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### AuthorTopic: Carrier MOD (Beta)  (Read 55391 times)

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#### benitomuso

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##### Carrier MOD (Beta)
« 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:

(3D Screenshot directly taken from the screen, Panther heavily loaded taking off upwards)

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
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#### BT~Tarik

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##### Re: Carrier MOD (Beta)
« Reply #1 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 !
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#### fokker95

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##### Re: Carrier MOD (Beta)
« Reply #2 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.
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#### benitomuso

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##### Re: Carrier MOD (Beta)
« Reply #3 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
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#### BT~wasted

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##### Re: Carrier MOD (Beta)
« Reply #4 on: December 05, 2011, 03:52:05 PM »

Superb!!!

Thank you!!!!
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#### Riptide_One

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##### Re: Carrier MOD (Beta)
« Reply #5 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
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#### duffys tavern

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##### Re: Carrier MOD (Beta)
« Reply #6 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.
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#### benitomuso

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##### Re: Carrier MOD (Beta)
« Reply #7 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
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#### 352nd_Hoss

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##### Re: Carrier MOD (Beta)
« Reply #8 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.

#### sanka

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##### Re: Carrier MOD (Beta)
« Reply #9 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?
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#### benitomuso

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##### Re: Carrier MOD (Beta)
« Reply #10 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
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#### sanka

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##### Re: Carrier MOD (Beta)
« Reply #11 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!
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