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Comments on the New Crew for the Supercarrier Module


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Posted

I'm a former Naval Aviator... I flew from the USS Kitty Hawk on my first tour (A-7s) as a J.O. and I was a TAO (Tactical Action Officer) working in CDC (Combat Direction Center) during a later cruise aboard USS Nimitz. My point is that I have some experience with flight deck operations. I'm sure there are many others who fly in DCS with as much or more experience than I have. First, I'm very happy with DCS and the Supercarrier as currently put together, but a little confused by this latest addition... the new flight director crew members! I suspect that this is the first of many iterations in EDs development of the Supercarrier module. Generally speaking, launch operations seemed fairly well thought out with the avoidance of some static objects a notable exception. I found it intuitive and did not require the use of HELP ICONs or HELP TEXT once I understood how it worked. Recoveries on the other hand seem completely nonsensical. I assume ED understands cyclic operations. It makes no sense to wrap arriving aircraft back around and through the landing area, fouling the deck, to park aft of the island. It would seem to make much more sense to direct aircraft forward onto the bow to park first on CAT 2. Additionally, you could direct them across the six-pack area then back around to the right to park along the foul line or, with a pushback, on elevator 2 and the corral area. Elevator one should remain open so that armed aircraft exiting the landing area could point in a safe direction while they disarmed... or not. You could also direct aircraft directly to CAT 1 for a Trap-Cat-Trap scenario. In order of priority... I would have fill  CAT 2 first, followed by CAT 1, then the area along the foul line (Six pack and street areas) and finally Elevators 2 and 1. 

  • Like 17
Posted

Completely agree with your points! @Bonz

I think they did it to cater to the general MP public on public servers. If you make the first parking on the bow or cats 1/2 on a public MP server, no one can take off from them anymore. I believe this is the reason they start parking you on the stern. I would love to see it done different too seeing our wing is simulating carrier ops the way they're done IRL.

  • Like 3
Posted

i have done some landing with the F18 and F14 today. in all cases, they directed me to empty slots forward of the island, so seems to be mission specific.

I agree this was done mostly as traffic control for MP players.

  • Like 1
Posted
2 minutes ago, Joch1955 said:

i have done some landing with the F18 and F14 today. in all cases, they directed me to empty slots forward of the island, so seems to be mission specific.

I agree this was done mostly as traffic control for MP players.

Do you know if something or someone was blocking the stern slots?

Posted (edited)

tested again, aggressively blocking the taxi way to the stern with static objects.

They park you next to the island, so that works (tested in SP)

image.png

Edited by Tommy_CVW-66
  • Like 1
Posted

tried again the F18 and F14 landing missions and , yes, all the landing spots behind the island were full so seems to confirm that ACs are only directed to the Bow when the Stern is full.

  • Like 1
Posted

They apparently do not recognize static tugs, forklifts, and cranes. I put those and a Hawkeye around the junkyard, with two static aircraft on the patio. Directors led one client to park on top of the tugs/forklifts in the junkyard, and tried to lead the other client in such a spot as to collide with the parked client in the junkyard. Recovery is an absolute mess.

  • Like 2
Posted

Did a simple test with nothing on the deck but myself.  I was waiting on EL3 to taxi while an aircraft landed.  Once the aircraft landed, it started to taxi me to CAT 1 and started to taxi the aircraft that just landed to aft parking .  The crew brought both of us head to head by the island where it ended in a stalemate as both of us were waiting on the other.

  • Like 1
  • 2 weeks later...
Posted
On 12/8/2024 at 2:24 AM, Dangerzone said:

I also don't think the S3B is being detected (real too - not static) as I spawned in ontop of an AI unit with the latest update using dynamic spawns on a MP server.

From change log:

Quote

 

Known issues that we will try to fix in the next update:

  • The new deck crew and dynamic slots are under development and may not work correctly in some cases.

 

  • Thanks 1

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