Special Aircraft Service

Individual Mod Downloads for IL-2 1946 => Other Mods => Ships => Topic started by: benitomuso on December 05, 2011, 04:18:24 AM

Title: Carrier MOD (Beta) [4.10]
Post by: benitomuso on December 05, 2011, 04:18:24 AM
People,

                     we have been discusing specially with Sanka, Western0221 and Fokker95 about the different problems related to carriers: catapults and arrestor wires. Probably some more comprehensive work will be the final version (with corrected catapult positions in decks, etc) that I'm not focused in. For the while and as a proof of concept, you can evaluate this MOD:

(https://storebror.it.cx/sas/archive/sas2/benitomuso/4101MODS/Catapult.JPG)
(3D Screenshot directly taken from the screen, Panther heavily loaded taking off upwards)


Download Beta carrier MOD from here (https://storebror.it.cx/sas/archive/sas2/benitomuso/4101MODS/00_PAL-Carriers.rar)

  What does it implement:

  -In original Fireball's Carrier and Catapult MOD, the setting for CatapultBoost was read from the mission, but the default value was false, meaning no boost. I don't consider this very wise, so now the default value is true: meaning you will have catapult boost if you don't disable it specifically. But I went beyond and I established these two settings in Conf.ini, with these default values:

Code: [Select]
        [Mods]
        CatapultPower=19.0
        CatapultPowerJets=25.0

  So you can set the specific power used to catapult normal planes or jets. You can play with those values, but they seemed to be OK. If you set both values = 10 you don't have any boost, is "normal power".

  -I adapted the operation of the arrestor wire. Now if the date of your mission is later than 1946, if your plane has a stall speed higher than 190Km/h (typical in jets) or if the weight is extra heavy, the cable will adapt its behavior to be more resitent, so the plane will be stoped without reaching the other extreme of the deck.

  -I added a steam catapult effect (this was the hardest to implement, I suffered a lot with it).

  Comments: this MOD was designed to work with the latest SAS AIMod. Probably it would work in other packages or configurations, but consider that it is mainly for DBW. AND YOU HAVE TO LOAD IT BEFORE THE DBW AIMOD!!!!!!!!!!!!!!!!! if not it will not have any effect.

  Regards,
                         Pablo


Credits for original MOD: Fireball
Title: Re: Carrier MOD (Beta)
Post by: BT~Tarik on December 05, 2011, 04:38:31 AM
Thanks Pablo, will try it out !
I posted a reply asking what it did, but revisiting the page I saw the description further down, so either the page didn't load completely when I posted or you just added the description.
Thanks anyway !
Title: Re: Carrier MOD (Beta)
Post by: fokker95 on December 05, 2011, 12:47:47 PM
Just an FYI Pablo..I dont think there was a steam catapult until 1953 or 54. So the earlier carriers woudl not have seen a steam catapult effect (i dont think). That was a jet era invention I believe.
Title: Re: Carrier MOD (Beta)
Post by: benitomuso on December 05, 2011, 01:11:46 PM
Yes,
          probably you are wright.

  Later the Steam effect should be associated with the Class of carrier (depending on its age let's say).

  For the final version it can be taken into account.

  Regards,
                          Pablo
Title: Re: Carrier MOD (Beta)
Post by: BT~wasted on December 05, 2011, 03:52:05 PM
Superb!!!

Thank you!!!!  :) :)
Title: Re: Carrier MOD (Beta)
Post by: Riptide_One on December 05, 2011, 07:28:24 PM
Pablo,

Excellent work, sir! This is one great mod, which in my opinion, was very much needed. Today, I was able to launch Mario71's F8E from the Valley Forge and yes, your mod can stop a jet, even a big, heavy jet like the F8E. Congratulations on your contribution to IL-2 :)!

Fokker95, thank you for calling attention to the carrier catapult issue.

Cheers,

Riptide
Title: Re: Carrier MOD (Beta)
Post by: duffys tavern on December 05, 2011, 08:23:40 PM
Should I remove Zuti's CTO Friction Mod? That's the one I'm using now to get a cat on the CVs.
Title: Re: Carrier MOD (Beta)
Post by: benitomuso on December 05, 2011, 08:43:25 PM
Try first loading it before. I don't know what would happen. As far as I know the MDS more or less have the same used here that is a legacy DBW one, but I cannot guarantee anything.

Regards,
                    Pablo
Title: Re: Carrier MOD (Beta)
Post by: 352nd_Hoss on December 05, 2011, 09:38:18 PM
Very nice, shoots fully loaded jets with no problem.  It does not work in UP3, tried for fun and the mission loads but won't play, if someone got it to work in UP or HSFX please tell us how you did it.
Title: Re: Carrier MOD (Beta)
Post by: sanka on December 06, 2011, 07:02:51 AM
Great news Pablo!
If I try to implement your code for UP3, could I send you the files so that you can add them in your post?
Title: Re: Carrier MOD (Beta)
Post by: benitomuso on December 06, 2011, 07:06:43 AM
Sure Sanka.

   I still have to add the changes introduced by Fokker, but if you find the way of making it working in UP3 we will try to integrate everyhting or at least releasing the same in DBW and in UP3 version.

  Regards,
                     Pablo
Title: Re: Carrier MOD (Beta)
Post by: sanka on December 06, 2011, 07:11:06 AM
OK nice :)
I'll wait for your final version. Finally we can have believable 1950s and 1960s carrier ops! 8)
Title: Re: Carrier MOD (Beta)
Post by: hammer2787 on December 06, 2011, 09:06:20 AM
is this just the catapult or both arrestor wire and catapult
Title: Re: Carrier MOD (Beta)
Post by: fokker95 on December 06, 2011, 10:50:46 AM
is this just the catapult or both arrestor wire and catapult

This is goign to fix both as soon as Pablo adds inmy code. Right now it just fixes the launch speed for jets on the ones with workigncats and also the arrestor wires. My code (once headds it) will fix cats on all the carriers that didnt have them workign before :) So...ALL of the carrier catapult issues should be resolved with this :)
Title: Re: Carrier MOD (Beta)
Post by: Hangman on December 06, 2011, 12:06:13 PM
This causes very strange issue in my game it puts normal timespeed as 1/2 speed 2x speed is 'normal speed'

Anyone else has experience this? Have any of you solution for this
Title: Re: Carrier MOD (Beta)
Post by: benitomuso on December 06, 2011, 01:12:15 PM
This causes very strange issue in my game it puts normal timespeed as 1/2 speed 2x speed is 'normal speed'

Anyone else has experience this? Have any of you solution for this

Hangman,
                       I haven't seen that (DBW 1.6 with all my MODs), but I have detected one intieresting thing that I cannot still understand (is a bug on the original code).

  Testing the catapult feature, I used to launch the planes in Autopilot (AI Active). To accelerate the launch I changed to 2x, 4x and 8X and everything was OK, and then, when the plane was in catapult ready to launch, I reset the spped again to 1x to see the details, but sometime I changed the speed to 1/2x. If so, when about to launch and being the speed 1/2x, you will see that the plane, instead to being moved forward to half of the speed by the catapult, is moved backwards. If you set the speed to 1x it starts again to go in the other direction, but the catapult effect is lost. This is not induced by my code, it's a inherited weirdness.

  Regards,
                     Pablo
Title: Re: Carrier MOD (Beta)
Post by: Hangman on December 06, 2011, 01:57:55 PM
Ok I have never seen this bug before it was a first time when I saw it when I enabled your mod
Title: Re: Carrier MOD (Beta)
Post by: fokker95 on December 07, 2011, 09:29:05 AM
This causes very strange issue in my game it puts normal timespeed as 1/2 speed 2x speed is 'normal speed'

Anyone else has experience this? Have any of you solution for this

Hangman,
                       I haven't seen that (DBW 1.6 with all my MODs), but I have detected one intieresting thing that I cannot still understand (is a bug on the original code).

  Testing the catapult feature, I used to launch the planes in Autopilot (AI Active). To accelerate the launch I changed to 2x, 4x and 8X and everything was OK, and then, when the plane was in catapult ready to launch, I reset the spped again to 1x to see the details, but sometime I changed the speed to 1/2x. If so, when about to launch and being the speed 1/2x, you will see that the plane, instead to being moved forward to half of the speed by the catapult, is moved backwards. If you set the speed to 1x it starts again to go in the other direction, but the catapult effect is lost. This is not induced by my code, it's a inherited weirdness.

  Regards,
                     Pablo


I recall reading somehwere before that there is indeed an issue with the code (the original code) if you use accelerated time during the catapult operating phase. I think youhave to wait until they launch before using the accel time. or perhaps you can accel initially right out of the gate before it starts the cat launch code...I cant remember, but I definitely recall reading this was a bug in the previous code.
Title: Re: Carrier MOD (Beta)
Post by: JG54Spookie on December 07, 2011, 08:21:12 PM
I get a memory error while loading any mission after installing this mod. When the mission loading screen gets to the "loading humans" part (90-100%), I get the following error message and the game crashes.

(http://i140.photobucket.com/albums/r8/jannaspookie/error.jpg)

I don't think I have any AI mod conflicts. Any ideas?

P.S. this is on my 4.101 SAS ModAct install, not DBW
Title: Re: Carrier MOD (Beta)
Post by: fokker95 on December 07, 2011, 08:28:08 PM
This codefix is specifically for and I am pretty sure it will only work for DBW1.6/Up3
Title: Re: Carrier MOD (Beta)
Post by: benitomuso on December 08, 2011, 04:20:08 AM
Spookie,
                  the MOD is made to work with the Ships Pack (I think that Archie's) which comes with DBW, UP and I believe that with HSFX5 too. If you don't have it independently MODded in your MODAct, there are units the MOD believes you have and it will crash after not having found them.

  Regards,
                     Pablo
Title: Re: Carrier MOD (Beta)
Post by: benitomuso on December 08, 2011, 04:56:22 AM
Some info (from Wikipedia):

Steam catapult
 
 The use of steam to launch aircraft was suggested by Commander Colin C. Mitchell RNVR,[6] and trials on HMS Perseus from 1950 showed its effectiveness. Navies introduced steam catapults, capable of launching the heavier jet fighters, in the mid-1950s. Powder-driven catapults were also contemplated, and would have been powerful enough, but would also have introduced far greater stresses on the airframes and may have been unsuitable for long use.

Nations that have retained large aircraft carriers and high performance CATOBAR (Catapult Assisted Take Off But Arrested Recovery) (the United States Navy, Brazilian Navy, and French Navy) are still using catapults out of necessity. Other navies operate STOVL aircraft, such the Sea Harrier or AV-8B Harrier II, which do not require catapult assistance, from smaller and less costly ships. The Russian Su-33 "Flanker-D" can take off from aircraft carriers without a catapult, albeit at a reduced fuel and armament load. U.S. Navy tactical aircraft use catapults to launch with a heavier warload than would otherwise be possible. Larger planes, such as the E-2 Hawkeye and S-3 Viking, require a catapult shot, inasmuch as their thrust-to-weight ratio is too low for a conventional rolling takeoff on a carrier deck.


(http://www.sas1946.com/images/imageshit/dead/dead.gif)

(http://www.sas1946.com/images/imageshit/dead/dead.gif)


Great British Pathe documentary:

http://www.britishpathe.com/record.php?id=30713
Title: Re: Carrier MOD (Beta)
Post by: western0221 on December 08, 2011, 05:41:11 AM
Russia won to develop a steam catapult by himself at 1990 or faster.
Russia could equip steam catapults on aircraft carrier Admiral Kuznetsov.
But by political decision to save building costs, Admiral Kuznetsov had a sky-jump deck instead of steam catapults.
Russia planed that the next carrier equips steam catapults, but the next carrier herself was canceled.

France uses steam catapults on Porte-avions Charles de Gaulle, but those catapults are not developed in France.
They were imported from USA - Type C-11 catapults.
And old Clemenceau also had steam catapults, they were imported from UK - Michel Brown Type BS5 catapults.

Brazil's São Paulo was bought from France , so she is Clemenceau class, her catapults may be UK - Michel Brown Type BS5.
Or... maybe... changed to USA - Type C-11, it's only my imagine.

Now... USA and UK are working to develop new Linear motor catapults for USS Gerald R. Ford class and HMS Queen Elizabeth class 's second ship HMS Prince of Wales.
The first ship HMS Queen Elizabeth will have no catapult - new Linear motor catapults will not be able to develop in time. And planned STOVL airplane F-35B is very very slowly developing , it causes HMS Queen Elizabeth class's trouble. HMS Queen Elizabeth will carry only helicopters, no airplanes.
HMS Prince of Wales will carry F-35C and will be used at CATOBAR.
Title: Re: Carrier MOD (Beta)
Post by: fokker95 on December 08, 2011, 10:35:38 AM
Spookie,
                  the MOD is made to work with the Ships Pack (I think that Archie's) which comes with DBW, UP and I believe that with HSFX5 too. If you don't have it independently MODded in your MODAct, there are units the MOD believes you have and it will crash after not having found them.

  Regards,
                     Pablo

pablo, I think when the ship pack was implemented into DBW, they made some changes to the file folders. ie: carrier0 was the graf zeppelin, but they gave it a new name that was more appropriate (ie: Graf Zeppelin) LOL, so i dont think this fix is going to work with an independent Modact install of the original shippack. I am also not sure what HSFX uses for its code, but if it bases it off DBW, then it would work, if it bases it off of an independent install of the ship pack, I am pretty sure it isnt going to work. At least the catapult fixes are not going to work, although perhaps your code might (I am not sure about that portion of it).
Title: Re: Carrier MOD (Beta)
Post by: benitomuso on December 08, 2011, 12:32:21 PM
Fokker,
                   I have introduced your corrections for the axis carriers. But by first time I payed a look at that part of the code. It was OK. The way it managed to check the existence of the classes of ShipPacks was something to avoid conflicts (protection errors) if accessing the class of a ship not installed. I mean: the idea is not bad if the MOD could be installed in some installation without the ShipPack installed.

  So I took your changes for the Axis Carriers (catapults location) and I made all the carrier tested in the same way, very clear, very straightforward. To avoid conflicts of errors, in this new versino of the MOD, I included all the ships (because of the carriers) known up to date. So with this MOD you only need the proper entries in your Ships.ini plus the corresponding 3DO objects (all included in DBW, UP and HSFX) and you are done.

  For the future as we discussed with Fokker, it would be more wise to include the Catapult / Launch / Arrestor Cable and other properties in the Ship class, to make it easier to implement new carriers, etc, and avoiding the need to change other classes when so.

  New Beta is attached to this post. If everything works OK we will publish it.

  Regards,
                            Pablo
Title: Re: Carrier MOD (Beta)
Post by: JG54Spookie on December 08, 2011, 12:59:41 PM
Thanks for the help guys. I guess I'll just have to use my DBW install  :-\
Title: Re: Carrier MOD (Beta)
Post by: 352nd_Hoss on December 08, 2011, 06:43:27 PM
the only thing in the last download is an index.php file.

I just opened the file online with Winrar and copied to my computer, was the only way I could get past the index.php!
Title: Re: Carrier MOD (Beta)
Post by: western0221 on December 08, 2011, 06:58:11 PM
I look around UP3RC4 and DBW, ShipPack2 is generally contained in them.
But not equally, not fully.
UP3RC4 and DBW have NEWER VERSION ships , when thay were released after old ShipPack, and they replace ShipPack2 version with other name classes.
Fokker's problem is caused by this replacing, I think.

In example, At ShipPack, German Carrier was only Graf Zeppelin and her class name was Carrier0. ShipPack2 has this version continuously.
After ShipPack, at SAS, Graf Zeppelin - Peter Strasser - Aquilla , these 3 ships pack was released with other name classes.
UP3RC4 and DBW have this newer version.

Totally, from player's eyes, UP3RC4 and DBW are seen having all ShipPack2 ships plus more new ships.
But from java code, UP3RC4 and DBW are seen generally containing ShipPack2 ship class files, but not completely - so without Carrier0 class, or other replaced classes.
Title: Re: Carrier MOD (Beta)
Post by: Hangman on December 09, 2011, 06:56:46 AM
This timespeed slowdown only appears when I manually take off on carrier if I use autopilot timespeed slowdown didn't appear
Title: Re: Carrier MOD (Beta)
Post by: NS~mati140 on December 09, 2011, 09:54:04 AM
When can we expect a compatibility update for angled-deck Essex?
Title: Re: Carrier MOD (Beta)
Post by: benitomuso on December 09, 2011, 10:14:51 AM
When can we expect a compatibility update for angled-deck Essex?

Mati,
             the angle decked Essex is in development status. I think that after having a final version, and specially if it becomes part of DBW 1.7 I will add it.

  Nonetheless, the idea is to reformulate the way the ships (specially carriers) interact with the code that controls the operation in the deck. If yo it would be much easier to add new vessels.

  Regards,
                      Pablo
Title: Re: Carrier MOD (Beta)
Post by: NS~mati140 on December 09, 2011, 11:12:16 AM
Well, in his thread Diving-Hawk said that the final version won't come out until you add it to catapult mod as he temporarily changed spawn points to make it usable.
Title: Re: Carrier MOD (Beta)
Post by: benitomuso on December 09, 2011, 11:41:20 AM
Well, in his thread Diving-Hawk said that the final version won't come out until you add it to catapult mod as he temporarily changed spawn points to make it usable.

Oh!!!

         well, so I will take a look to it.

  Saludos,
                         Pablo
Title: Re: Carrier MOD (Beta)
Post by: fokker95 on December 09, 2011, 02:05:56 PM
I look around UP3RC4 and DBW, ShipPack2 is generally contained in them.
But not equally, not fully.
UP3RC4 and DBW have NEWER VERSION ships , when thay were released after old ShipPack, and they replace ShipPack2 version with other name classes.
Fokker's problem is caused by this replacing, I think.

In example, At ShipPack, German Carrier was only Graf Zeppelin and her class name was Carrier0. ShipPack2 has this version continuously.
After ShipPack, at SAS, Graf Zeppelin - Peter Strasser - Aquilla , these 3 ships pack was released with other name classes.
UP3RC4 and DBW have this newer version.

Totally, from player's eyes, UP3RC4 and DBW are seen having all ShipPack2 ships plus more new ships.
But from java code, UP3RC4 and DBW are seen generally containing ShipPack2 ship class files, but not completely - so without Carrier0 class, or other replaced classes.

That is exactly right , but it is not just my problem, it is everyone who is using a vanilla install of UP3RC4 and DBW1.6 that has the same issue I have(had). That was why I had to add the graf zeppelin, aquila, and peter strasser into the catapult code.
Title: Re: Carrier MOD (Beta)
Post by: western0221 on December 09, 2011, 05:04:04 PM
Hi Pablo!
Have you tweaked or changed something from #24 on: Yesterday at 04:32:21 AM version ?

If you havn't, I want to tweak this MOD by myself to fit Daving_Hawk's Angled Deck new Essex or my Colossus Family.
Title: Re: Carrier MOD (Beta)
Post by: benitomuso on December 09, 2011, 09:11:05 PM
Western,
                  no, I haven't added any change to that last.

  I frankly didn't read the full thread you were discussing about the carriers under the Essex angle decked, etc. But in some way I think that a similar approach to the one used in planes should be taken. These vessels of some "ship class" should be java subclasses of a superclass (exactly as we do for planes). So the main properties can be defined for the superclass and if there is some specific can be defined for the sub-class. And later, in any other implementation, we avoid comparing and verifying 100 different instanceof clauses.

  I think that you read Mike's excelently detailed post about that too. You will see that what I did with Gear.class is quite clear and obvious in how the carriers are checked. Please keep it the same way.

  Later with everything operating properly we can estandardize all the properties in the Ship.class as I previously propossed.

  Regards,
                       Pablo

 
Title: Re: Carrier MOD (Beta)
Post by: western0221 on December 10, 2011, 12:38:44 AM
Western,
                  no, I haven't added any change to that last.

Thanks! Now I begin tweak it.
After tweak and my test, I will send back you in zip.

  Later with everything operating properly we can estandardize all the properties in the Ship.class as I previously propossed.

So, I found Ship.class and Ship.subclasses.class files are contained in your #24 zip.
But I look around this Ship.class java source decompiled, nothing change from original Ship.ini.
#24 zip's Ship.class is a preparing one or non-neccessary one Today?
I won't change any to Ship.class.
Title: Re: Carrier MOD (Beta)
Post by: The_Alaska_Man on December 10, 2011, 12:42:51 AM
Amyone found out how to make it work with UP3 yet. It looks really cool. I d/l and install bit i Play level and get a 100% loading freeze and ctd in my UP3
Title: Re: Carrier MOD (Beta)
Post by: western0221 on December 10, 2011, 01:09:05 AM
Amyone found out how to make it work with UP3 yet. It looks really cool. I d/l and install bit i Play level and get a 100% loading freeze and ctd in my UP3

Now I'm tweaking latest version and I will add something and up version.
After checking working it, I will test it again on UP3RC4.
But I'm not sure it will work on UP3RC4 or not.
My wish is latest Catapult MOD works well on each DBW/UP3/HSFX5/SASModAct3.
I strive, but result is God only knows.
Title: Re: Carrier MOD (Beta)
Post by: Diving_Hawk on December 10, 2011, 03:51:50 AM
Thx for your work here gents.

Yes it's a bit complicated I can't make planes landing in angle cause the wires are too weak and they end up in sea and I can't place catapult spawn points till it is actually working.

S! and thx
Title: Re: Carrier MOD (Beta)
Post by: western0221 on December 10, 2011, 08:38:38 AM
This isn't this MOD's problem, maybe.
One side story...

Today, I test Catapult Take-Off and Landing with Arresting wire.
I try "most heavy" environment flying by AI.
Aircraft: F9F2 Panther
Loadout: Default with 100% bullets
Fuel: 100%
Carrier: Boxer or Colossus or new SCB125-Essex , all Stationary.

Successful landing is 30%. Arresting wire works well.
Main gear broken and crash landing is 30% because of down impact.
Rear half of body broken is 30%.
Explosion by crash is 10%.

What is this?
Stationary carrier... this is not historical. Usually carriers are running in top speed heading to wind in Take-Off and Landing.
Fuel100%... this is not historical, too. Much fuel causes heavy weight and need more speed.
I feel... we need "Jettison Fuel to 10%" function in IL-2 1946 main program, and AI select it right before landing.
How do you think?
Title: Re: Carrier MOD (Beta)
Post by: Whiskey_Sierra_972 on December 11, 2011, 07:23:54 AM
the only thing in the last download is an index.php file.

I just opened the file online with Winrar and copied to my computer, was the only way I could get past the index.php!

Did you use firefox?

I got the same trouble but solved it by extension changer editing php to rar....
Title: Re: Carrier MOD (Beta)
Post by: NS~mati140 on December 11, 2011, 10:06:38 AM
Just a small bug report: noticed that jets somtimes don't deattach from wire after stoping, and start spining and getting thrown around the entire deck by it. It happens mainly when the angle between wire and hook is different then 90* - e.g. on Colossus class carriers or when landing with side wind. As for player it's quite easy to solve - simply chocks in after touchdown - AI sometimes get blown up bc of this.

F-8 Crusader by Mario seems to be most affected by this bug, so you can check it out with this one. However, other jets get affected as well.
Title: Re: Carrier MOD (Beta)
Post by: benitomuso on December 11, 2011, 01:12:21 PM
Just a small bug report: noticed that jets somtimes don't deattach from wire after stoping, and start spining and getting thrown around the entire deck by it. It happens mainly when the angle between wire and hook is different then 90* - e.g. on Colossus class carriers or when landing with side wind. As for player it's quite easy to solve - simply chocks in after touchdown - AI sometimes get blown up bc of this.

F-8 Crusader by Mario seems to be most affected by this bug, so you can check it out with this one. However, other jets get affected as well.

Mati,
            pay attention brcause it could be a problem related to the code or even the FM of the plane. I have been using the Colossus quite frequently and I never saw that behavior (I've never used the F8). What other planes?

  Regards,
                   Pablo
Title: Re: Carrier MOD (Beta)
Post by: western0221 on December 12, 2011, 12:33:45 AM
I searched Colossus/Majestic/Centau's blueprints after angled deck.
I can find only 1 blueprint of Argentina 25 de Mayo.
That shows 25 de Mayo had 6 arresting wire and they were angled with deck angle. Not as Flak's Colossus MOD.

At my Colossus other countries family pack, I will version up with arresting wire angled to landing airplanes 90 degree.

But it has a problem.
Arresting wires are implemented in Carrier 3D model by _TOW Hooks.
_TOW Hooks have x,y,z positions of wire's left-end and right-end, and wire direction vector.
wire direction vector is easy to get, only use Kumpel's Matrix Tool.
But x,y positions are hard to get right parameters. When wire is just side, left's x and right's x are the same number. y are width.
When wire is angled, left's x is minus, right's x is plus, left's y is minus, right's y is plus.... To get the right parameters is... calculate by sin cosin.
At the same time, I have to edit deck's 3D model wire end object moving.
I will do this.
Title: Re: Carrier MOD (Beta)
Post by: benitomuso on December 12, 2011, 03:51:53 AM
Western,
                  Argentina used to have two active carriers. Both of them were Colossus class. The original Flakiten's work represents the eldest one (with not angled arresting cables), the ARA Independencia:

-ARA Independencia (V-1), a Colossus-class light aircraft carrier, the former HMS Warrior (R31), commissioned into the Argentine Navy in 1959, decommissioned in 1970, and scrapped in 1971

(http://www.sas1946.com/images/imageshit/dead/dead.gif)

This propaganda video is just great:

http://www.youtube.com/watch?v=p0BeypLj5uU


But we had the other one (which was modernized and served for longer time):

-The ARA Veinticinco de Mayo (V-2) was an aircraft carrier in the Argentine Navy from 1969 to 1997. The English translation of the name is the Twenty-fifth of May, which is the date of Argentina's May Revolution in 1810. The ship previously served in the Royal Navy as HMS Venerable and the Royal Netherlands Navy as HNLMS Karel Doorman. She was deployed south during the Beagle Crisis in 1978 and in the first weeks of the Falklands War, where her aircraft were deployed against the Royal Navy task force, but spent the bulk of the war in port.[1]

You will find some interesting information in English about this last one here:

http://www.militaryphotos.net/forums/showthread.php?62826-ARA-25-de-Mayo

In Spanish there is plenty of resources, but I think that it would not be easy for you. The fact is that for most of what could be representative in Il-2 game we need only the ARA Independencia (which we have because Flakiten did that originally). The other one represents (specially with its modifications) an era of Skyhaws and Super Etendarts.

Regards,
                     Pablo
Title: Re: Carrier MOD (Beta)
Post by: western0221 on December 12, 2011, 04:37:15 AM
Western,
                  Argentina used to have two active carriers. Both of them were Colossus class. The original Flakiten's work represents the eldest one (with not angled arresting cables), the ARA Independencia:

Thanks Pablo, it's very interesting.
I don't plan "Replacing Flakiten's Colossus CV".
I plan version-up to only my(a half of them skins are drawn by crazyeddie) family ships.
Title: Re: Carrier MOD (Beta)
Post by: NS~mati140 on December 13, 2011, 10:22:38 AM
Just a small bug report: noticed that jets somtimes don't deattach from wire after stoping, and start spining and getting thrown around the entire deck by it. It happens mainly when the angle between wire and hook is different then 90* - e.g. on Colossus class carriers or when landing with side wind. As for player it's quite easy to solve - simply chocks in after touchdown - AI sometimes get blown up bc of this.

F-8 Crusader by Mario seems to be most affected by this bug, so you can check it out with this one. However, other jets get affected as well.

Mati,
            pay attention brcause it could be a problem related to the code or even the FM of the plane. I have been using the Colossus quite frequently and I never saw that behavior (I've never used the F8). What other planes?

  Regards,
                   Pablo

I saw this behaviour in AI controlled FJ-3 landing crosswind in bad weather at USS Valley Forge. It started to spin around Z-axis after stopping. This issue happens pretty rarely and randomly (except Crusader + Colossus combo which almost always ends up with crash) and only at unusual conditions (like attaching to arresting cable at high angle or during bad weather and wind from side), so it isn't very important thing to worry about. Just fought I'll let you know.

BTW, I have some suggestion: Is it possible to make first 2 planes in take-off queue (or 1 - depending on number of catapults) spawn already on catapult, attached? That would increase space on deck a bit and make take-off more time efficient.
Title: Re: Carrier MOD (Beta)
Post by: western0221 on December 14, 2011, 05:36:59 AM
I add to Pablo's special steam effect a bit more function.
And Catapult power is made to decrease in old year the mission set , before 1946 PowerJets is ignored.

Sorry, now it's only for Dark Blue World 1.6.
To other MOD environments, after day I will release, one after another.

Catapult/Arresring wire MOD and Diving_Hawk's Essex CV tweak (Temporary version4)
http://www.mediafire.com/?uv6uzxu99ncwl8u
This depends on Diving_Hawk's Essex CV SCB-125

Catapult/Arresring wire MOD (Temporary version4 without Essex SCB-125)
http://www.mediafire.com/?2lux5f7n62e9k9s

You have to install +1 this "Variable Temperature MOD" to make steam effect more loudly by mission's season or weather.
http://www.sas1946.com/main/index.php/topic,20264.0.html
On summer fine day, steam clouds are soon disapper.
On winter day or rainy day, steam clouds are more smoky.


Catapult power increasing at each year
MOD default parameters are changed by mission's year:
At     -1945 CatapultPower=10 , CatapultPowerJets:ignored and use CatapultPower
At 1946-1950 CatapultPower=13 , CatapultPowerJets=19
At 1951-1954 CatapultPower=16 , CatapultPowerJets=22
At 1955-1971 CatapultPower=19 , CatapultPowerJets=25
At 1971-     CatapultPower=19 , CatapultPowerJets=30

You can chenge CatapultPower and CatapultPowerJets parameters in conf.ini [Mods] section.
Parameters you write are used at missions 1955-1971.
Before 1955, Powers are automatically decreased each -3,
and CatapultPowerJets is ignored before 1946.
Title: Re: Carrier MOD (Beta)
Post by: FANATIC MODDER on December 14, 2011, 04:30:45 PM
I understand that benitomuso focus is to catapults but possibly there is time to mention something that bothered me a long time: Please try the B-25 Raiders and you 'll understand. Each plane wing overlaps the others. So when we have such big planes like the B-25, the carrier mod blindly puts them again side by side. Is any way that this can be fixed?
Title: Re: Carrier MOD (Beta)
Post by: benitomuso on December 14, 2011, 05:46:29 PM
Fanatic Modder,

       what you suggest is quite hard to achieve. A dynamic MOD able to consider if the planes have folding wings or not, the maximum wingspan, setting the position avoiding any collision, etc., is hard to program, but possible.

  But suppose you finally get this:
(http://upload.wikimedia.org/wikipedia/commons/d/d1/060415-F-0000G-022.jpg)

  There is a way to fit them there, but you would not be able to take off from the USN carriers being like this, so in the middle of the deck. There is no distance for the first planes. And they didn't use catapults at all. And what if for the same mission you just set a B-29 instead of a B-25? How would the MOD manage to fit those big planes in the deck?

  There are too many weird and abnormal (quite impossible in real life) situations. So how the code should react to that?

  Regards,
                        Pablo
Title: Re: Carrier MOD (Beta)
Post by: western0221 on December 14, 2011, 11:12:02 PM
I think the same as FANATIC MODDER says, in long time.
When the carrier is a narrow one (like IJN light carrier) and airplanes have no folding wings or wide span instead of folded,
In using CTO-MOD filling, the number of airplanes filled on a deck is decreased to a half by Daidalos default filling.
In example, airplanes are small one like IJN A5M (old small airplane), IJN Hosho CV(MOD) can fill 5 airplanes by CTO-MOD, but default 9 airplanes.

We HAVE the java code "Each plane wing overlaps the others" filling one, at default Daidalos code.

I think that...
1. CTO-MOD's filling process "TESTs" in memory each 2 ways and counts filled airplanes.
2. Compairing which way can many airplanes filled, more airplanes filled way choice and "DO".

I don't have an idea "How to count filled airplanes".
Now flown airplanes are auromarically "Air Start".

I add one more problem.
Each airplanes wing span when folded is hard coded in CTO-MOD.
When we have more carrier based airplanes with folded wings at new MODs, we have to retouch CTO code to implement folded span size of  the new airplane.
If can, folded width is written in airplanes own class inside - moved from CTO class - like Storber said about Carrier has which Catapult parameters moved from inside Catapult MOD to Ship class.
Title: Re: Carrier MOD (Beta)
Post by: benitomuso on December 15, 2011, 04:03:40 AM
Wingspan is an FM parameter, you eventually can retrieve it from there authomatically without having to hardcode that. I haven't payed attention on how the CTO MOD was written. But there are other problems about the configuration of a plane (where its win is located, where is the elevator, etc.) that could lead to wrong distribution.

But again: suppose that the mission has two flights in the deck of a big carrier, but the user selects the B-17 as the plane (something impossible in reality but the game allows that). What would the MOD do on that situation? It would not be able to fit 8 B-17s. So would it collapse? Will not show them?

This is what I mean about that in some way there should be a reasonability principle on what would be placed in a carrier to take off and if so it's quite basic to code it. But if you want to consider all the possibilities, there are many, and for sure some will fail. So, doing the big effort to try to cover everything worths the pain if the code must have a lot of verifications? From my point of view a couple of exceptions doesn't justify that. But it is only a point of view.

Regards,
                  Pablo
Title: Re: Carrier MOD (Beta)
Post by: western0221 on December 15, 2011, 04:23:11 AM
Wingspan is an FM parameter, you eventually can retrieve it from there authomatically without having to hardcode that. I haven't payed attention on how the CTO MOD was written.

I've read CTO MOD java source code to understand how that MOD works filling airplanes.
In FM parameters, full wingspan is recorded, and CTO MOD uses it.
But folded wingspan doesn't exist in FM parameters.
No way to know how meters folded wingspan is.

Then, CTO MOD has hard-coded folded wingspan meters at each known airplanes.
In com.maddox.il2.ai.AirportCarrier class of HSHX5
Code: [Select]
    private int setAircraftDimensions(Aircraft aircraft)
    {
        byte byte0 = -1;
        if((aircraft instanceof F4F) && !(aircraft instanceof F4F3))
            byte0 = 5;
        else
        if((aircraft instanceof F6F) || (aircraft instanceof F4U))
            byte0 = 6;
        else
        if(aircraft instanceof TBF)
            byte0 = 7;
        else
        if((aircraft instanceof B5N) || (aircraft instanceof B6N))
            byte0 = 8;
        else
        if(aircraft instanceof D3A)
            byte0 = 12;
        else
        if((aircraft instanceof A6M2_21) || (aircraft instanceof A6M2_21Late) || (aircraft instanceof A6M3_22) || (aircraft instanceof A6M3a_22ko))
            byte0 = 11;
        else
        if((aircraft instanceof SEAFIRE3) || (aircraft instanceof SEAFIRE3F))
            byte0 = 5;
        else
        if(aircraft instanceof F9F)
            byte0 = 6;
        else
        if(aircraft instanceof SeaFury)
            byte0 = 6;
        else
        if(aircraft instanceof Swordfish)
            byte0 = 6;
        return byte0;
    }
This "byte0" is the meters wingspan folded such airplanes.
And when setAircraftDimensions returns -1, com.maddox.il2.ai.air.CellAirPlane class uses FM wingspan.

At DBW1.6 's AirportCarrier class - it's I havn't read - perhaps adding FJ-3 Fury's folded wingspan in this function.
Title: Re: Carrier MOD (Beta)
Post by: benitomuso on December 15, 2011, 06:26:06 AM
Ok Western.

   How does the Hotkey to fold wings operate? Cannot you receive from there a clear confirmation if the plane has folding wings? If so, easily you can consider that if a plane has folding wings, a simple equation like float WingSpanFolded = WingSpan * 0.6 would hardly produce an improper value.

  This is what I mean about simplifying code. Because you cannot modelize everything in detail if you want to be comprehensive. The most you specify the most you narrow the scope of the model (I speak about reality modelization) you use. It is always a tradeoff: the spirit of the right implementation is to achieve a good balance.

  Regards,
                         Pablo
Title: Re: Carrier MOD (Beta)
Post by: western0221 on December 15, 2011, 07:35:21 AM
Now I read Daidalos 4.10.1m AirportCarrier class and CellAirPlane class.
I decide these folded wingspan hard-coded was made by Fireball at CTO-MOD.
Daidalos 4.10.1m classes doesn't has any those hard-coded.

If so, easily you can consider that if a plane has folding wings, a simple equation like float WingSpanFolded = WingSpan * 0.6 would hardly produce an improper value.

No! No! Airplanes are not so easy one.
In WWII, particular than today.
Carrier based Fighter airplanes or DiveBomber airplanes were in begunning.
Countries' own needs on Carrier operation and countries' technical capabilities made thier airplanes with much variation.
See and compare A6M2 and F4F, their folding style.
See and compare D3A and TBM, their folding style.
Or Seafire in RN.
We can't decide their WingspanFolded = Wingspan * 0.6.

And I think... Fireball tried to modelize these airplanes' personalities in Carrier cell filling.
I respect Fireball's hard work.
I think, when I retouch his CTO-MOD code, don't decrease his modelize detail.
And plus one, allowing IL-2 1946 players funny & freely play.
At Daidalos 4.10.1m and Fireball CTO-MOD 5.3.3 (or HSFX5's 5.4 version) , players can fly on Land-based airplanes from Carrier deck.
Like Doolittle Raid, Taking-off from Carrier by B-25!!
But I read soon DBW1.6 AI MOD's AirportCarrier class ... we can't play Doolittle Raid.
B-25 will break at spawning on Carrier.
Title: Re: Carrier MOD (Beta)
Post by: Hangman on December 15, 2011, 08:59:16 AM
This is going to be annoying my timespeed is normal when I use autopilot but when I don't use autopilot timespeeds are 1/2 slower this happens with all planes any help appreciated
Title: Re: Carrier MOD (Beta)
Post by: fokker95 on December 15, 2011, 02:51:26 PM
Now I read Daidalos 4.10.1m AirportCarrier class and CellAirPlane class.
I decide these folded wingspan hard-coded was made by Fireball at CTO-MOD.
Daidalos 4.10.1m classes doesn't has any those hard-coded.

If so, easily you can consider that if a plane has folding wings, a simple equation like float WingSpanFolded = WingSpan * 0.6 would hardly produce an improper value.

No! No! Airplanes are not so easy one.
In WWII, particular than today.
Carrier based Fighter airplanes or DiveBomber airplanes were in begunning.
Countries' own needs on Carrier operation and countries' technical capabilities made thier airplanes with much variation.
See and compare A6M2 and F4F, their folding style.
See and compare D3A and TBM, their folding style.
Or Seafire in RN.
We can't decide their WingspanFolded = Wingspan * 0.6.

And I think... Fireball tried to modelize these airplanes' personalities in Carrier cell filling.
I respect Fireball's hard work.
I think, when I retouch his CTO-MOD code, don't decrease his modelize detail.
And plus one, allowing IL-2 1946 players funny & freely play.
At Daidalos 4.10.1m and Fireball CTO-MOD 5.3.3 (or HSFX5's 5.4 version) , players can fly on Land-based airplanes from Carrier deck.
Like Doolittle Raid, Taking-off from Carrier by B-25!!
But I read soon DBW1.6 AI MOD's AirportCarrier class ... we can't play Doolittle Raid.
B-25 will break at spawning on Carrier.


What about putting the values for folded wings in the aircraft object file and pulling the data into the cell placement based upon its size ? That would reduce the code required and avoid putting in all the aircraft in listings (as seems ot have been done for a few already)
Title: Re: Carrier MOD (Beta)
Post by: western0221 on December 15, 2011, 09:01:01 PM
What about putting the values for folded wings in the aircraft object file and pulling the data into the cell placement based upon its size ? That would reduce the code required and avoid putting in all the aircraft in listings (as seems ot have been done for a few already)

fokker says is right.
And in the future, I try the code improve like fokker says.
But continues this story is "Off Topic" here.
That is "Carrier Take-Off MOD by Fireball" area, and CTO's class files are separated from Pablo tweaking for Catapult and Arresting wire.
I will make a new topic about Carrier Take-Off MOD in WIP or other space.

I write about some comparing 3 types airplane filling arrangement on deck in my blog in English. When you are intereted in it, please read.
http://il2itaki.blog135.fc2.com/blog-entry-877.html
(http://img14.mediafire.com/d708b229305e89b56a3a8c43f3451a0ebc3fdbb65ed5b30f9ee112387642fb5b6g.jpg)
Title: Re: Carrier MOD (Beta)
Post by: FANATIC MODDER on December 16, 2011, 02:48:48 AM
Thank you for your answers. I was suprised when I realized that I opened up such an interesting discussion and as it seems, with results!
To answer to benitomuso I understand his point of view but I was thinking about something much simpler: When we have a plane that it's wingspan (folded wings or not doesn't matter) exceeds a certain limit, then the take off procedure would eliminate the side by side taxing and create a single qeue. But as we see, western0221 made already something more sophisticated. Great....
Title: Re: Carrier MOD (Beta)
Post by: western0221 on December 16, 2011, 11:20:53 AM
Sorry, now it's only for Dark Blue World 1.6.
To other MOD environments, after day I will release, one after another.

Catapult/Arresring wire MOD and Diving_Hawk's Essex CV tweak (Temporary version5)
http://www.mediafire.com/?czd4wk56cn7ndcj
Diving_Hawk's Essex CV SCB-125 catapult enable, at the same time, non Diving_Hawks's environment work well, too.
Temporary 5 is an Integrated Version.
Other functions/effects are not changed from Temporary 4.

You have to install +1 this "Variable Temperature MOD" to make steam effect more loudly by mission's season or weather.
http://www.sas1946.com/main/index.php/topic,20264.0.html
On summer fine day, steam clouds are soon disapper.
On winter day or rainy day, steam clouds are more smoky.
Title: Re: Carrier MOD (Beta)
Post by: western0221 on December 16, 2011, 07:38:54 PM
About Carrier Take-off MOD by Fireball... I write a new topic in my blog.
Today I show "CTO-MOD is much effective".
http://il2itaki.blog135.fc2.com/blog-entry-881.html
Title: Re: Carrier MOD (Beta)
Post by: Gaston on December 17, 2011, 02:58:46 AM
I do not want to bother you, but if my memory is correct, there has just been one operation with B-25 taking off from aircraft carriers : the famous Doolittle "30 seconds over Tokyo raid". And it has been a difficult operation because there was no catapult on the carriers in that time (April 1942). So trying to adapt this brilliant mod to use B-25 looks like a heresy to me !
Title: Re: Carrier MOD (Beta)
Post by: benitomuso on December 17, 2011, 07:49:33 AM
Gaston,

                       basically there are two different MODs (that you perceive at the end as only one), but is code in two different classes. Here they became mixed up in the development of the thread. The first is the "Carrier Catapult and Arrestor Wire" that controls those both things. The catapult function was already MODded (the original Fireball's MOD) but required somew tweak and the Arrestor Wire by first time is "wise" and now it stops basicaly any plane.

  And the other MOD is the CTO (Carrier Take Off) MOD, which through a different class is thye responsible of setting the spawn points of the planes in the deck when the mission starts. Western is now focused on this one. And as you mention (and as you can see in our pics this was the subject) the Doolittle raid is a first problem (apart of the fact that we don't have a map with Tokio nor the Honshu main island of Japan and absolutely without east China, which should be a big map). Discussion was mainly if this "particular cases" that could count in hundreds if to that situation the user changes settings, etc.

  Regards,
                     Pablo
Title: Re: Carrier MOD (Beta)
Post by: western0221 on December 17, 2011, 09:35:15 PM
OK.
I make a new topic at WIP section.
Request/Discuss Carrier Take-Off (CTO) MOD
http://www.sas1946.com/main/index.php/topic,20339.0.html

When you want to continue discussion about CTO-MOD, please go there.
Title: Re: Carrier MOD (Beta)
Post by: western0221 on December 18, 2011, 09:49:40 AM
Sorry, now it's only for Dark Blue World 1.6.
To other MOD environments, after day I will release, one after another.

Catapult/Arresring wire MOD and fitting Diving_Hawk's Essex CV (Temporary version6)
http://www.mediafire.com/?gq1g8h1uluil6k9
Diving_Hawk's Essex CV SCB-125 catapult enable, at the same time, non Diving_Hawks's environment work well, too.
Temporary 6 is an Integrated Version.
In effect smoky up/down is changed. I made FMB "Gust" setting reflecting steam smoke in this version.

You have to install +1 this "Variable Temperature MOD" to make steam effect more loudly by mission's season or weather.
http://www.sas1946.com/main/index.php/topic,20264.0.html
On summer fine day, steam clouds are soon disapper.
On winter day or rainy day, steam clouds are more smoky.
Title: Re: Carrier MOD (Beta)
Post by: sanka on December 19, 2011, 05:39:22 PM
Thanks to everyone involved in this great mod :D
Here is the version of the Carrier Mod for Ultrapack 3, based on western0221's last version:

Download Carrier MOD for UP3 (http://www.mediafire.com/?lpqsu8jdn9wn9x1)

To install, just extract in your #UP# folder.
Credits: Fireball, Pablo, fokker95, western0221

Cheers 8)
Title: Re: Carrier MOD (Beta)
Post by: western0221 on December 19, 2011, 07:30:41 PM
Hi, Sanka!

Now I try converting HSFX5.
UP3 version will be much late, I'm worry, thanks a lot.

But I install your Carrier MOD folder into my UP3RC4 #UP# folder.
Carrier with Catapult set mission doesn't start.
At "Mission loading 100%" , IL-2 1946 freeze (not crash).
I look at you Catapult MOD folder, Gear$ClipFilter class and Gear$PlateFilter class is missing.
These 2 sub class files of Gear class are needed to work.
When compilng Gear.java, Gear$ClipFilter.class and Gear$PlateFilter.class automatically happens.
At hashing, 2A0BC4B8216AA6A4 and 24A9459A668293DE.
Title: Re: Carrier MOD (Beta)
Post by: The_Alaska_Man on December 19, 2011, 09:00:27 PM
Thanks to everyone involved in this great mod :D
Here is the version of the Carrier Mod for Ultrapack 3, based on western0221's last version:

Download Carrier MOD for UP3 (http://www.mediafire.com/?6dxxqfblgbx3wef)

To install, just extract in your #UP# folder.
Credits: Fireball, Pablo, fokker95, western0221

Cheers 8)

Well it works!!

The angled Essex has a catapult thanks a bunch

Also the boxer and vallyforge do to

Thanks for all you're work :D
Title: Re: Carrier MOD (Beta)
Post by: western0221 on December 19, 2011, 09:42:08 PM
Well it works!!

The angled Essex has a catapult thanks a bunch

Also the boxer and vallyforge do to

Thanks for all you're work :D

Really??
My UP3RC4+Sanka's MOD doesn't work, freezes in mission loading 100%.

I test here...
1. only 1 StationaryShip Essex CV-9 set on a sea -- No problem. Mission starts well.
2. add to 1. 4x FJ-3 Jets set "air start" and landing to Essex. -- No problem. Mission starts well, and at landing, Arresting Wire works well as Pablo programed.
3. add to 2. make FJ-3 "Take-off from Essex". -- Problem occurs. IL-2 1946 freezes loading 100%. 3D graphics view doesn't come on.

In disable Sanka's MOD via prefix "-" to folder name, FJ-3 take-off from Essex well by UP3 default old catapult.

I confuse.
Title: Re: Carrier MOD (Beta)
Post by: The_Alaska_Man on December 19, 2011, 10:17:36 PM
well now it doesnt work  >:(
Title: Re: Carrier MOD (Beta)
Post by: sanka on December 20, 2011, 12:04:04 AM
Hi, Sanka!

Now I try converting HSFX5.
UP3 version will be much late, I'm worry, thanks a lot.

But I install your Carrier MOD folder into my UP3RC4 #UP# folder.
Carrier with Catapult set mission doesn't start.
At "Mission loading 100%" , IL-2 1946 freeze (not crash).
I look at you Catapult MOD folder, Gear$ClipFilter class and Gear$PlateFilter class is missing.
These 2 sub class files of Gear class are needed to work.
When compilng Gear.java, Gear$ClipFilter.class and Gear$PlateFilter.class automatically happens.
At hashing, 2A0BC4B8216AA6A4 and 24A9459A668293DE.

Hi western,
No, these 2 sub classes are not needed in this case because I did not decompile and recompile the mod (it is impossible to successfully decompile most UP3 classes because of obfuscation). I injected the code changes directly in the Java bytecode.
Thanks for noticing the crash; it seems to be a bug with the AI. I'll try to correct it.

Cheers
Title: Re: Carrier MOD (Beta)
Post by: sanka on December 20, 2011, 11:36:06 AM
OK here is a (hopefully) working version of the Carrier Mod for Ultrapack 3, based on western0221's last version:
Now the AI using carriers shouldn't crash the game anymore ;D

Download Carrier MOD for UP3 (http://www.mediafire.com/?lpqsu8jdn9wn9x1)

To install, just extract in your #UP# folder.
Please tell me i it works for you.

Credits: Fireball, Pablo, fokker95, western0221

Cheers 8)
Title: Re: Carrier MOD (Beta)
Post by: The_Alaska_Man on December 20, 2011, 02:15:05 PM
OK here is a (hopefully) working version of the Carrier Mod for Ultrapack 3, based on western0221's last version:
Now the AI using carriers shouldn't crash the game anymore ;D

Download Carrier MOD for UP3 (http://www.mediafire.com/?hkpa2ia9vkxojqj)

To install, just extract in your #UP# folder.
Please tell me i it works for you.

Credits: Fireball, Pablo, fokker95, western0221

Cheers 8)

all the carriers that have a catupult work. BUT the planes go to the catapult launch but they dont get enough speed and land in the ocean.

its like they launch under theyre own power

but the arrestor wires work. they stop the planes really good
Title: Re: Carrier MOD (Beta)
Post by: western0221 on December 20, 2011, 07:32:39 PM
all the carriers that have a catupult work. BUT the planes go to the catapult launch but they dont get enough speed and land in the ocean.

its like they launch under theyre own power

but the arrestor wires work. they stop the planes really good

Set Mission's Condition - Year after 1946.
Before 1945 set in mission, Catapult power is the same as old MOD.
After 1946, Catapult power increase by 3 stage. In 1954 , Heavy jets can take-off from StationaryShip carriers.
Title: Re: Carrier MOD (Beta)
Post by: The_Alaska_Man on December 20, 2011, 08:45:31 PM
thanks that was it

but i have the FMB+ plus mod (the one that adds all the new objects like the concrete slabs etc) and it wont let me go into configure to change the date. so i have to get uninstall FMB+ make the mission add FMB+ again and fly the mission.

and ideas why this wont let me acces configure
Title: Re: Carrier MOD (Beta)
Post by: sanka on December 21, 2011, 04:32:55 AM
thanks that was it

but i have the FMB+ plus mod (the one that adds all the new objects like the concrete slabs etc) and it wont let me go into configure to change the date. so i have to get uninstall FMB+ make the mission add FMB+ again and fly the mission.

and ideas why this wont let me acces configure

Hi The_Juneau_Man,

You can modify your mission date by editing your mission file (.mis) in notepad. Add for example:
Code: [Select]
[SEASON]
  Year 1960
  Month 6
  Day 15
Title: Re: Carrier MOD (Beta)
Post by: benitomuso on December 21, 2011, 06:45:12 AM
thanks that was it

but i have the FMB+ plus mod (the one that adds all the new objects like the concrete slabs etc) and it wont let me go into configure to change the date. so i have to get uninstall FMB+ make the mission add FMB+ again and fly the mission.

and ideas why this wont let me acces configure

You can modify your mission date by editing your mission file (.mis) in notepad. Add for example:
Code: [Select]
[SEASON]
  Year 1960
  Month 6
  Day 15

Yes, as Sanka said, if you don't change your FMB to Mission Editing Mode (the normal mode to have active except you are editing maps) you can change it manually in the .mis file. Consider thar pre 4.10 missions didn't have the [SEASON] section because the 4.09 game didn't take into account those parameters. In that case you have to add it completely following Sanka's sample.

Regards,
                    Pablo
Title: Re: Carrier MOD (Beta)
Post by: sanka on December 21, 2011, 08:59:33 AM
This is the final version of the Carrier Mod for Ultrapack 3, based on western0221's last version.
I fixed a bug in the previous version that could've potentially crashed the game. This is the last update, I promise :D

Download Carrier MOD for UP3 (http://www.mediafire.com/?lpqsu8jdn9wn9x1)

To install, just extract in your #UP# folder.

Credits: Fireball, Pablo, fokker95, western0221

Cheers 8)
Title: Re: Carrier MOD (Beta)
Post by: The_Alaska_Man on December 21, 2011, 11:47:19 AM
WOW thanks sanka and Pablo

Merry christmas everyone  ;D
Title: Re: Carrier MOD (Beta)
Post by: western0221 on December 22, 2011, 09:50:00 PM
Excuse me waiting you - HSFX5 users!!

Carrier Catapult / Arresting wire MOD for HSFX5 only (Temporary BETA6)
ttp://www.mediafire.com/?83s79japigcgebc

!!! TODAY's FEATURE !!!
For AI pilots , using Catapults needs "Carrier Take-off MOD".
HSFX5 contains Carrier Take-off MOD version5.4.
At normal HSFX5 with CTO5.4 enabling, AI pilots use Catapults well.
But when you have installed "1956 The Jet Era" pack,
this pack conflicts and disables Carrier Take-off MOD.
So, with "1956 The Jet Era" pack, AI pilots don't use Catapults.
You can use Catapults with "1956 The Jet Era" Jets or F8 Crusader.
I tested OK.

This is the last update, I promise :D

Sorry, my tweaking this Catapult MOD is not finished.
I will a bit plus, a bit plus, add a new feature to this MOD.
But these minor version up will be not important. UP3 users can enjoy flying with this Sanka's version in a long time.

At last, major version up "ship deciding algorythm avoid out from MOD code" will be done.
Then, UP3 version will have to be remaked.
But that is far future.
Title: Re: Carrier MOD (Beta)
Post by: western0221 on December 27, 2011, 04:09:34 AM
New Carrier Catapult / Arresting wire MOD Temporary7!
Today's version supports DBW1.6 / HSFX5.0.1 / SASModAct3.0.6.
Each environment is depended by this MOD each zip.
I can't share same MOD class files to 2-3 environments.

For DBW1.6 : ttp://www.mediafire.com/?d6cq3styajmke6m

For HSFX5.0.1 : ttp://www.mediafire.com/?4kp06xdln64ddbc

For SASModAct3.0.6 : ttp://www.mediafire.com/?wzbt4be3uxyd6v2

I think today's version Temporary7 is the final of old style program coding inside.
Next version will be new style coding version and it will be neccesary new Carrier Take-off MOD inovation.
Title: Re: Carrier MOD (Beta)
Post by: duffys tavern on December 27, 2011, 08:13:04 AM
Thank you very much for your fine mod. However I can't get it to work on any of the new "Essex Angle Deck" CVs. The default CVs and Colossus work fine with all a/c. Followed the directions: "Copy 00_PAL-Carriers_Temp7ModAct" folder to your "#SAS" folder. And the arresting wires are still not strong enough to keep the AI F-8 From going over the edge. ZUTI Friction mod installed. Any help appreciated.
4.10.1, ModAct 3.6.
Title: Re: Carrier MOD (Beta)
Post by: western0221 on December 27, 2011, 08:29:05 AM
Thank you very much for your fine mod. However I can't get it to work on any of the new "Essex Angle Deck" CVs. The default CVs and Colossus work fine with all a/c. Followed the directions: "Copy 00_PAL-Carriers_Temp7ModAct" folder to your "#SAS" folder. And the arresting wires are still not strong enough to keep the AI F-8 From going over the edge. ZUTI Friction mod installed. Any help appreciated.
4.10.1, ModAct 3.6.

Can you upload the Mission files in a zip ?
(foobar.mis and foobar.properties)
Title: Re: Carrier MOD (Beta)
Post by: AG-51_Razor on December 27, 2011, 04:30:57 PM
Benitomuso and Western, this is an awesome mod!! Thank you so very much for working on this. Now for a little groveling. Would it be possible to apply just the stronger arresting wire portion of this to the rest of the carriers? This has been one of the most irritating parts of the carrier operations from Pacific Fighters on through 1946. The arresting wires have always acted like big rubber bands! Oleg said that it just couldn't get fixed without tearing the tail off the planes. PHOOEY!! As with all the rest of his objections to things that could never get fixed, changed or improved, he was obviously dead wrong. This mod of yours has finally made carrier operations really seem as authentic as possible - short of a working barrier and moving elevators!  ;)

The Jeep carriers (CVE's) and the CVL's don't need the stronger catapults since they never actually operated jets from those decks and I'm fairly certain that neither of them ever had steam cats installed. Just the stronger arresting cables would be all that is needed. If it would be easier to just apply the mod to all of them including the cats, that would be fine too since, if the mission builder is paying attention to the date in the FMB, the player would never know the difference.

Again, thanks to all who worked on this mod. It is awesome!!
Title: Re: Carrier MOD (Beta)
Post by: duffys tavern on December 28, 2011, 01:54:55 PM
Thank you very much for your fine mod. However I can't get it to work on any of the new "Essex Angle Deck" CVs. The default CVs and Colossus work fine with all a/c. Followed the directions: "Copy 00_PAL-Carriers_Temp7ModAct" folder to your "#SAS" folder. And the arresting wires are still not strong enough to keep the AI F-8 From going over the edge. ZUTI Friction mod installed. Any help appreciated.
4.10.1, ModAct 3.6.

Can you upload the Mission files in a zip ?
(foobar.mis and foobar.properties)

I've PM you about the mission.
BTW I have the following mods installed in my SAS folder:
00_CarrierMod
00_Pal-Carriers-Temp4SCB
001_Zuti_CTO_Friction_GAttack
USSEssexCV_ead_SCB125(4.10)
USSEssexCVs_SCB125
And in my config.ini:
[MODS]
CatapultAllow=1
CatapultAllowAI=1
CatapultBoost=1
StandardDeckCVL=1
CatapultAI_CVE=1
CatapultAI_CVL=1
CatapultAI_EssexClass=1
CatapultAI_LexingtonClass=1
CatapultAI_AkagiClass=1
CatapultAI_IllustriousClass=1
CatapultAI_CasablancaClass=1
CatapultAI_ShokakuClass=1
CatapultAI_GrafZep=1
NoNavLightsAI=1
FastLaunchAI=1
Is it correct to have all of these installed?
Thany you.
Title: Re: Carrier MOD (Beta)
Post by: western0221 on December 28, 2011, 10:22:05 PM
BTW I have the following mods installed in my SAS folder:
00_CarrierMod
00_Pal-Carriers-Temp4SCB

What is "00_CarrierMod"?
This topic's version Carrier MOD is named "00_Pal-Carriers***".
I think this "00_CarrierMod" causes conflict problem.

And Carrier MOD latest version is Temporary7.
Title: Re: Carrier MOD (Beta)
Post by: western0221 on December 29, 2011, 10:37:20 AM
Thank you very much for your fine mod. However I can't get it to work on any of the new "Essex Angle Deck" CVs. The default CVs and Colossus work fine with all a/c. Followed the directions: "Copy 00_PAL-Carriers_Temp7ModAct" folder to your "#SAS" folder. And the arresting wires are still not strong enough to keep the AI F-8 From going over the edge. ZUTI Friction mod installed. Any help appreciated.
4.10.1, ModAct 3.6.

In my SASMoDAct3.0.6, I test the mission you sent me PM, no problem.
Catapult and Arresting wire all OK.
Title: Re: Carrier MOD (Beta)
Post by: duffys tavern on December 29, 2011, 12:05:13 PM
BTW I have the following mods installed in my SAS folder:
00_CarrierMod
00_Pal-Carriers-Temp4SCB

I do have

What is "00_CarrierMod"?
This topic's version Carrier MOD is named "00_Pal-Carriers***".
I think this "00_CarrierMod" causes conflict problem.

And Carrier MOD latest version is Temporary7.
I removed 00_carrierMod
I do have 00_PAL-Carriers_Temp7ModAct
I also have 99_Variable Temperature
Do I need to add anything to the config.ini?
Title: Re: Carrier MOD (Beta)
Post by: western0221 on December 29, 2011, 11:51:19 PM
In conf.ini, [Mods] section entries are optional today's Carrier MOD.
Not neccesary.

When you want disable some Carrier catapult or changing Boost powers, then write parameters you need.

When nothing written in conf.ini , Catapult MOD works default parameters as "All Catapults on All Carriers work, All AI use Catapults on All Carriers, Boost On, ...".
In example, I write nothing in conf.ini about Catapult. Catapult MOD works in default parameters well.
Title: Re: Carrier MOD (Beta)
Post by: western0221 on December 29, 2011, 11:55:26 PM
The Jeep carriers (CVE's) and the CVL's don't need the stronger catapults since they never actually operated jets from those decks and I'm fairly certain that neither of them ever had steam cats installed. Just the stronger arresting cables would be all that is needed. If it would be easier to just apply the mod to all of them including the cats, that would be fine too since, if the mission builder is paying attention to the date in the FMB, the player would never know the difference.

I feel no need to care it.

At Vietnam War time, any CVEs or CVLs didn't participate in the mission.
So only, you don't use CVEs or CVLs in Missions after 1953.
Title: Re: Carrier MOD (Beta)
Post by: western0221 on December 30, 2011, 09:47:06 AM
New Carrier Catapult / Arresting wire MOD Temporary8!
Today's version supports DBW1.6 / HSFX5.0.1 / SASModAct3.0.6.
Each environment is depended by this MOD each zip.
I can't share same MOD class files to 2-3 environments.

For DBW1.6 : ttp://www.mediafire.com/?rix2x2kzn814aeo

For HSFX5.0.1 : ttp://www.mediafire.com/?27ijxd4l24netyj

For SASModAct3.0.6 : ttp://www.mediafire.com/?tulqddikr1lyk0w

Change from Temporary7...
I found Max loadout F8E (Fuel100%, 4xMk82 and 4xAIM-9) cannot take-off from Max speed heading to wind Carrier.
To solve it, I add Catapult power valiable function with plane's loadout. It's enable after 1953 (so, Steam catapult time).
You can fly on Max loadout F8E with default CatapultPowerJets=25 parameter.
When plane's weight is light (like Default weapon, low fuel), Catapult push power is low, but enough to fly.
Title: Re: Carrier MOD (Beta)
Post by: western0221 on January 06, 2012, 01:16:41 PM
New Carrier Catapult / Arresting wire MOD Temporary9!
Today's version supports DBW1.6 / HSFX5.0.1 / SASModAct3.0.6.
Each environment is depended by this MOD each zip.
I can't share same MOD class files to 2-3 environments.

For DBW1.6 : ttp://www.mediafire.com/?4twzx6cchactjxj

For HSFX5.0.1 : ttp://www.mediafire.com/?8d81j38xd04fqfo

For SASModAct3.0.6 : ttp://www.mediafire.com/?q4mujwwrl7vud1u

Change from Temporary8...
Supporting my new Essex SCB-125 carriers in BETA6.01 pack.
Title: Re: Carrier MOD (Beta)
Post by: western0221 on January 08, 2012, 10:07:53 AM
New Carrier Catapult / Arresting wire MOD Temporary10!
Today's version supports DBW1.6 / HSFX5.0.1 / SASModAct3.0.6.
Each environment is depended by this MOD each zip.
I can't share same MOD class files to 2-3 environments.

For DBW1.6 : ttp://www.mediafire.com/?ojal49a40d7h3e5

For HSFX5.0.1 : ttp://www.mediafire.com/?f3bsqbana744w34

For SASModAct3.0.6 : ttp://www.mediafire.com/?0bu6mc31ij17g83

Change from Temporary9...
Supporting my new Essex SCB-125 carrier "USS Yorktown CV10 /1956" in BETA7 pack.
Title: Re: Carrier MOD (Beta)
Post by: western0221 on January 09, 2012, 07:51:13 PM
New Carrier Catapult / Arresting wire MOD Temporary11!
Today's version supports DBW1.6 / HSFX5.0.1 / SASModAct3.0.6.
Each environment is depended by this MOD each zip.
I can't share same MOD class files to 2-3 environments.

For DBW1.6 : (erased)

For HSFX5.0.1 : (erased)

For SASModAct3.0.6 : (erased)

Change from Temporary10...
Supporting my Essex pack BETA8.
Title: Re: Carrier MOD (Beta)
Post by: 4S_Vega on January 10, 2012, 03:18:45 AM
hi western

in the main topic u talk about Carrier Mod for UP3.0, "http://www.sas1946.com/main/index.php/topic,20102.msg222904.html#msg222904 (UP3.0RC4)"

but i can't find it here  :(
Title: Re: Carrier MOD (Beta)
Post by: western0221 on January 10, 2012, 03:47:45 AM
hi western

in the main topic u talk about Carrier Mod for UP3.0, "http://www.sas1946.com/main/index.php/topic,20102.msg222904.html#msg222904 (UP3.0RC4)"

but i can't find it here  :(

Sorry, this topic's #78 is latest.

I don't understand enough at comment direct link making.
Title: Re: Carrier MOD (Beta)
Post by: 4S_Vega on January 10, 2012, 04:42:04 AM
hi western

in the main topic u talk about Carrier Mod for UP3.0, "http://www.sas1946.com/main/index.php/topic,20102.msg222904.html#msg222904 (UP3.0RC4)"

but i can't find it here  :(

Sorry, this topic's #78 is latest.

I don't understand enough at comment direct link making.

i find CM for UP at post #72 ;)

but catapult are not enought strong for jets
Title: Re: Carrier MOD (Beta)
Post by: Maico on January 10, 2012, 05:31:22 AM

Just a few days ago I posted this about the F-8.
"Can anyone take off from the Carrier?  I cant.  Get up to the Cat, Get launched, then the nose pitches up and I fall in the drink.  Flaps up or down makes no difference.  Anyone know?

Edit:  Let me also add that I cant land on the Carrier.  I make a perfect gentle landing then the plane jumps up, spins round and explodes in the water or side of the boat.  It is really funny to look at... but bad for my stats "

  And now here is all my wishes answered.  YAY!  Thanks Benitomuso!  This is another great development in the IL2 history.  This may qualify you for Mod of the Year!

Title: Re: Carrier MOD (Beta)
Post by: western0221 on January 18, 2012, 04:37:03 AM
New Carrier Catapult / Arresting wire MOD Temporary12!
Today's version supports DBW1.6 / HSFX5.0.1 / SASModAct3.0.6.
Each environment is depended by this MOD each zip.
I can't share same MOD class files to 2-3 environments.

For DBW1.6 : ttp://www.mediafire.com/?cwovuihy175nuo2

For HSFX5.0.1 : ttp://www.mediafire.com/?4edc8noqqdx884w

For SASModAct3.0.6 : ttp://www.mediafire.com/?p1d1iad5lw62m88

Change from Temporary11...
Supporting my new carrier release in the future. ;)

And Variable Temperature MOD is version-up to 0.03
http://www.sas1946.com/main/index.php/topic,20264.0.html
Title: Re: Carrier MOD (Beta)
Post by: Maico on January 21, 2012, 10:07:35 PM
 This is a great mod and should be a sticky.  I had a few launches in the F-8 last night but no traps.   I just suck :-[  The ability to take off from the carrier adds so much to the game and the F-8.
  Yankee station, here I come. 
  Oh, I nearly forgot to mention that the Steam Catapult is Freaking Beautiful!!!   Your work is so apreciated dude, Thanks
(http://farm8.staticflickr.com/7143/6737119267_87092e77f1_z.jpg) (http://www.flickr.com/photos/maico_249th/6737119267/)
il2fb 2012-01-21 20-48-03-50 (http://www.flickr.com/photos/maico_249th/6737119267/) by marklopez996 (http://www.flickr.com/people/maico_249th/), on Flickr
Title: Re: Carrier MOD (Beta)
Post by: SAS~Malone on January 22, 2012, 12:58:26 AM
great mod! love it! :D
Title: Re: Carrier MOD (Beta)
Post by: 4S_Vega on January 23, 2012, 01:20:18 PM
when we can have a CM for ultra pack?

actually catapult are not enought strong
Title: Re: Carrier MOD (Beta)
Post by: 4S_Vega on January 24, 2012, 04:49:03 AM
I have installed DBW

USS Oriskany

I put on the deck

6 x F8E
2 x RF8A
4 x A-1H
2 x A-1H Tanker
6 x TF-9J
4 x FJ-3M
4 x F9-F5

Total= 28 aircraft uncluded 8 big F8 and the spawn points works good

(http://i265.photobucket.com/albums/ii206/Fuzz77/Vietnam%20CAS/Oriskany1.png)
(http://i265.photobucket.com/albums/ii206/Fuzz77/Vietnam%20CAS/Oriskany2.png)
(http://i265.photobucket.com/albums/ii206/Fuzz77/Vietnam%20CAS/Oriskany3.png)


but the catapult........ :(

(http://i265.photobucket.com/albums/ii206/Fuzz77/Vietnam%20CAS/Oriskany4.png)

wich settings i have to change to allow heavy jets takeoff?
Title: Re: Carrier MOD (Beta)
Post by: western0221 on January 24, 2012, 04:57:38 AM
Set Mission's Date - Year 1956 or after.

Some FMB MOD doesn't change Mission's year, then you have to edit *.mis file by notepad or other text editor like
Code: [Select]
[SEASON]
  Year 1956
Title: Re: Carrier MOD (Beta)
Post by: 4S_Vega on January 24, 2012, 05:34:33 AM
Set Mission's Date - Year 1956 or after.

Some FMB MOD doesn't change Mission's year, then you have to edit *.mis file by notepad or other text editor like
Code: [Select]
[SEASON]
  Year 1956

TNX!  8)

now catapults works fine!
Title: Re: Carrier MOD (Beta)
Post by: Maico on January 25, 2012, 01:49:44 PM
Hey Vega,
  I got DBW, where is the USS Oriskany?

This is truly wothy of the F-8

maico
Title: Re: Carrier MOD (Beta)
Post by: BT~Tarik on January 25, 2012, 11:07:46 PM
It is the USS Essex but with Oriskany paint,
http://www.sas1946.com/main/index.php/topic,19915.0.html (http://www.sas1946.com/main/index.php/topic,19915.0.html)

scoll down the topic and you'll find the download for the ship and for the skin.
Title: Re: Carrier MOD (Beta)
Post by: benitomuso on January 26, 2012, 05:43:12 AM
Wow,
               that deck is really crowded. But it is nice to see something like that.

  Regards,
                      Pablo
Title: Re: Carrier MOD (Beta)
Post by: Maico on January 27, 2012, 01:36:17 PM
Where do I get the Oriskany?
Title: Re: Carrier MOD (Beta)
Post by: BT~Tarik on January 27, 2012, 01:42:18 PM
Where do I get the Oriskany?

I answered that question just under the first post where you asked it !

It is the USS Essex but with Oriskany paint,
http://www.sas1946.com/main/index.php/topic,19915.0.html (http://www.sas1946.com/main/index.php/topic,19915.0.html)

scoll down the topic and you'll find the download for the ship and for the skin.
Title: Re: Carrier MOD (Beta)
Post by: 4S_Vega on February 03, 2012, 07:30:24 AM
i don't understand why once landed on the carrier the arrest cables drag back the aircraft to crash into the parts of the ship or in water

it appened with F8 Crusarer and A-1 Skyraider

so a bug?
Title: Re: Carrier MOD (Beta)
Post by: SAS~Monty27 on February 03, 2012, 08:21:54 PM
Just put this into a vanilla DBW 1.7, works beautifully, thanks Pablo.
Title: Re: Carrier MOD (Beta)
Post by: adambegg on February 09, 2012, 11:06:01 PM

...But when you have installed "1956 The Jet Era" pack,
this pack conflicts and disables Carrier Take-off MOD.
So, with "1956 The Jet Era" pack, AI pilots don't use Catapults.
You can use Catapults with "1956 The Jet Era" Jets or F8 Crusader.


This seems to be the case when using the 3.06 modact version.  Is this anything that will be fixable, or are the two completely incompatable?

Thanks
Title: Re: Carrier MOD (Beta)
Post by: duffys tavern on February 10, 2012, 03:23:53 AM

...But when you have installed "1956 The Jet Era" pack,
this pack conflicts and disables Carrier Take-off MOD.
So, with "1956 The Jet Era" pack, AI pilots don't use Catapults.
You can use Catapults with "1956 The Jet Era" Jets or F8 Crusader.


I use 4.10.1, ModAct 3.6, All aircraft use cats, no problem.

This seems to be the case when using the 3.06 modact version.  Is this anything that will be fixable, or are the two completely incompatable?

Thanks
Title: Re: Carrier MOD (Beta)
Post by: benitomuso on February 10, 2012, 03:55:58 AM
Just put this into a vanilla DBW 1.7, works beautifully, thanks Pablo.

Monty,
            in fact this Carrier MOD (I think that with the last changes made by Western) is included in DBW 1.7 by default. But I really was unable to get the catapults in the ValleyForge, the Collosus and other modern carriers.

  So finally I had to load the MOD separately to make everything work OK. I hadn't time as to check what could be wrong with the DBW 1.7 files regarding the Carrier MOD, but as you said Monty: it is necessary to install this inspite that theorically it is embedded.

  Regards,
                        Pablo
Title: Re: Carrier MOD (Beta)
Post by: SAS~Monty27 on February 10, 2012, 04:29:26 AM
I was after working cats for the Colossus and Valley Forge, which is why I gave it a try.  Very happy to report that they work with this mod in place.
Title: Re: Carrier MOD (Beta)
Post by: duffys tavern on February 13, 2012, 08:12:48 PM
Can't get the CATS to work on the Essex Angle Deck CVs in DBW. I understand that the CAT mod is already in DBW but can't get it to work with the angle deck cvs. So many versions of the cat mod, I'm gettin' confused. Which one for DBW 1.7? Any help appreciated.
Title: Re: Carrier MOD (Beta)
Post by: 352nd_Hoss on February 15, 2012, 06:21:06 PM
I can't get anything to spawn on deck.... what a cluster, the regular carriers work fine, but i"m like you, there are too many interdependent mods needed to make this work
Title: Re: Carrier MOD (Beta)
Post by: benitomuso on February 16, 2012, 03:52:22 AM
Can't get the CATS to work on the Essex Angle Deck CVs in DBW. I understand that the CAT mod is already in DBW but can't get it to work with the angle deck cvs. So many versions of the cat mod, I'm gettin' confused. Which one for DBW 1.7? Any help appreciated.

Duffy,
            the Carrier MOD is Carrier List dependant. It means: if appears a new carrier (as is the case of the angled Essex) it would only work with catapults if it's a direct descendant (in code) of an original one. If not, the Carrier MOD doesn't apply a catapult for it.

  For sure the original MOD posted in the first page doesn't include the angled Essex (even as I explained you it could work depending how it is programmed). I suppose that later versions of the MOD from Western should for sure include the Angled Deck, which is his creation. But as you said there are too many versions and is not clear what is the one to use.

  Regards,
                   Pablo
Title: Re: Carrier MOD (Beta)
Post by: western0221 on February 17, 2012, 08:51:42 AM
DBW1.71 has latest Carrier MOD code inside, for all existent Carriers like Essex family catapults.
But it doesn't work by a bug.

I found that bug and corrected, sent DBW staff right code , now.

In some days, Carrier MOD patch for DBW as 1.72 will be released.
Title: Re: Carrier MOD (Beta)
Post by: duffys tavern on February 17, 2012, 08:56:04 AM
Hooray!
Title: Re: Carrier MOD (Beta)
Post by: Roger Smith on February 20, 2012, 01:52:44 PM
this works better than the standard catapult, I was able to take-off a fully loaded F-4 (4 Aim-7, 4 Aim-9, A bunch of Snake eyes and jumbo drop tanks)
Title: Re: Carrier MOD (Beta)
Post by: mojojojo on February 24, 2012, 01:11:34 PM
how to install? i put it in my mods folder and added the lines to my conf.ini. does it go in jsgmemods?
Title: Re: Carrier MOD (Beta)
Post by: mojojojo on February 24, 2012, 01:22:45 PM
it crashes whenever i try to start a mission??!!  :'( :'(
when i move it to my jsgme, no crashes, but my crusader ends up in the drink. im running 4.10.1 with UP3
Title: Re: Carrier MOD (Beta)
Post by: duffys tavern on February 24, 2012, 03:06:17 PM
Where do we find the latest patch?
Title: Re: Carrier MOD (Beta)
Post by: western0221 on February 26, 2012, 12:23:47 AM
New Carrier Catapult / Arresting wire MOD Temporary13!
Today's version supports HSFX5.0.1 / SASModAct3.0.6 (without Jet War v1.2).
Each environment is depended by this MOD each zip.
I can't share same MOD class files to 2-3 environments.

For HSFX5.0.1 : http://www.mediafire.com/?4x2df2bcqosnp87

For SASModAct3.0.6 : http://www.mediafire.com/?rlqq0wyehm46kxe

Change from Temporary12...
Catapult power between mission's year 1959-1960 add +10 for F-4 PhantomII.

And Variable Temperature MOD 0.03 is here.
http://www.sas1946.com/main/index.php/topic,20264.0.html

For Jet War v1.2 players, DBW1.71 players - SAS AI, Engines, Hotkeys & Carriers Mod v2.5 is upper compatible version of this 13.
http://www.sas1946.com/main/index.php/topic,23327.0.html
DO NOT install Temp13 or before Temp12 in this topic on your Jet War v1.2 or DBW1.71.
Title: Re: Carrier MOD (Beta)
Post by: 352nd_Hoss on February 26, 2012, 01:42:22 AM
This has become so convoluted I can't make heads or tails out of it any longer, where the heck is the CTO Mod you need to put the patch in for DBW 1.7.1.  It seems like 99.9% of the mods around here have 20 different links to find 30 different files that may or may not be up to date.  I finally got the Angled deck carriers to work, but they're just a bit shy of enough power with the date set to 1960, with boost on and power set to 30 I'm using latest and greatest AI hot keys download, & CTO patch which is just one file (that can't be right).............  There needs to be a thread monitor to let the modders know when it has become to difficult to follow their threads, and get all the latest and greatest downloads into one cohesive file to download. The French Carriers are another good example. Just from reading these threads and posts its clear to see I'm not the only person having difficulty following these Mods and getting what I need to make them work.  Don't get me wrong I appreciate all the work that's going into these mods, but its getting very difficult to follow anymore.

I'm sure I will figure it out........................... but I only have so long to live!.......................................... :P
Title: Re: Carrier MOD (Beta)
Post by: western0221 on February 26, 2012, 02:10:53 AM
One plan - to radically remake/redevelop CTO and Carrier MOD - exists.
I was gave a hint of that plan.
When that remake will be done, nothing change/update will be needed at CTO and Carrier MOD class files with new Carrier ship coming or new Naval airplane coming.
(Today's Carrier MOD needs update with 1 new Carrier ship coming.
 CTO MOD also needs update with 1 new Naval airplane coming.)

But that remaking is very radical one and remake area isn't in CTO and Carrier MOD class files. All Carrier ships' classes and all folding wings airplanes' classes are also have to be remaked at the same time.
That work needs.... about 1 month or 2 months or more???

Nowadays new Carriers and new Naval airplanes are rushing , I can't decide to begin that long span work.

About till the end of April, I will remake new Carrier/CTO MOD.
Title: Re: Carrier MOD (Beta)
Post by: Whiskey_Sierra_972 on February 26, 2012, 03:57:27 AM
New Carrier Catapult / Arresting wire MOD Temporary13!
Today's version supports HSFX5.0.1 / SASModAct3.0.6 (without Jet War v1.2).
Each environment is depended by this MOD each zip.
I can't share same MOD class files to 2-3 environments.

For HSFX5.0.1 : http://www.mediafire.com/?4x2df2bcqosnp87

For SASModAct3.0.6 : http://www.mediafire.com/?rlqq0wyehm46kxe

Change from Temporary12...
Catapult power between mission's year 1959-1960 add +10 for F-4 PhantomII.

And Variable Temperature MOD 0.03 is here.
http://www.sas1946.com/main/index.php/topic,20264.0.html

For Jet War v1.2 players, DBW1.7 players - SAS AI, Engines, Hotkeys & Carriers Mod v2.4 + its Hotfix is upper compatible version of this 13.
http://www.sas1946.com/main/index.php/topic,23327.0.html

Sorry to bother but if I understand correctly since I have DBW1.71 + SAS AI, Engines, Hotkeys & Carriers Mod v2.4 + your Hotfix I shouldn't install the new version because both mods are the same?

Thanks in advance!

walter
Title: Re: Carrier MOD (Beta)
Post by: western0221 on February 26, 2012, 04:01:38 AM
New Carrier Catapult / Arresting wire MOD Temporary13!
Today's version supports HSFX5.0.1 / SASModAct3.0.6 (without Jet War v1.2).
Each environment is depended by this MOD each zip.
I can't share same MOD class files to 2-3 environments.

For HSFX5.0.1 : http://www.mediafire.com/?4x2df2bcqosnp87

For SASModAct3.0.6 : http://www.mediafire.com/?rlqq0wyehm46kxe

Change from Temporary12...
Catapult power between mission's year 1959-1960 add +10 for F-4 PhantomII.

And Variable Temperature MOD 0.03 is here.
http://www.sas1946.com/main/index.php/topic,20264.0.html

For Jet War v1.2 players, DBW1.7 players - SAS AI, Engines, Hotkeys & Carriers Mod v2.4 + its Hotfix is upper compatible version of this 13.
http://www.sas1946.com/main/index.php/topic,23327.0.html

Sorry to bother but if I understand correctly since I have DBW1.71 + SAS AI, Engines, Hotkeys & Carriers Mod v2.4 + your Hotfix I shouldn't install the new version because both mods are the same?

Thanks in advance!

walter

No, you shouldn't install.
DBW1.71 + SAS~Carrier v2.4 + Hotfix is the same (upper compatible) functions of today's Temp13.
Title: Re: Carrier MOD (Beta)
Post by: Whiskey_Sierra_972 on February 26, 2012, 04:51:15 AM
Thanks mate for your reply!

I'm enjoying some nice carrier test....all came well atm!!!!
Title: Re: Carrier MOD (Beta)
Post by: 352nd_Hoss on February 26, 2012, 09:08:47 AM
I rest my case!