Foxtrot2571 Posted Saturday at 06:00 PM Posted Saturday at 06:00 PM Carrier landing issue as Essex not as #1 in group This issue was initially noticed when we attempted to have more than one USS Essex carrier in a single ship group. Aircraft can spawn and launch fine from any of the carriers, but the issue arose with landing. The arresting cables didn't function upon return to any of the carriers besides the number one carrier in the ship group. This is confirmed in the provided track file. Track file test: - Takeoff from #2 Essex carrier. - short pattern and attempt to land on #2 Essex carrier. bolter. - Moved over to #1 Essex carrier, successful landing. Also to note, this issue does not occur with the Super Carrier. I had replicated the test and attempted the same process with the F/A-18 and F-14 with no similar issues I had with the Essex carrier and F4U Corsair. In all attempts, easy comms were used to test if established communications had any effect on carrier landing ops. No effect was observed. Only note is that Essex carrier comms do not function when carrier is not in the #1 slot of the ship group. As our group (vCTF-58) plans to have Task Groups (up to 22 ships in one group, 4 of which are carriers) this will become more of an issue when we would like to be able to launch and recover from any of the carriers in the same group with the same heading. A temporary solution would be to separate the carriers in the own group in the same formation, but this becomes an issue for out mission makers. Tests were made in single player but issues were similarly noticed in multiplayer. carrier issue.trk 1
primus_TR Posted yesterday at 12:18 PM Posted yesterday at 12:18 PM (edited) When there are multiple carriers, they all have the same name (Essex class carrier) on the comms menu, ordered by distance to the player. So, contacting the intended carrier in the group for reporting inbound is a bit problematic. This may be relevant to the problem you're describing. Edited yesterday at 12:19 PM by primus_TR
Foxtrot2571 Posted 13 hours ago Author Posted 13 hours ago 16 hours ago, primus_TR said: When there are multiple carriers, they all have the same name (Essex class carrier) on the comms menu, ordered by distance to the player. So, contacting the intended carrier in the group for reporting inbound is a bit problematic. This may be relevant to the problem you're describing. When I did my comms menu test, I only tested with one carrier in the group. I understand your meaning, which is why, to avoid confusion, I only placed one carrier in the #2 slot with the #1 slot taken up by another ship (an Arleigh Burke). As described, no comms function with the carrier in the #2 position. The comms issue is secondary to the actual issue of the arresting cables not functioning with carriers not as the #1 in the ship group.
Holbeach Posted 10 hours ago Posted 10 hours ago (edited) 10 hours ago, Foxtrot2571 said: The comms issue is secondary to the actual issue of the arresting cables not functioning with carriers not as the #1 in the ship group. If you have Carrier as No 2 in the group, no arrestors will work. If Carrier is No 1, all arrestors will work. I had this prob some time ago. I assumed it was caused by adding Fletcher and Iowa mods. I removed mods and it remained. I deleted mission and started again with a new Carrier group, Wires were working and have been ever since. I assumed Mission was corrupted. This morning I created 2 Missions to confirm your findings. Carrier as No 2 = No wires. So, With 2 Carriers in group, only No1 will have wires. So if you need 2 Carriers, 2 groups will be required for both to have wires. .. Edited 2 hours ago by Holbeach ASUS 2600K 3.8. P8Z68-V. ASUS ROG Strix RTX 2080Ti, RAM 16gb Corsair. M2 NVME 2gb. 2 SSD. 3 HDD. 1 kW ps. X-52. Saitek pedals. ..
Foxtrot2571 Posted 2 hours ago Author Posted 2 hours ago 7 hours ago, Holbeach said: Carrier as No 2 = No wires. So, With 2 Carriers in group, only No1 will have wires. Thanks for confirming the issue. If you want to also confirm, that it's not specifically a two carrier issue, more specifically its an issue of the carrier not being in the #1 slot. As mentioned above, to test that was by placing an Arleigh Burke as the #1 ship and had the same issues. Too not again as well, this isn't a problem with the modern carriers or Super Carriers, which I had also tested with the Hornet and Tomcat (the only other two Navy birds I have). I have only had and was able to replicate the issue with the Essex.
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