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Author Topic: Carrier spawn points  (Read 848 times)

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Thrasher

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Carrier spawn points
« on: July 15, 2023, 09:40:26 AM »

BAT 4.2.2  -  Dogfight mission building

Hi guys
OK deep breath...Aircraft carrier spawn points

My memory may be playing tricks on me but it seems to me that back in the old HSFX days you could pretty well spawn the whole squad onto the deck of a large carrier. I used to have a screen shot of our squad all starting their engines on a carrier's deck.

I have tried a lot of different carriers in my missions and have got varying results.  But usually we can spawn 2 or 3 on the deck, but then planes all overlap and when somebody taxies forward - BOOM!!! Who got the negative points then?

OR....When the second plane spawns in... BOOM!!! Who got the negative points then?

OR... There's nearly always one pilot who spends half the mission getting the "no planes at home base" message.

Out of desperation I have started placing 4 or 5 carriers in my missions so that pilots have a free deck to spawn onto.  But I shouldn't have to do that.

Is there a way of knowing at the mission building stage how many planes are allowed to spawn on each carrier?

I'd be interested in knowing if anybody else has been experiencing this issue and what they have done to overcome it.

Thanks gentlemen for you wisdom on this.
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Wing Walker

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Re: Carrier spawn points
« Reply #1 on: July 16, 2023, 12:20:30 PM »

BAT 4.2.2  -  Dogfight mission building

I make NET missions a lot, but not with Live players, just me spawning. 

NET missions can be buggy...

If you are building a missions, place home bases, then develop the rest of the map, but then move or make a new home base, something will brain fart and it might not show up on the mission in game, the mission needs to be redone after that.  The best way is to build the mission with all changes, then place home bases.

If there is a flight of AI aircraft on the carrier and you spawn into it, it will default you into the #1position even if there is an AI plane there already and you blow up.

Are you trying to spawn in with AI aircraft on the carrier already?  OR are you spawning in with live players at the same time, or random times?

If live players, are they flying odd sized aircraft?  Like a TBM with a B-25?

Are do the planes have folding wings?

if you are on the carrier safe and sound, then roll forward and then just blow up, i have no idea, i feel like i've seen that though or are you spawned in, and then someone spawns in and you blow up?

I do a lot of NET missions and there is a problem if you spawn in onto a flight deck where there are other aircraft already on it, it spawns you into the #1 position.

I don't know about with live players since these are just for me.


If you are seeing "home base is out of planes" or whatever, there is "aircraft limitations" set on that home base, you can limit a plane (and load-outs) to whatever you want, and anothers could be unlimited.  If all are limited to a number, after that number of planes are destroyed, there are no more planes.









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Thrasher

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Re: Carrier spawn points
« Reply #2 on: July 17, 2023, 09:37:03 AM »

Thanks for your reply Wing Walker. You obviously put a lot of thought into the reply.

So let me clarify some points.

I'm flying multiplayer Dogfight missions.

No I'm not including any AIs on the carrier deck

All squad players are flying the same (or same sized) planes i.e. F6Fs and F4Us   and yes they have folder wings.

And yes we usually are trying to spawn onto the carrier at mission start so four or five pilots are spawning at the same time.

In the last mission I started the mission with -1200 points and I hadn't even taken off yet.  Just multiple explosions on spawning.   LOL
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Kopfdorfer

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Re: Carrier spawn points
« Reply #3 on: July 17, 2023, 10:11:44 AM »

Thrasher

I don't fly BAT , so no guarantees , but I am betting Fireball's Carrier Take Off
mod is not included in BAT as it was in HSFX ( can any BAT Modders confirm or deny this ?)

Found Here :   https://www.sas1946.com/main/index.php?topic=35916.0

Also note that this does not include all mod carriers ( perhaps this could be looked at in the future
by some intrepid modder - it is far more immersive to spawn into a deck full of AC , in my opinion ).

Also , the Model of the F4F-3 and F4F-4 had issues with this mod ( the FM2 was fine by my recollection ).
There is a mod to correct this shortcoming too , found here :

https://www.sas1946.com/main/index.php?topic=50763.0

Good luck and I'd be interested to hear how you make out.
Nothing more challenging than a full real Carrier Op 150miles or more away from your moving Homebase
in poor weather with dusk coming on.

Kopfdorfer
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Thrasher

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Re: Carrier spawn points
« Reply #4 on: July 17, 2023, 10:16:39 AM »

Wow! Thanks Kopfdorfer

I'll try it out
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Kopfdorfer

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Re: Carrier spawn points
« Reply #5 on: July 17, 2023, 10:32:39 AM »

Try one mod at a time ( CTO 5.7 first , to figure out which carriers hold how many aircraft )
then add the F4F Fix if you are still having wildcat dirty bombs going off on your carrier
deck.
I recommend keeping a log of each carrier in your install so you have a quick record of
what each can do. Dreary paperwork , I know , but if you make a lot of missions this
will save you tons of time down the road.

Kopfdorfer
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Thrasher

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Re: Carrier spawn points
« Reply #6 on: July 17, 2023, 10:54:13 AM »

Good advice Kopf
cheers
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tomoose

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Re: Carrier spawn points
« Reply #7 on: July 17, 2023, 11:05:16 AM »

Thrasher;
for what it's worth on the coop side of the house; while you are still restricted on how many planes on the deck depending on the carrier, you can still have LOTS of aircraft actually taking off by using the SET button and simply staggering the spawn times for each flight.

e.g.  First two flights SET to carrier, takeoff time = 12:00, Second two flights SET to carrier, takeoff time = 12:05 and so on.  Times are just for example but this results in 8 aircraft taking off, deck is cleared, then a second 8 spawning and taking off for 16 planes actually taking off from the carrier.  It's a bit artificial but would simulate the time for the deck crews to get aircraft into position for takeoff etc.  The trick is timing it so that the deck is clear before the next flight spawns. 

Depending on the carrier spawn points the flight numbers may be less or more. 

Just throwing it out there.  :)
cheers,
Tomoose
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Thrasher

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Re: Carrier spawn points
« Reply #8 on: July 18, 2023, 07:47:00 AM »

Thanks Tomoose

I always appreciate it when people are "Just throwing it out there" because many wonderful technique 'gems' are learned that way.

Cheers
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Wing Walker

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Re: Carrier spawn points
« Reply #9 on: July 21, 2023, 05:13:24 PM »

Thanks for your reply Wing Walker. You obviously put a lot of thought into the reply.

So let me clarify some points.

I'm flying multiplayer Dogfight missions.

No I'm not including any AIs on the carrier deck

All squad players are flying the same (or same sized) planes i.e. F6Fs and F4Us   and yes they have folder wings.

And yes we usually are trying to spawn onto the carrier at mission start so four or five pilots are spawning at the same time.

In the last mission I started the mission with -1200 points and I hadn't even taken off yet.  Just multiple explosions on spawning.   LOL

Can you tell us what the Map, aircraft, and aircraft carrier are that are being used?

This drives me nuts, I've had the problem of spawning in and blowing up before, but I can't remember what I did or anything else about it. 

I can only speculate that with all human players maybe there is a problem with delay, and that all human planes spawn in on the #1 position, but they are not spawning at the same time?  I have no idea.  I've done online carrier maps before, but not in BAT.

I would definatly DELETE all of the home bases on the map, and the carriers they are attached too, save/exit, then redo them all at the same time.

I've had NET maps be very buggy when adding at different times.
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Thrasher

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Re: Carrier spawn points
« Reply #10 on: July 22, 2023, 09:53:59 AM »

OK this is a bit tricky to answer because we have about 14 carrier missions and we've had this issue on several of them.  However I've picked the one which started this thread.

The mission is a recreation of Operation Dragoon during landings on the south of France.
Map = Normandy-June 1944
CV was originally the HMS Illustrious (I think)
Aircraft = Seafires

Because of the spawning issues I ended up placing 4 carriers  HMS Ameer, HMS Formidable, HMS Furious and HMS Illustrious.   Not historically correct I think but at least it gave the squad multiple decks to spawn on.
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Wing Walker

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Re: Carrier spawn points
« Reply #11 on: July 23, 2023, 01:53:11 PM »

ok-

I think I understand what is happening.

Though I was the only human player...

I tested this on a NET dogfight mission with the Normady 1944 map and the Seafires taking off from both a stationary Illustrious and a moving Illustrious, as well as a stationary USS Ranger with F4Fs.

I also used a trigger to spawn in AI aircraft from the moving Illustrious that would appear when you spawn there.  As well as AI flight delayed on the other 2 carriers to spawn in after a minute of time when the map starts.


ANYTHING that spawns in automatically spawns on the 01 aircraft position on the flight deck.

If you spawn, you go on the 01 a/c flight deck position, if another plane spawns after, it will also spawn onto the 01 flight deck position, weather there is someone there or not, if you spawn in after there are a/c on the flight deck, you will spawn onto the 01 a/c position and blow them up also.

So, if there is nothing there and nothing spawns in, and you spawn in, then you don't blow up and everything is fine.

Everything just automatically spawns starting at 01 position.

SO... you should be able to taxi your plane forward a little bit and chocks in there to let someone spawn in behind you.

I did this with a flight of Seafires spawning in at 1min, so I started up and taxied about a plane length ahead, then the flight spawned in behind me and all was well.

Even if you don't use the Catapult you should need very little deck on a moving carrier to take off, but with the cat it doesn't matter how far ahead you taxi. 

You're teammates just need to taxi ahead to get off of the 01 spot, line up manually, and announce when they are spawning in.

You could easily get all your guys ready on the deck of the Illustrious to take off together, with a boost immersion and be more realistic.

BTW: you didn't say if it was a moving or stationary HMS, but the Illustrious at 50km/h would take an hour and a half to traverse the whole body of water, so plenty of time, and the speed would help you on take off and landing

Let me know if this works for you guys. ]salut[

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