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Ground crew directors don't acknowledge static objects blocking cats


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Posted

Is there a way to have ground crew guide players to certain cats? I normally have 1 blocked for static objects to look like they are parked. 

Going to look kind of lifeless if I have to remove all the static objects. 

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Posted

ALru21u.jpeg

Use statics to block off all spawn points that correspond to CAT1.  

Problem is this will FUBAR Tomcats because the spawn logic thinks they're bigger than they actually are, causing a delay to start.

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Posted
11 minutes ago, Nealius said:

ALru21u.jpeg

Use statics to block off all spawn points that correspond to CAT1.  

Problem is this will FUBAR Tomcats because the spawn logic thinks they're bigger than they actually are, causing a delay to start.

So place a static where the 1 blue hornet is. Will that stop a player from spawning into it?

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Posted (edited)
35 minutes ago, Tom P said:

So place a static where the 1 blue hornet is. Will that stop a player from spawning into it?

All the blue Hornets. The four Sixpac slots only spawn if the player/client/AI slot is filled before the mission starts. If you delay AI start by 1 second, or if you join as spectator before selecting a slot, the Sixpac slots get skipped. Then you need to put a static where the blue jets on Elev 1, Elev 2, Elev 3, and the Patio are. This will effectively "lock out" CAT1 as no player/client/AI will be able to spawn on the 5 slots that correspond to CAT1.

Edited by Nealius
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Posted

I do not suggest you block those spawn points with statics - unless you don´t want to land on that carrier.

From what i experienced, after the trap your director will guide you off the deck to the right, just via the spawn points 1 and 2, depending on where he parks you also through 3 and 4.

This gets even worse as soon as an AI plane is landing, those just ignore the statics anyway.

 

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Posted

There is a post about this exact thing. 

 

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Posted (edited)

Empty deck is the best you can do atm. Although not even that might do it every time 🙂

I experienced AI aircraft crashing into each other on an empty deck - one was taxiing to parking, the other was just catching the wire.

If you watch this from the Airboss station you suspect why: During taxi on deck, the deck is "foul" - no landing permited. As soon as an aircraft rolls behind the line, deck becomes "clear" and AI will start to land. But: as taxi continues, the AI aircraft every once in a while crosses the line again, deck status changed from "clear" to "foul" again and back, sometimes 10 times in 10 seconds, all while the next bird is already in the groove. Maybe this throws off the AI pattern.

Edited by Jel
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When in doubt - climb. Nobody ever collided with air.

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Posted

This is 100% something they need to sort out as soon as possible…..fingers crossed! It is frustrating to wait so long for these updates and when they come, they have these annoying bugs. As making the whole experience more realistic is obviously their goal, it’s a shame that it has not been released with compatibility with static objects and the other ai being used to make the sterile empty deck look more real. 

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Posted
On 12/10/2024 at 1:04 AM, Nealius said:

Problem is this will FUBAR Tomcats because the spawn logic thinks they're bigger than they actually are, causing a delay to start.

Per manual Tomcats presence change things around and they use this placement instead:

image.png

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Posted (edited)
10 hours ago, draconus said:

Per manual Tomcats presence change things around and they use this placement instead:

image.png

Even with those slots open it still causes issues in multiplayer. Last time I tested I needed close to 9 open spawn slots to ensure a single client Tomcat spawn. There's no logical reason we shouldn't be able to spawn two Tomcats on each elevator either.

Edited by Nealius
Posted (edited)
On 12/16/2024 at 8:21 PM, Nealius said:

Even with those slots open it still causes issues in multiplayer. Last time I tested I needed close to 9 open spawn slots to ensure a single client Tomcat spawn. There's no logical reason we shouldn't be able to spawn two Tomcats on each elevator either.

Are you absolutely certain those slots are completely free? A Hornet even a little close will close off the Tomcat slot. You can’t spawn two 14’s on an elevator because one of them would be facing outboard with no way to back up. While also blocking the inboard facing one from taxing. 

Edited by RustBelt
Posted

None of them spawn facing outboard. They all spawn facing inboard towards deck center axis. They also would not block taxiing of the ones next to them at all. Elevators packed two Tomcats all the time in real life. If it's not possible to do so in DCS then that insinuates that either the F-14 models are larger than they should be, or the carrier model is smaller than it should be. I doubt either is the case.

Posted
3 minutes ago, Nealius said:

None of them spawn facing outboard. They all spawn facing inboard towards deck center axis. They also would not block taxiing of the ones next to them at all. Elevators packed two Tomcats all the time in real life. If it's not possible to do so in DCS then that insinuates that either the F-14 models are larger than they should be, or the carrier model is smaller than it should be. I doubt either is the case.

Yep, models are fine and it's totally possible to put them manually as statics side to side. It's probably AI taxi system that wasn't smart enough to avoid collisions with tightly packed F-14s and the spawn points are not designed well enough either so they just simply removed some to make more space.

image.png

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Posted (edited)

Anyone know if this was fixed with today's patch? I saw the patch notes, but im still at work to test it.

Edited by Tom P
  • 1 month later...
  • 1 month later...
Posted

I’ve got an issue - not sure if it’s related to this thread. Regardless of aircraft type placed down. Aircraft at spawn slot 1 and 2 just sit there and don’t move as if they are blocking each other. Only on slot 1 and 2 though. 

Posted
On 12/14/2024 at 3:12 AM, Nealius said:

I've had success with this deck setup. It's not stacked with eye candy, but it's not compeltely bare either. 

bvweAdP.png

 

Looks nice, quite similar to the decks I use. Regarding recoveries, I have the problem that sometimes (not always) the directors try to park me in front of the island - even though there are statics there and even though elevator 1 and the space in between elevator 1 and 2 is completely free. Does this occur to you as well? Where do the directors usually send you with your deck setup? 

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Posted
14 hours ago, Tomcatter87 said:

Regarding recoveries, I have the problem that sometimes (not always) the directors try to park me in front of the island - even though there are statics there and even though elevator 1 and the space in between elevator 1 and 2 is completely free.

This is normal since the only sure way to have a static recognized is to put aircraft in the exact spawn parking spot and the recovered aircraft are placed in order from stern to the bow, all starboard.

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Posted
43 minutes ago, draconus said:

This is normal since the only sure way to have a static recognized is to put aircraft in the exact spawn parking spot and the recovered aircraft are placed in order from stern to the bow, all starboard.

Okay, so I probably didn't hit the exact parking spot. Do you know if it matters if the statics are mods (Seaking, in my case)?

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Posted
Just now, Tomcatter87 said:

Okay, so I probably didn't hit the exact parking spot. Do you know if it matters if the statics are mods (Seaking, in my case)?

No, I don't use mods.

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