SloppyDog Posted December 6, 2024 Posted December 6, 2024 (edited) The Flight Directors work great for the most part, and it is a great addition to the sim. I just imagine the amount of work was necessary to create something like this. In the SuperCarrier manual we have only a small glimpse of the path logic for the aircraft and the yellow vests. However, I would like to report some things: 1) At the current patch status, the Flight Directors ignore parked aircraft, static or AI controlled, being blind to them. The FDs send the player to the catapult or parking spots with other aircraft in the way. Attached is the track for the default Cold Start mission in the Kola Peninsula, for the F/A-18C. Flight Directors send the player to a catapult filled with parked aircraft. I've tested in other mission the parking logic after landing, and the same happens, the FDs sent me to a spot already occupied by another aircraft. Other issues noted: 2) The option "Enable Velocity Limit while taxi" in the Special Tab is not working. Even when you uncheck it, the speed limit is enforced. 3) Could not see any difference between "Enable simplified taxi signals while taxiing to catapult or parking" on and off. A video of the Kola Cold and Start mission is available here: F-18-Kola-SC-Cold Start- Blind FDs.trk Edited December 6, 2024 by SloppyDog
ED Team Solution NineLine Posted December 6, 2024 ED Team Solution Posted December 6, 2024 As seen in Wags video, please make sure you do not have any static objects on taxi and takeoff routes. Also make sure to check out the PDF guide here as well: Let me know if you are still having issues, thanks! 1 Forum Rules • My YouTube • My Discord - NineLine#0440• **How to Report a Bug**
ia_pro1691 Posted December 6, 2024 Posted December 6, 2024 So we’re being relegated to empty or otherwise unrealistic deck configurations…cool. Lets get the deck crew disable function working so we who value realism can get rid of this trash. 4 1 DCS VFA-41 Black Aces
Nealius Posted December 6, 2024 Posted December 6, 2024 Page 55 of the updated manual claims that aircraft will be directed forward of the superstructure if there are parked aircraft or statics port or aft of the superstructure. In real life, Hawkeyes, cranes, tugs, helos, and other equipment are parked port and aft of the superstructure. The taxi directors, when parking, ignore these statics, contradictory to what the manual states. 6
ia_pro1691 Posted December 7, 2024 Posted December 7, 2024 26 minutes ago, Nealius said: Page 55 of the updated manual claims that aircraft will be directed forward of the superstructure if there are parked aircraft or statics port or aft of the superstructure. In real life, Hawkeyes, cranes, tugs, helos, and other equipment are parked port and aft of the superstructure. The taxi directors, when parking, ignore these statics, contradictory to what the manual states. As far as I can tell, they only recognize statics or AI aircraft placed on the actual parking spaces back there. So the two spaces on Elevator 3 and the three spaces on the "patio" at the extreme rear starboard side. They DO NOT recognize anything parked in the junk yard or between the island and the landing area. 3 DCS VFA-41 Black Aces
Nealius Posted December 8, 2024 Posted December 8, 2024 (edited) With some testing they seem to work okay in single player when there's stuff in the Junkyard, Patio, Elevator 3, and helos next to the island. It seems that multiplayer is where everything gets cocked up. Looks like the statics have to be placed more or less exactly as depicted in the manual, perhaps at the same angle too. Note, aircraft parked port of the island are clearly crossing the foul line in the manual. Directors wanted me to park on Elev. 2, close to the island, and I had a static not terribly far off from where they're depicted in the manual, but it is far enough away, and at sufficient orientation, to cause issues. Edited December 8, 2024 by Nealius 2
WarthogOsl Posted December 8, 2024 Posted December 8, 2024 I noticed this problem in the F-14 Instant Action Carrier Qual mission. You get handed off to the catapult officer, who then directs you to turn right and move forward until you scrape a parked Hornet to your right. Realistically, I think there should be one more director, as the guy on the catapult doesn't have the proper line of sight to direct you safely at that point anyway. 2
Endline Posted December 9, 2024 Posted December 9, 2024 17 hours ago, WarthogOsl said: I noticed this problem in the F-14 Instant Action Carrier Qual mission. You get handed off to the catapult officer, who then directs you to turn right and move forward until you scrape a parked Hornet to your right. Realistically, I think there should be one more director, as the guy on the catapult doesn't have the proper line of sight to direct you safely at that point anyway. It's worse after you trap and you're directed to park. The directors have you go through a Hornet in order to get to the parking spot. It only happens in the Carrier qual mission for the A model though, the one for the B seems to have a slightly different deck configuration. 1
WarthogOsl Posted December 9, 2024 Posted December 9, 2024 4 hours ago, Endline said: It's worse after you trap and you're directed to park. The directors have you go through a Hornet in order to get to the parking spot. It only happens in the Carrier qual mission for the A model though, the one for the B seems to have a slightly different deck configuration. Yeah, noticed that too.
draconus Posted December 13, 2024 Posted December 13, 2024 On 12/6/2024 at 1:25 AM, SloppyDog said: 3) Could not see any difference between "Enable simplified taxi signals while taxiing to catapult or parking" on and off. From manual: Quote Enable simplified taxi signals while taxing to catapult or parking – In this mode, less strict requirements are applied when passing TPs. Note that using this mode may result in less accurate route following, and the responsibility for safe deck taxiing lies with the player. 1 Win10 i7-10700KF 32GB RTX4070S Quest 3 T16000M VPC CDT-VMAX TFRP FC3 F-14A/B F-15E CA SC NTTR PG Syria
Nealius Posted January 1 Posted January 1 The parking spot logic definitely needs to be fixed so that everywhere near the island except Elev 2 and 3 should be off-limits for parking. When the deck crew freeze up after trap and I use the auto-park command, I get teleported into helos parked where they should be parked as in real life and I immediately explode. 2
markturner1960 Posted January 5 Posted January 5 (edited) Can someone also explain, why some aircraft go to elevators and are parked in the hanger and some are directed to park on deck? What is the logic at work there? Also, I dont think the manual is correct, if you look at the screen below for 8 aircraft recovery, you can see the safe area includes the fantail and area in front of the island inc elevators 1 & 2 . Static jets parked here WILL get in the way of the new deck crew parking routes....... Edited January 5 by markturner1960 System specs: PC1 :Scan 3XS Ryzen 5900X, 64GB Corsair veng DDR4 3600, EVGA GTX 3090 Win 10, Quest Pro, Samsung Odyssey G9 Neo monitor.
markturner1960 Posted January 5 Posted January 5 (edited) And why the Tomcat is directed to park here, blocking parking routes, when there is elevators and patio parking free? Do Tomcats have differing parking logic paths ? As the previous jet to land was the prowler - in other tests just using F18's, they go to elevators or the patio Edited January 5 by markturner1960 System specs: PC1 :Scan 3XS Ryzen 5900X, 64GB Corsair veng DDR4 3600, EVGA GTX 3090 Win 10, Quest Pro, Samsung Odyssey G9 Neo monitor.
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