carrier seems small in VR. I think that's because you're up high and in such a big aircraft. Having the ability to walk up to (or around) the aircraft might help to give people the greater impression of how big the whole area is. I'm not advocating for this (as I doubt this would be a thing either), but one can dream. 🙂

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Posted (edited)

Oh, I didn't realise flight crews only rarely travelled to/from the hangar deck.   Watched too may movies, just as you said.  Still, would've been nice to have seen the inside of the hangar deck.  Oh well.

Top Gun (1986):

image.png

Top Gun: Maverick (2022):

image.png

Edited by JupiterJoe
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Posted

Can't wait to get the plane directors. But I must admit that I'm not fond of the teleports. ED actually should consider adding a black screen fade effect to those so they're less immersion impairing. Check out how Valve solved this with the blink mode for movement in VR with Half-Life: Alyx. While I've been playing roomscale VR with continuous movement ever since, I tried it to see the difference and it's bigger than you might think compared to the instant tele.

And also, once Aprils Foal's hits again, just add an "A Few Seconds Later!" meme screen in between for the LOLs! rdlaugh.png.pagespeed.ce.24Wg8GFvJL.png

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dcsdashie-hb-ed.jpg

 

Posted

I fly the F-14 for carrier ops 99% of the time and typically just practice trapping so I'm in a constant state of Launching and trapping over and over again - sometimes 1-20 in a row to get proficient.  I'm hoping there is a mode for people like me that land, unhook, and taxi to the nearest cat for launch.

I hope this capability remains!

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Posted
1 hour ago, Cavemanhead said:

I hope this capability remains!

They said there will be an option to remove deck directors and keep the launch crew. Or you can just ignore them.

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Posted (edited)
1 hour ago, draconus said:

Or you can just ignore them.

The Airboss wants to see you in PriFly.

Edited by Micr0
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Posted
17 minutes ago, Micr0 said:

The Airboss wants to see you in PriFly.

I am the Airboss!

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Posted
2 hours ago, draconus said:

They said there will be an option to remove deck directors and keep the launch crew. Or you can just ignore them.

I thought it was said that ignoring the plane directors would create problems and possibly break things. Have you got information or heard somewhere where the cat launch is independent to the plane directors so we still have an option to launch even if something happens that break the plane directors? I'm hoping this is the case, but I don't recall seeing anything.

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Posted
39 minutes ago, Dangerzone said:

I thought it was said that ignoring the plane directors would create problems and possibly break things. Have you got information or heard somewhere where the cat launch is independent to the plane directors so we still have an option to launch even if something happens that break the plane directors? I'm hoping this is the case, but I don't recall seeing anything.

Ignoring directors was my assumption, probably wrong but the option to turn off directors and keep just the launch crew is supposed to come with the update.

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Posted
1 hour ago, draconus said:

Ignoring directors was my assumption, probably wrong but the option to turn off directors and keep just the launch crew is supposed to come with the update.

Thanks for the clarification. Presently it seems we've had numerous things that can muck up a cat launch (JBD's staying up, director not acknowledging your there, etc) - so I'm hoping that your assumption is right and the catapult is independent to the plane directors , lest there's more variables that could mess up the launchers.  

Guess we'll know soon enough. Update expected to be released today...

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