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Author Topic: HMS Eagle CV - Aircraft Carrier of the Royal Navy - v1.2  (Read 26352 times)

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asheshouse

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Re: HMS Eagle CV - Aircraft Carrier of the Royal Navy - v1.1
« Reply #24 on: January 05, 2012, 10:10:31 AM »

This carrier is one of the greatest things since sliced bread!
At least regarding Il-2 ships :)
Her adventures would make a great campaign especially since we have all the necessary planes and maps.

One small thing, the takeoff position is too far to the left, your left gear hangs in the deck gallery, with a Sea Gladiator or a Swordfish it is managable but with a Fulmar you usually rip off your left landing gear.
  All my testing was done with the Fulmar. I moved the takeoff point slightly left to avoid some of the AI aircraft hitting the bridge structure. To avoid ripping the gear off I need to get airborne before the end of the flightdeck. Tricky in a loaded up Fulmar, especially with Eagle having that tapered leading edge to the deck. After a lot of practice I was able to takeoff consistently without a problem. There is still a little scope to increase the ship speed in FMB.
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dona

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Re: HMS Eagle CV - Aircraft Carrier of the Royal Navy - v1.1
« Reply #25 on: January 06, 2012, 01:36:58 PM »

Thanks Ashe I will give it a try and let you know.
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flying_spud

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Re: HMS Eagle CV - Aircraft Carrier of the Royal Navy - v1.1
« Reply #26 on: January 21, 2012, 05:06:55 AM »

ashes you're a master shipbuilder! Many thanks for your excellent additions.
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rofl

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Re: HMS Eagle CV - Aircraft Carrier of the Royal Navy - v1.1
« Reply #27 on: February 09, 2012, 07:13:37 AM »

I love that beautyful carrier, thanks a lot for work asheshouse!!
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western0221

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Re: HMS Eagle CV - Aircraft Carrier of the Royal Navy - v1.1
« Reply #28 on: February 11, 2012, 02:31:08 AM »

When I enable "Carrier Take-off MOD (5.6.3 or 5.7)" with Eagle,
left side spawning point is over-hang with flight deck.


It seems "_Park" Hooks too left.
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asheshouse

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Re: HMS Eagle CV - Aircraft Carrier of the Royal Navy - v1.1
« Reply #29 on: February 11, 2012, 02:44:51 AM »

The class file for HMSEagle extends USSEssexCV9.
I guess whatever is programmed in CTO mod for Essex is therefore picked up by Eagle.

This is a class file/CTO mod issue, so at present Eagle is not compatible with CTO mod.

The _Park Hooks cannot be changed otherwise compatibility with games not running CTO mod would be affected.

Probably needs new class file for Eagle to break the link with Essex and then Eagle would need to be programmed into CTO mod --- but you will understand this better than me.

This is the class file text.
Code: [Select]
package com.maddox.il2.objects.ships;

import com.maddox.il2.ai.ground.TgtShip;
import com.maddox.rts.SectFile;

// Referenced classes of package com.maddox.il2.objects.ships:
//            ShipAshe, Ship

public static class ShipAshe$HMSEagle extends com.maddox.il2.objects.ships.Ship.USSEssexCV9
    implements com.maddox.il2.ai.ground.TgtShip
{

    public ShipAshe$HMSEagle()
    {
    }

    public ShipAshe$HMSEagle(java.lang.String s, int i, com.maddox.rts.SectFile sectfile, java.lang.String s1, com.maddox.rts.SectFile sectfile1, java.lang.String s2)
    {
        super(s, i, sectfile, s1, sectfile1, s2);
    }
}

Try using these classes in ShipAshe http://www.mediafire.com/?ji543lbv22ija3d
Overwrites two existing classes.
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western0221

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Re: HMS Eagle CV - Aircraft Carrier of the Royal Navy - v1.1
« Reply #30 on: February 13, 2012, 08:15:04 AM »

Try using these classes in ShipAshe http://www.mediafire.com/?ji543lbv22ija3d
Overwrites two existing classes.
Try this classfiles, but nothing change.

CTO doesn't reffer class name when its spawning aircrafts filling.
CTO uses class name with Catapult enable/not, when enable where is catapult starting point only.

Here is CTO disable mission starting.

Seafires' wings over-hang too left from flight deck.
This is _Park Hook behavier.
I understand, _Park area is inside flight deck.

CTO filling aircrafts processing uses _Park Hook as same as Daidalos filling.
Only 1 difference is wings folded to make more aircrafts spawned.
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AG-51_Razor

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Re: HMS Eagle CV - Aircraft Carrier of the Royal Navy - v1.1
« Reply #31 on: February 16, 2012, 12:35:20 AM »

Western, are you saying that, in the screen shot above, the wings extending over the catwalks is a problem? That is a very common occurrence aboard carriers, both back then as well as today. 
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asheshouse

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Re: HMS Eagle CV - Aircraft Carrier of the Royal Navy - v1.1
« Reply #32 on: February 16, 2012, 01:22:02 AM »

No -- Its a problem related to the way the CTO Mod works spaces the aircraft.
When wings are folded the first aircraft is too far to the left.

I do not have CTO installed at present and did not take it into account when I tested Eagle.
I think maybe I do need to look again at the position of the Park Hooks, but I've no time to do it at the moment. Whatever is done needs to work for all aircraft types. My original testing was based on Swordfish, Fulmar and Gladiator only.

Ashe
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FirebrandB37

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Re: HMS Eagle CV - Aircraft Carrier of the Royal Navy - v1.1
« Reply #33 on: February 22, 2012, 05:27:28 AM »

I'm impressed by this amazing ship. Currently I'm working in a fairey Fulmar review and it's a great contibution to illustrate it and the Mediterranean ops. Thank you very much!  :)
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cgagan

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Re: HMS Eagle CV - Aircraft Carrier of the Royal Navy - v1.1
« Reply #34 on: May 17, 2012, 11:52:55 AM »

Greetings, shipsmaster! I just played a mission involving the ally attack on Sicily and I used your beauty (not necessarily historical, I know, wasn't she sunk earlier?) anyway, the reason I post here is that there is no smoke coming our from her (she is the only ship in the armada that does not produce smoke); any ideas as to what would be causing this (minor) problem, most welcome!  8)
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asheshouse

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Re: HMS Eagle CV - Aircraft Carrier of the Royal Navy - v1.1
« Reply #35 on: May 18, 2012, 01:11:03 AM »

Copied from first post  ;)

Quote
Download:       http://www.mediafire.com/?y5a848xdq7kypdq

v1.1 corrects error in Hull1_dmg, Hull2_dmg and Hull3_dmg
For those with v1.0 just delete the [Hooks] and [HookLoc] sections.
This corrects the missing stack smoke.

v1.0 was bugged because I inadvertently included duplicate Hooks in the *.dmg meshes

Ashe
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