# Special Aircraft Service

## Individual Mod Downloads for IL-2 1946 => Other Mods => Ships => Topic started by: SAS~Storebror on July 20, 2013, 08:45:06 AM

Title: Carrier Take Off Mod for IL-2 4.12 / Modact 5 [4.12]
Post by: SAS~Storebror on July 20, 2013, 08:45:06 AM
(http://www.sas1946.com/images/imageshit/img801/9039/hebg.png) (http://www.sas1946.com/images/imageshit/img713/469/tz9.png)
Carrier Take Off Mod for IL-2 4.12 / Modact 5

This is a spin off from a previous version originally created by Fireball, Pablo and fokker tweaked to fit The Jet Era and updated by western0221 to work in Modact 3 environment.
All I did was lift it to 4.12 standards, other than that it's the same mod so there's no intellectual property on my side, the only thing I changed is the handling of class references for probably non-existent classes.

Carrier Take Off Mod for IL-2 4.12 / Modact 5 v1.01 (Mediafire) (http://www.mediafire.com/download/c8wp3k89i9m6b0l/CTO_Mod_Modact5_v1.01.zip)

Installation:
• Drop the contents of this zip file into your IL-2 1946 4.12 + Modact 5 game folder.
• Run JSGME and enable "#SAS_CTO (Carrier Take Off) Mod"

Upgrade from previous version of the same mod:
• Run JSGME and disable "#SAS_CTO (Carrier Take Off) Mod"
• Drop the contents of this zip file into your IL-2 1946 4.12 + Modact 5 game folder, overwrite existing files.
• Run JSGME and enable "#SAS_CTO (Carrier Take Off) Mod"

Version history (newest to oldest):
• 1.01:
Implemented code to enable Catapult usage by AI
• 1.00:
Initial release for IL-2 4.12 + Modact 5

All credits go to the original authors, readme (see below) is included in the download:
Code: [Select]
This ZIP archive file is a Catapult MOD v1.01 for IL-2 1946 4.12 + Modact 5!!!! SAS Modact5 ONLY !!!!=== Catapult/Arresting wire MOD ===Catapult MOD is originated by Fireball, Pablo and fokker tweaked to fit The Jet Era, modified by western0221 for use in Modact 5This MOD depends on SAS Modact5.On other MOD environment it likely won't work.How to Install:1. Drop the contents of this zip file into your IL-2 1946 4.12 + Modact 5 game folder.2. Run JSGME and enable the mod.- Catapult power increasing at each yearMOD default parameters are changed by mission's year:At     -1945 CatapultPower=10 , CatapultPowerJets:ignored and use CatapultPowerAt 1946-1950 CatapultPower=13 , CatapultPowerJets=19At 1951-1954 CatapultPower=16 , CatapultPowerJets=22At 1955-1971 CatapultPower=19 , CatapultPowerJets=25At 1971-     CatapultPower=19 , CatapultPowerJets=30 +PLUS 1953- adding push power variablly with Fuel/Weapons Loadout 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.- There are several parameters that the mission builder can add to the [Mods] section of the mission (.mis) file that affect the use of the catapult. By default the catapult will work on all ships for both human players and AI. You only need to add any of these parameters if want to change the default behavior. NOTE: If you make any changes to the mission file in the Full Mission Builder after adding these parameters, they will disappear and will have to be re-entered:  CatapultAllow - Setting this to 0 disables the catapults on all ships for human players and AI. Default is 1.  CatapultAllowAI - Setting this to 0 causes the AI to use rolling takeoff on all ships. Human players can still use catapult. Default is 1. (This parameter can also be put in the [Mods] section of your conf.ini to set the default behavior of the AI.)  CatapultBoost - In dogfight and single-player missions the mission builder can set the parameter 'CatapultBoost 1' . This will increase the power of the catapult by approximately 30 knots. This gives you roughly the same results as you would have in a carrier moving at 30 knots in a co-op mission. Default is 1.When you need steam catapult powerful pushing, you have to set CatapultBoost 1 or Default.  CatapultPower - Catapult Boost power for Recipros, default =19. Need CatapultBoost=1.  CatapultPowerJets - Catapult Boost power for Jets after mission year 1945, default =25. Need CatapultBoost=1.   - 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 1955-1958 CatapultPower=19 , CatapultPowerJets=25  At 1959-     CatapultPower=22 , CatapultPowerJets=35   +PLUS 1953- adding push power variablly with Fuel/Weapons Loadout   StandardDeckCVL - Setting this to 1 causes the catapult to be setup for the "standard deck" on the CVL's. Default is 0 (short deck).  (This parameter can also be put in the [Mods] section of your conf.ini to set the default behavior of the AI and your aircraft.)  CatapultAI_CVE - Setting this to 0 causes the AI to use rolling takeoff on all CVE's instead of catapult. Default is 1. (This parameter can also be put in the [Mods] section of your conf.ini to set the default behavior of the AI.)  CatapultAI_CVL - Setting this to 0 causes the AI to use rolling takeoff on all CVL's instead of catapult. Default is 1. (This parameter can also be put in the [Mods] section of your conf.ini to set the default behavior of the AI.)  CatapultAI_EssexClass - Setting this to 0 causes the AI to use rolling takeoff on Essex and Intrepid instead of catapult. Default is 1. (This parameter can also be put in the [Mods] section of your conf.ini to set the default behavior of the AI.)  CatapultAI_Illustrious - Setting this to 0 causes the AI to use rolling takeoff on Illustrious instead of catapult. Default is 1. (This parameter can also be put in the [Mods] section of your conf.ini to set the default behavior of the AI.)  CatapultAI_GrafZep - Setting this to 0 causes the AI to use rolling takeoff on the Graf Zeppelin instead of catapult. Default is 1. (This parameter can also be put in the [Mods] section of your conf.ini to set the default behavior of the AI.)  CatapultAI_ClemenceauClass - Setting this to 0 causes the AI to use rolling takeoff on the Clemenceau Class instead of catapult. Default is 1. (This parameter can also be put in the [Mods] section of your conf.ini to set the default behavior of the AI.)  NoNavLightsAI - Setting this to 1 will cause the navlights on AI aircraft to stay off at night. Default is 0. (This parameter can also be put in the [Mods] section of your conf.ini to set the default behavior of the AI.).  FastLaunchAI - Setting this to 1 will cause the AI to move into launch position with their wings already unfolded. Default is 0. In co-op missions, players other than the host will still see the AI unfold their wings AFTER they've moved into position, and they may takeoff before their wings are completely unfolded. The wings will finish unfolding as they launch, and it will not affect the flight characteristics. The FastLaunchAI parameter is useful if you just want to get the AI off the deck as quickly as possible. For most aircraft it will not save much time, but for aircraft that unfold their wings very slowly (ex. F4U, B5N, B6N) it can save several seconds per aircraft launched. (This parameter can also be put in the [Mods] section of your conf.ini to set the default behavior of the AI.).Sample [Mods] section in mission (.mis) file:[Mods]  CatapultAI_EssexClass  0  NoNavLightsAI  1  FastLaunchAI  1 Some AI-related parameters, as described above, can be put into the host's conf.ini instead of the mission file. The format in the conf.ini is slightly different. The parameter name and value are separated by an equal (=) sign instead of one or more spaces.Sample [Mods] section in conf.ini file:[Mods]  CatapultAI_EssexClass=0  NoNavLightsAI=1  WingsFoldedAI=1 Staff:java - Fireball, Pablo, fokker95, western0221, SAS~Storebror
Best regards - Mike

Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5
Post by: SAS~Bombsaway on July 20, 2013, 08:53:02 AM
Great!!!!!! Thank you. :)
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5
Post by: BravoFxTrt on July 20, 2013, 09:56:39 AM
Thank you Mike!
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5
Post by: BravoFxTrt on July 20, 2013, 10:40:34 AM
How do you make them use the catapult, Iv edited my conf.ini but they keep rolling T/O
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5
Post by: SAS~Storebror on July 20, 2013, 10:46:12 AM
While this version is prepared for AI support already, AI planes require a corresponding AI mod in order to be able to taxi to the catapult position. For the time being, until the AI mod has been upgraded to 4.12, catapulting will work for player A/C only.

Best regards - Mike
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5
Post by: BravoFxTrt on July 20, 2013, 11:11:46 AM
Ok, thanks for explanation Mike.
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5
Post by: cgagan on July 20, 2013, 11:25:44 AM
Many thanks Mike,
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5
Post by: Dauntless1 on July 20, 2013, 11:31:20 AM
8)
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5
Post by: duffys tavern on July 20, 2013, 11:54:59 AM
Thanx for taking the initiative to make this work in 4.12.
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5
Post by: SAS~Storebror on July 21, 2013, 04:30:16 AM
New version available in first post, including code required for AI to use catapults.

Please note that despite the "taxi to takeoff" function of 4.12, AI will still "warp" to the catapult start position when using this mod.
The reason is plain simple: The "taxi to takeoff" code of 4.12 is neither suited for the narrow conditions on carrier decks, nor does it implement a function to do an unconditional full stop at some given taxi point (here: The catapult launch position). As a result, when trying to let AI taxi to the catapult, things become chaotic. There's a 90% chance that AI crashes into other planes on deck, and even if they make it to the catapult, they'll simply overrun the launch position.
That's why I decided not to reinvent the wheel but to stick with the "warping" to launch position, quite like it has been for previous versions too.

Best regards - Mike
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5
Post by: Whiskey_Sierra_972 on July 21, 2013, 04:57:32 AM
Thanks for this update!

I agree at 100% with you about the warping!
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5
Post by: BravoFxTrt on July 21, 2013, 09:15:26 AM
Thank You Mike. :)
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5
Post by: PlaneEater on July 21, 2013, 10:29:46 AM
This was the defining factor in me beginning to transition from a custom DBW 1.71 install to a ModAct 4.12 install.  I HAVE to have mah catapults.

THANK YOU! :D
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5
Post by: sphantom on July 21, 2013, 02:24:40 PM
Everything works as stated
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5
Post by: BravoFxTrt on July 21, 2013, 04:48:00 PM
Mike the CTO works on Stock Carriers, but not work on the Angle Decks
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5
Post by: SAS~Storebror on July 21, 2013, 11:00:21 PM
Unchecked reply, but looking at it this seems to be because the CTO Mod doesn't "know" that carrier.
Could you do me a favor and point me to the download link for this carrier and maybe tell in which game version (DBW or HSFX maybe?) this has been working correctly?

Best regards - Mike
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5
Post by: BravoFxTrt on July 22, 2013, 10:24:19 AM
It  seems that CTO  doesnt  recognize them,  Here is the Link for Angle Deck's   http://www.sas1946.com/main/index.php/topic,24177.msg247476.html#msg247476

and catapults works in SAS MA 4.0, DBW, & HSFX, all working.
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5
Post by: SAS~Storebror on July 22, 2013, 10:57:10 AM
Thanks for the link Bravo, I'll take a look at it. Will be an easy thing to do for sure, but due to RL journeys this week I likely won't find time before the weekend.

Best regards - Mike
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5
Post by: BravoFxTrt on July 22, 2013, 11:41:39 AM
Very good, thanks Mike.
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5
Post by: duffys tavern on July 22, 2013, 11:55:47 AM
Will not work when activated through JSGME but works fine when dropped into #SAS folder. Go figure. BTW do the new angle deck CVs really work in 4.12?
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5
Post by: BravoFxTrt on July 22, 2013, 12:26:51 PM
Yes they all do Duffy. And the Modern Deck Crew by Ranwers.
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5
Post by: sphantom on July 22, 2013, 12:42:34 PM
so Bravo you got deck crew5 working  and how gos the navy so far
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5
Post by: BravoFxTrt on July 22, 2013, 12:46:57 PM
No, never got them to work, so I just have a ghost crew on my deck's, lol
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5
Post by: sphantom on July 22, 2013, 12:52:58 PM
do not know exactly what I did to get crew5 to work. but got the cats to work on the French angle deck carriers but taking the rear ends off the jets and hitting the F4 real hard. when I was catting the f4 the nose flew and the tail went swimming.
Yes this is in 4.12
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5
Post by: sphantom on July 22, 2013, 01:13:15 PM
use the first jet pack and the f4 for 1.1 not perfect but getting there
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5
Post by: BravoFxTrt on July 22, 2013, 01:32:56 PM
Thanks, but im going to wait for the Updated Versions for 4.12 :)
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5
Post by: sphantom on July 22, 2013, 01:35:09 PM
I am too but just can not help myself to fiddling around to see what happens
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5
Post by: max_thehitman on July 22, 2013, 02:22:49 PM

SUPER!
Thank you SAS~Storebror and team SAS for this mod!  8)

Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5
Post by: SAS~Storebror on July 23, 2013, 12:43:25 AM
Will not work when activated through JSGME but works fine when dropped into #SAS folder. Go figure.
Guess what JSGME does when activating the mod? It drops it into #SAS folder. Go figure.

If I'd have to guess I'd say that you had v1.00 installed and dropped v1.01 in without deactivating the mod in JSGME in advance.

Best regards - Mike
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5
Post by: SAS~Malone on July 23, 2013, 01:41:28 AM
thanks for this cool update for 4.12 carrier activities, Mike :D
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5
Post by: duffys tavern on July 23, 2013, 09:20:15 AM
Will not work when activated through JSGME but works fine when dropped into #SAS folder. Go figure.
Guess what JSGME does when activating the mod? It drops it into #SAS folder. Go figure.

If I'd have to guess I'd say that you had v1.00 installed and dropped v1.01 in without deactivating the mod in JSGME in advance.

Best regards - Mike
No Mike, 1.00 is still listed in JSGME under, available mods, but has been deactivated. Maybe I should take it out completely.
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5
Post by: sphantom on July 24, 2013, 12:00:19 AM
Bravo
Did you add the cat patch to these planes that was just below the dl
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5
Post by: Typhoon Ib on July 26, 2013, 01:55:34 AM
asking for planes to behave properly on AC Carrier deck would be too much.
It is IL-2 after all...
i find the warping solution fast, efficient.

Thank you for your help in bringing 4.12 carriers alive!
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5
Post by: Seal on September 07, 2013, 12:21:53 PM
I am using this mod and it works with stock carriers. But I installed USN Light Carriers and Mod does not work with them. Planes AI and player using only rolling takeoff.
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5
Post by: zsoltfireman on September 07, 2013, 01:34:06 PM
How do you make them use the catapult, Iv edited my conf.ini but they keep rolling T/O

How do you put up the crew on board?
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5
Post by: duffys tavern on September 07, 2013, 01:42:46 PM
Will this work with the USS Tarawa, Kearsarge, Valley Forge & Boxer? If so, how do I do this. Any help appreciated.
CATS work on all other CVs. Just the new ones don't have them.
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5
Post by: Hubberranz on September 07, 2013, 02:29:45 PM
How do you put up the crew on board?

Short answer is, it is a Visuals mod: http://www.sas1946.com/main/index.php/topic,16467.msg176851.html#msg176851

works on 412 with SAS ModAct 5.22
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5
Post by: David Prosser on September 07, 2013, 08:47:09 PM
Thanks, SAS~Storebror. This will go down really well.

cheers

David
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5
Post by: zsoltfireman on September 07, 2013, 09:37:06 PM
Thank you!  ;)
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5
Post by: duffys tavern on September 18, 2013, 06:09:41 PM
Will this work with the USS Tarawa, Kearsarge, Valley Forge & Boxer?
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5
Post by: SAS~Bombsaway on January 04, 2014, 10:52:21 AM
I am having a problem I have this mod and the the latest engine mod but my planes will not form on the deck like they should no matter what I have tried. Am I missing something?

4.12 ModAct 5.3
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5
Post by: SAS~Bombsaway on January 04, 2014, 11:41:17 AM
The planes will not all load on the deck and will not use catapults. In this pic the carrier does not have a cat but this how my planes end up...

(http://s19.postimg.cc/dz94vbpcz/2014_01_04_18_37_31.jpg) (http://postimage.org/)

All planes were set to the carrier but will not load there.
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5
Post by: SCG_Hoss on January 04, 2014, 12:41:54 PM
Here it is with the original CTO mod for MA 5.3

(http://i702.photobucket.com/albums/ww26/BeoWolf057/CTOMod_zpsc7f8b281.png)

that's 8 F6F's, and 7 TBF's, the last one spawns in the air, and they all go to the cats and get shot off.  On HSFX we can get 8 and 8 on this size carrier.  Now if you try this with the new Helldiver you will only get 5 of them onboard with CTO on., more with it off....

Hoss
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5
Post by: SAS~Bombsaway on January 04, 2014, 12:50:38 PM
I've tried the one that comes with ModAct 5.3 and the one here. I've tried different planes and AI will not use the cats or load correctly.
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5
Post by: SCG_Hoss on January 04, 2014, 12:57:35 PM
It's must be a conflict with something else yer running, I don't have a heavily modded MA 5.3

Forgotten Countries
Flyable AI
Wheel mod
randon belt
true color skins
water=4
CTO mod

SAS
Engine Mod
Countermeasures
Jet Mod
and 5 planes

I'm not sure what could effect it, but I made my test mission in Singles and make myself the very last pilot in the last flight............. the one that falls out of the skies....lol

I would copy and and paste into a text file all the stuff you have in your conf.ini [Mods] and leave it empty see what happens, most of the stuff in the CTO is on by default anyway...

Hoss
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5
Post by: BravoFxTrt on January 04, 2014, 02:12:42 PM
No Mark, Iv already asked about that problem and it is an issue/conflict in MA 5.3. Dunno when its going to be fixed though.
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5
Post by: andqui on April 15, 2014, 09:37:12 PM
Has there been any update with this? I'm also having a problem like the one shown in the picture a few posts up. I have four SBD and four TBD set to take-off from the Lexington. The SBD aircraft are first and look correct, while the TBD's only are in a line down the length of the left side of the deck behind them, like in the picture. Only three fit, despite lots of room on the empty white side, and the fourth starts in the air above the carrier with wings folded and plumets down.

thanks
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5
Post by: Barkhorn1x on May 27, 2014, 12:35:02 PM
Has there been any update with this? I'm also having a problem like the one shown in the picture a few posts up. I have four SBD and four TBD set to take-off from the Lexington. The SBD aircraft are first and look correct, while the TBD's only are in a line down the length of the left side of the deck behind them, like in the picture. Only three fit, despite lots of room on the empty white side, and the fourth starts in the air above the carrier with wings folded and plumets down.

thanks

Bump for the same issue.   Actually a bit worse since I am using CVLs.
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5
Post by: ECV56_Cherar on September 17, 2014, 07:00:54 AM
hi friends.

i fly with my comrades in the argentine squadron ECV56, now preparing a campaign in vietnam with phantoms.

our sims working well, 4.12.2 with the last sas engine mods, buttoms, modact, jetera, etc, but increased power in the catapult does not work in multiplayer mode (by year in fmb example 1960, or editing conf.ini, or .mis, etc).

in our tests, increase CatapultPower and CatapultPowerJets working offline, but this parameters are ignored in co-ops (power default ever).

it is possible to repair it? thanks!
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5
Post by: Lulu on September 22, 2014, 10:07:57 AM
friendly bump for my mate Cherar....anyone knows something about MP issues of this mod?
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5
Post by: duffys tavern on October 19, 2014, 07:19:57 AM
Suddenly, for some unknown reason, AI a/c are not given clearance to land on CVs. Land bases not a problem and CV takeoff, no problem, only when they ask permission to land, the CV gives no response. Anyone else experienced anything like this. Any help appreciated.
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5
Post by: Tran Long on October 20, 2014, 12:17:07 AM
Suddenly, for some unknown reason, AI a/c are not given clearance to land on CVs. Land bases not a problem and CV takeoff, no problem, only when they ask permission to land, the CV gives no response. Anyone else experienced anything like this. Any help appreciated.
Yes, I do, this happened with me too
So AI doesn't land on ships
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5
Post by: Hubberranz on October 20, 2014, 08:29:51 AM
Any of you guys using SAS engine mod 2.7 ?  for Modact 5.3 ?

Note Carrier Take Off mod here is published July 2013. For Modact 5, v5.101.
A newer mod/topic starts November 2013. http://www.sas1946.com/main/index.php/topic,37774.0.html
and patch: http://www.sas1946.com/main/index.php/topic,39075.0.html
Quote
- Carrier catapult mod - expanded to include individualized and definable catapult types (including steam)
- Carrier take-off mod - improved to prevent aircraft wing collisions
Normally carrier take-off is currently included in SAS engine mod... Using both mods would result in some conflict anyway...
Subject is in SAS essentials rather then here... with ships.

Just saying.      :(
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5
Post by: poiana44 on November 15, 2014, 12:40:15 PM
Suddenly, for some unknown reason, AI a/c are not given clearance to land on CVs. Land bases not a problem and CV takeoff, no problem, only when they ask permission to land, the CV gives no response. Anyone else experienced anything like this. Any help appreciated.

I also have this problem. It's strange that only two persons reported this strange bug.
I hope it will be a solution 'cause I like create missions in FMB.
Thanks in advance for those who will solve it.
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5
Post by: Meaker on November 24, 2015, 10:01:51 AM
Hi all I've only been using the carrier's for a very short time,(complete noob),I want to take off from a carrier in FMB,how to I do this please?.....I have been using the FMB for years,but have never got around to taking off from a deck.

Do I have to select the CV as my spawn point or something?

I am using 4.12/SAS MODACT 5.3/the CTO mod etc....using a TBF-1 as my aircraft,thanks in advance chaps.
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5 [4.12]
Post by: asheshouse on November 24, 2015, 10:27:24 AM
In FMB click on your aircraft.
Select the Waypoint tab.
Change the Type to Takeoff.
Click on Target Set and click on the aircraft carrier.

If the icon snaps to another target when you Change Type to Take Off then click Clear.
Then Target Set and click on the aircraft carrier.

Play the mission.
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5 [4.12]
Post by: Meaker on November 24, 2015, 12:34:57 PM
Admin edit: Fullquote snipped

Ahh got it,so it's 'Target Set',oh thanks very much buddy,I would never have thought of that,I really appreciate your help,thank you so much  ;)
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5
Post by: duffys tavern on November 24, 2015, 01:50:17 PM
Do we have a CTO for 4.13/6.01 yet?
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5
Post by: asheshouse on November 24, 2015, 03:36:46 PM
Don't know. Is it included in sasmodact 6?
Maybe not.
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5 [4.12]
Post by: flyer138 on January 26, 2016, 04:50:41 AM
Does anyone know how to get this to work in 4.13 with SAS MODACT 6.1?

I have been trying various CTO mods so far with 4.13 - without any success. My intention is to get carrier based bombers take off from small IJN carriers like the Ryujo. So far, only the fighters line up in a line/column behind each other, so they are not staggered as this is the case on larger carriers.

Thanks for any hints.
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5
Post by: SAS~Malone on January 27, 2016, 09:16:45 AM
it hasn't been converted for 4.13 yet, and in all likelihood, might never be...
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5
Post by: Lovinator on February 24, 2016, 02:55:14 PM
hi friends.

i fly with my comrades in the argentine squadron ECV56, now preparing a campaign in vietnam with phantoms.

our sims working well, 4.12.2 with the last sas engine mods, buttoms, modact, jetera, etc, but increased power in the catapult does not work in multiplayer mode (by year in fmb example 1960, or editing conf.ini, or .mis, etc).

in our tests, increase CatapultPower and CatapultPowerJets working offline, but this parameters are ignored in co-ops (power default ever).

it is possible to repair it? thanks!

Bump
Having the same issue!
Its 2016 and it still cant be used in coop :( Im very sad..
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5
Post by: duffys tavern on July 13, 2016, 05:28:30 PM
4.12.2 / 5.3
Just recently moved from win XP to 8.1. Had to reinstall just about everything. CTO works for player a/c but not AI. In conf.ini my [mods] entry is as follows:

[Mods]
CatapultPower=19.0
CatapultPowerJets=25.0
CatapultAI_EssexClass=1
CatapultAllow=1
StandardDeckCVL=1
CatapultAllowAI=1
RandomSplash=1
netCallsign=
NoNavLightsAI=1
WingsFoldedAI=1

Am I missing something? Any help appreciated.
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5 [4.12]
Post by: BOYAN on July 14, 2016, 04:05:18 AM
Do you have an engine mod installed?
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5
Post by: duffys tavern on July 14, 2016, 09:41:24 AM
Yes, 2.7.
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5 [4.12]
Post by: BOYAN on July 14, 2016, 12:05:51 PM
I have the same install, it should work with engine mod. Which ship?
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5
Post by: duffys tavern on July 14, 2016, 12:37:21 PM
All the CVs. Only player can use cats. All AI, default & mods, deck launch.
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5 [4.12]
Post by: BOYAN on July 14, 2016, 12:43:52 PM
Interesting... Although I don`see those lines in my conf.ini...
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5
Post by: duffys tavern on July 14, 2016, 08:19:06 PM
What lines do you have in your conf.ini?
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5 [4.12]
Post by: BOYAN on July 15, 2016, 02:34:31 AM
None connected to the catapults...
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5 [4.12]
Post by: asheshouse on July 16, 2016, 09:53:05 AM
catapults.ini text entries?
Title: Re: Carrier Take Off Mod for IL-2 4.12 / Modact 5 [4.12]
Post by: kalsonic12 on March 07, 2018, 05:17:14 AM
Hello. First of all, thank you to Mike for posting this mod here, it brought a lot of great fun when I discovered CUP in this site.

Is there any chance that this mod would be updated to be compatible with 4.13.4? Also, I can't seem to get the power of the catapult high enough to launch a corsair (for my 4.12.2 build). Is there anything wrong with my conf.ini?

CatapultBoost=1
CatapultPower=19.0
CatapultPowerJets=25.0
CatapultAI_EssexClass=1
CatapultAllow=1
StandardDeckCVL=0
CatapultAllowAI=1
RandomSplash=1
netCallsign=
NoNavLightsAI=1
WingsFoldedAI=1

I even have these lines at the .mis file of the map played. Doesn't seem to increase the power at all. CVLs also don't show up in the FMB.