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DCS Carrier Discussion


Airhunter

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Sorry if I missed this question, so much info on this forum. Found my answers about push back and parking.

Two questions from the brilliant launch video. Carrier is in launch cycle with aircraft on fantail and using cats 3 & 4. I'm assuming mission designers will set times for launch and recovery ops and the carrier will set up accordingly. So what happens if you launch and have an inflight emergency and have to land. Particularly as AI aircraft would be active. Can they "wrap the waist and make a ready deck" for recovery. Or change ops through a radio call for emergencies.

Second question is how does this work in MP. The group I fly with the carrier is like a train station. Departures and arrivals everywhere. No AI than simple a matter of adhering to launch and recovery I suppose.

Side note, I was an Army artillery (& navel gunfire) FO for 12 years but after JTAC quals, if artillery is the finger of God, fast air is Gods hammer. New quote.


Edited by Hamel

If artillery is the finger of God, then fast air is Gods hammer.

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Damn. WOW, that was amazing. Tears of joy.:cry:

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Great stuff! I knew I needed to preorder this puppy and watching this only confirmed I did the right thing. Now I really can't wait to get back in the saddle again!! S!

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I have a doubt about the deck crew:

 

- They'll work since the pre startup to the take-off or only for catapult?

 

It has been mentioned several times in the official channels that just the catapult (although it would be cool to guide you since the parking spot.)

 

It is clearly visible on the video that the guys are just standing there and activate once Wags hits the spot just behind JBD.

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It has been mentioned several times in the official channels that just the catapult (although it would be cool to guide you since the parking spot.)

 

 

 

It is clearly visible on the video that the guys are just standing there and activate once Wags hits the spot just behind JBD.

I really really hope that taxiing guidance will be added at a later point
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Thanks to ED for the update video; it feels good to see the new module in use: it looks quite good‼

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I really really hope that taxiing guidance will be added at a later point

 

If you read the comments under the video Matt actually reveals a lot of what is planned to add during later EA period:

- yellow shirt taxi guidance

- live deck crew collision avoidance

- night glowing sticks

- elevators and hangar for AirBoss station

...

Also planned is new Hornet pilot body with some animations, salute included.

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If you read the comments under the video Matt actually reveals a lot of what is planned to add during later EA period:

- yellow shirt taxi guidance

- live deck crew collision avoidance

- night glowing sticks

- elevators and hangar for AirBoss station

...

Also planned is new Hornet pilot body with some animations, salute included.

 

True! Just like how the Hornet has matured with new features being added, I am sure there will be a lot more detail to come and maybe a few surprises as the carrier module matures.

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just release it today and we will figure it out. were gonna either be dead with corona or back to work in a month.

 

 

Ever since I went to Prague my taste in beer is more along the lines of actual beer, not the crap you buy in a grocery store (like Corona). Before my trip to Prague I didn't drink beer. Maybe there's a lesson there...

 

 

In the meantime I can't land on the carrier we have particularly well. Maybe by the time the release the nice one.

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just release it today and we will figure it out. were gonna either be dead with corona or back to work in a month.

 

Spoken like a true singleplayer who has no comprehension of how many issues there are with the current version of OB.

 

The best thing ED could do is to delay the Supercarrier indefinably until all the bugs in 2.5.6 are identified, the core memory leaks and bugs are resolved, combined arms ai improved, synchronisation of multiplayer environment (clouds for example) and the hornet and viper are further along prior to introducing more code into a very unstable OS on Beta.

 

Whilst the Supercarrier looks good and i also will be purchasing we have to remember its only for the start and end of missions, yes it will help immersion however is it going to affect the core simulated combat. No. There really are more pressing and urgent fixes required that is affecting multiplayer and/or VR and i'm actually dreading its release for the impact it will have on the rest of the code.

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If you read the comments under the video Matt actually reveals a lot of what is planned to add during later EA period:

- yellow shirt taxi guidance

- live deck crew collision avoidance

- night glowing sticks

- elevators and hangar for AirBoss station

...

Also planned is new Hornet pilot body with some animations, salute included.

Thanks mate, didn't notice so far
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we have to remember its only for the start and end of missions

 

Maybe for you and/or others "it is only for the start and end of missions".

 

But that is just so short sighted and incorrect.

 

Many of us will be continuing our on-going training in both SP and MP to keep up our proficiency both night and day, Trapping skills, scoring, etc. Case I/II/III. Really looking forward to the scoring (when it comes).

 

I fly missions all the time but I also spend hours with Squad Mates just flying the Break Pattern and Trapping, seeking constant improvement in good and bad weather. I can say we enjoy that work as much as we enjoy our custom missions. Missions are a reward for all that hard work of becoming proficient as a "total pilot".

 

The immersion just working the Break with other pilots can be all engulfing, especially in VR. With the SC arrival, it can only be more so. As real as it gets, without really being there. But in VR I do find myself reaching out for things or trying to block the sun from an MFCD/DDI with my hand. We are fortunate today...been waiting for this since Jane's F/A-18. But I digress.

 

The core performance will get there as well. So since I am a glass Half-full type, I have confidence in ED to get it done.

I will be grinning all the way to the 3-Wire!


Edited by MegOhm_SD

 

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Where's that new video Wags? I'm having withdrawals.:clown_2:


Edited by pimp

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Hmmm. From the latest FAQs, what does "rendered hangar deck" mean?

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I may have said it before, I'm loving this forthcoming module and am so very appreciative of all the work that goes into these modules for what amounts to bargain prices for the consumer. I'm especially wrapped about the Kuznetsov and Arleigh Burke additions and really looking forward to that. The recent sale has been fantastic and I've filled out most of the modules.

Fingers crossed for a clickable Flanker B/D module one day in the future; in the Black Sea theatre, realistically any US supercarrier threat would face land based air and fast missile boats en masse but in a Persian Gulf scenario Kuznetsov would be a useful escort/screen for any Russian venture. Land based air would have to come all the way from the Kuban so only specific, long range strikes and escort. Local fighter sweeps would have to employ Kuznetsov's Flanker-Ds and give them an opportunity to perform their limited ground strike role. In the Gulf a new Kuznetsov model is going to be really fun, I'm not whingeing but the current one is really looking dated now.

Obviously you can probably tell I have a wishlist for all the Russian ships getting high poly treatment, but I'm thankful the crucial ones Moscow and Molnyia are new since they're the main striking teeth of the Black Sea Fleet IRL.

Thanks ED, awesome work by everyone involved!

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I would still like to know what the plans are re. launch/recovery cycles. Its great posting all these guides with procedure, but that procedure relies on the ship doing its thing properly also...

 

 

So i ask again, what are the plans in place for launch/recovery cycles, related to actual ship movement? Will it generate the wind over deck required for flight ops? Currently unless your using something like MOOSE Airboss, 95% of mission ppl dont even bother to make the ship move (granted this is due also to other issues like deck sliding, especially in MP) but still.

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