Tomcatter87 Posted December 5, 2024 Posted December 5, 2024 (edited) Hey there, since I love to create realistic and busy flightdecks with many static objects, I was a bit concerned about the deck crew update. Right now, I'm busy trying out which layouts work and which don't (anymore). Maybe my findings can be of help to other mission builders and I'd be happy to read some of your ideas. Here's what I found out so far: 1. In the launch phase, it is possible to taxi around static Seahawks and Seakings in front of the island - but you have to place them carefully, as close to the island as it gets. I'm not sure about a Tilly crane or an E-2 parked there, though. 2. In the recovery phase, statics in front of the island are blocking not only the view to the plane directors, but also the taxiway that is now closer to the island. For both recoveries and launches, I'd really like to see the path being moved more to the landing area, where planes taxi in real life because there is always stuff standing in front of the island. 3. My workaround for now: Since statics in front of the island block the taxiway, I'll make sure that the forward parking spots are clear. There are two parking spots at the "point", the area in front of elevator 1, that are unused in most of my missions. Also we can delete static objects via script - emulating that aircraft have been launched or put below the deck. If those spots are free, the new directors seem to put me there. 4. Each plane captain has a certain standing spot for each parking spot. If you watch closely, you can find out where to put a huffer cart - it adds quite some immersion. 5. You can use an elevator as player: If you make sure that there are only spots on one elevator available, you'll be directed there. As soon as an AI plane parks next to you, the elevator goes down and you can taxi below the deck. At least this happened to me. Edited December 5, 2024 by Tomcatter87 6 "Once you have tasted flight, you will forever walk the earth with your eyes turned skyward. For there you have been, and there you will always long to return." Check out my DCS content on Instagram
buur Posted December 5, 2024 Posted December 5, 2024 ED has updated the Supercarrier Manual. You can find teh routings on page 44.
Tomcatter87 Posted December 5, 2024 Author Posted December 5, 2024 I know - and recommend everyone who's into setting up carrier missions to use it. For me, it's just not the solution to let the area in front of the island free of static objects. This space is empty only in carrier quals. That's why we mission builders must find compromises between a realistic looking deck and one that works with the new crew features. 3 "Once you have tasted flight, you will forever walk the earth with your eyes turned skyward. For there you have been, and there you will always long to return." Check out my DCS content on Instagram
Nealius Posted December 7, 2024 Posted December 7, 2024 Regarding the E-2s and tilly, carts etc. When I place those in the junkyard and between the Junkyard and the helo parking, the directors will park clients there, rotating them so that the tail is colliding with any statics in that location.
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