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LHA-1 USS Tarawa planned features?


shagrat

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Hello Razbam Team,

 

after a question in the German subforum came up, what we can expect from the USS Tarawa model, we've seen in the videos and screenshots, I would like to ask it directly to the developers.

 

What is the planned capabilities of the LHA-1 USS Tarawa you plan to model in DCS?

 

How many spawn points, on deck?

 

Will we have the option to use helicopters from deck?

 

Do you plan to model lighting/signals?

 

What about the well deck, is that planned as well?

 

Defensive weaponry, including the missile launchers?

 

Anything interesting I forgot to ask?

 

This baby seems to be a great addition to the DCS capabilities, especially with Strait of Hormuz on the horizon and Caucasus having a large sea area...

Shagrat

 

- Flying Sims since 1984 -:pilotfly:

Win 10 | i5 10600K@4.1GHz | 64GB | GeForce RTX 3090 - Asus VG34VQL1B  | TrackIR5 | Simshaker & Jetseat | VPForce Rhino Base & VIRPIL T50 CM2 Stick on 200mm curved extension | VIRPIL T50 CM2 Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)

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The number one priority for any DCS carrier must be fixing the deck sliding in MP with moving ships.

 

Without this problem fixed any other feature is useless.

" You must think in russian.."

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The number one priority for any DCS carrier must be fixing the deck sliding in MP with moving ships.

 

Without this problem fixed any other feature is useless.

As far as I had understood that is fixed. At least Razbam showed a video a couple month ago, where it is fixed. Can we now get on topic please?

 

EDIT Video at 4:00+


Edited by shagrat

Shagrat

 

- Flying Sims since 1984 -:pilotfly:

Win 10 | i5 10600K@4.1GHz | 64GB | GeForce RTX 3090 - Asus VG34VQL1B  | TrackIR5 | Simshaker & Jetseat | VPForce Rhino Base & VIRPIL T50 CM2 Stick on 200mm curved extension | VIRPIL T50 CM2 Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)

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As far as I had understood that is fixed. At least Razbam showed a video a couple month ago, where it is fixed. Can we now get on topic please?

 

EDIT Video at 4:00+

 

No, they worked out what the issue was but did not fix the issue. The issue isn't a 3rd party developer issue, it's a core engine issue. It's based around the speed of the ship impacting the physics or something to that effect.

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I still think this is the most important feature for the Tarawa and any carrier, but if you consider this is offtopic im not going to insist.

" You must think in russian.."

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No, they worked out what the issue was but did not fix the issue. The issue isn't a 3rd party developer issue, it's a core engine issue. It's based around the speed of the ship impacting the physics or something to that effect.
If you look at the video you will see that the AV-8B is landing on the deck while the Tarawa is actually steaming through the ocean (waves). Now before take-off, after landing, then Take-Off again and landing a second time, I cannot see any of the issue being present any more. I also remember Zeus posting something about that they could fix this together with ED... Anyway, this thread was started to get some input about the FEATURES of the Tarawa Class Carrier Razbam has planned as part of the AV-8B module.

 

It took about 30 min for the first post to pop up... and it was about making assumptions on an old know bug that is likely fixed already in internal builds and had nothing to do with the planned(!) features of the Tarawa LHA-1.

 

So would you consider this to be on topic?!

Shagrat

 

- Flying Sims since 1984 -:pilotfly:

Win 10 | i5 10600K@4.1GHz | 64GB | GeForce RTX 3090 - Asus VG34VQL1B  | TrackIR5 | Simshaker & Jetseat | VPForce Rhino Base & VIRPIL T50 CM2 Stick on 200mm curved extension | VIRPIL T50 CM2 Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)

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If you look at the video you will see that the AV-8B is landing on the deck while the Tarawa is actually steaming through the ocean (waves). Now before take-off, after landing, then Take-Off again and landing a second time, I cannot see any of the issue being present any more. I also remember Zeus posting something about that they could fix this together with ED... Anyway, this thread was started to get some input about the FEATURES of the Tarawa Class Carrier Razbam has planned as part of the AV-8B module.

 

It took about 30 min for the first post to pop up... and it was about making assumptions on an old know bug that is likely fixed already in internal builds and had nothing to do with the planned(!) features of the Tarawa LHA-1.

 

So would you consider this to be on topic?!

 

Yes, as if it is not fixed then all other features are moot if you just slide off into the sea.

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Sons of Dogs, Come Eat Flesh

Clan Cameron

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Yes, as if it is not fixed then all other features are moot if you just slide off into the sea.
Again for everyone too lazy to read:

It is F-I-X-E-D already!

 

Put a Kusznetsov on the Normandy map, add a SU-33 and test for yourself, same with UH-1H Helicopter on both the Kusznetsov and Vinson...

 

Can we now discuss the Tarawa's features, please?

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Shagrat

 

- Flying Sims since 1984 -:pilotfly:

Win 10 | i5 10600K@4.1GHz | 64GB | GeForce RTX 3090 - Asus VG34VQL1B  | TrackIR5 | Simshaker & Jetseat | VPForce Rhino Base & VIRPIL T50 CM2 Stick on 200mm curved extension | VIRPIL T50 CM2 Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)

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Again for everyone too lazy to read:

It is F-I-X-E-D already!

 

Put a Kusznetsov on the Normandy map, add a SU-33 and test for yourself, same with UH-1H Helicopter on both the Kusznetsov and Vinson...

 

Can we now discuss the Tarawa's features, please?

 

Can confirm, this has been fixed for a while now. I think folks who think it has not should try it before knocking it. Tried with Huey, Mi-8 etc. on destroyers, carriers, what-have-you. Land, and no movement.

 

Sorry for the side-track. Please let us return to our regularly scheduled topic ...

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Deck crew activity, realistic landing aids, usable hangar spaces, and of course the correct alignment systems required for seaborne operations would be top of my list.

 

Also, a manual specifying correct deck landing procedures would be great too.

 

What kind of features are you looking for shagrat?

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As far as I had understood that is fixed. At least Razbam showed a video a couple month ago, where it is fixed. Can we now get on topic please?

 

EDIT Video at 4:00+

 

Might be fixed now but...

Please see:

 

 

&

 

Post from FB

"On our last multiaircraft carrier ops video (1 user plane, 2 AI's) it was noted by most if not all viewers the fact that the aircraft were practically "dancing" on the deck..well. since we stated that it was an ED issue, we forgot to mention that the mission included 30knts winds over the deck! (done mainly to see the LHA-1 pitching and wobbling and to spicy a bit operations)..SO in order to debunk the wrong notion that it's a RAZBAM Av-8B module issue, this video was made. winds at 10knts (not to mention the LHA-1's speed/winds due to speed which is 32knts).

Sounds are STILL default DCS jet engine sounds (we are working on this)

Aircraft still a work in progress"

 

Now get back on topic :lol:

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Good to see that it is fixed. In hopes of sparking discussion regarding the Tarewa's features and how it will perform in a multiplayer environment, how is the current spawning of PC or NPC aircraft handled especially with consideration to what happens when this spot is already occupied by another unit? What is the proposed system / solution?

 

I recall seeing videos where multiple spawned units at the same location will clip into one another, effectively destroying or disabling the unit('s ability to do anything useful). This obviously causes concern as carriers (and escort carriers in particular) have limited room for such frivolities as the room is needed for taxiing, landing and rearming.

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Deck crew activity, realistic landing aids, usable hangar spaces, and of course the correct alignment systems required for seaborne operations would be top of my list.

 

Also, a manual specifying correct deck landing procedures would be great too.

 

What kind of features are you looking for shagrat?

Basically the same, lighting, visual guidance system, on top of the list. Maybe a marshaller that clears you for launch, working elevators so AI can get cleared from the deck.

The Well deck with working amphibious landing craft would be crazy cool, but that's more like an add-on.

 

Realistic ATC procedures, especially a good talk on for landing would be great, as well.

Shagrat

 

- Flying Sims since 1984 -:pilotfly:

Win 10 | i5 10600K@4.1GHz | 64GB | GeForce RTX 3090 - Asus VG34VQL1B  | TrackIR5 | Simshaker & Jetseat | VPForce Rhino Base & VIRPIL T50 CM2 Stick on 200mm curved extension | VIRPIL T50 CM2 Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)

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Good to see that it is fixed. In hopes of sparking discussion regarding the Tarewa's features and how it will perform in a multiplayer environment, how is the current spawning of PC or NPC aircraft handled especially with consideration to what happens when this spot is already occupied by another unit? What is the proposed system / solution?

 

I recall seeing videos where multiple spawned units at the same location will clip into one another, effectively destroying or disabling the unit('s ability to do anything useful). This obviously causes concern as carriers (and escort carriers in particular) have limited room for such frivolities as the room is needed for taxiing, landing and rearming.

If I remember correctly, like a FARP today for helicopters. Usually we have 4 slots on deck of the Vinson that can be "occupied".

 

After a successful launch it should be possible to respawn a plane on that position. Didn't fly SU-33 in Multiplayer for years, so no idea how this works with the Kusznetsov and the new AFM for the SU-33.

Anybody tried respawning on a crowded carrier deck?

Shagrat

 

- Flying Sims since 1984 -:pilotfly:

Win 10 | i5 10600K@4.1GHz | 64GB | GeForce RTX 3090 - Asus VG34VQL1B  | TrackIR5 | Simshaker & Jetseat | VPForce Rhino Base & VIRPIL T50 CM2 Stick on 200mm curved extension | VIRPIL T50 CM2 Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)

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The Russian Carrier has 3 spawn points, all on the launch positions of the carrier. Anything beyond that will not spawn even if the planes are assigned to the carrier in the mission editor. No clue for the U.S. carrier though. I would assume that it would be the same though. 4 spawn locations on the catapults. I would hope that they will add more parking spaces.

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Basically the same, lighting, visual guidance system, on top of the list. Maybe a marshaller that clears you for launch, working elevators so AI can get cleared from the deck.

The Well deck with working amphibious landing craft would be crazy cool, but that's more like an add-on.

 

Realistic ATC procedures, especially a good talk on for landing would be great, as well.

 

I asked a question about approach aids in here a while back and was told that there will be an approach aid similar to the IFOLS we see on conventional carriers as well as a TACAN and an ILS for instrument approaches. :thumbup:

 

https://forums.eagle.ru/showthread.php?t=193253


Edited by AG-51_Razor
Clarification

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The Russian Carrier has 3 spawn points, all on the launch positions of the carrier. Anything beyond that will not spawn even if the planes are assigned to the carrier in the mission editor. No clue for the U.S. carrier though. I would assume that it would be the same though. 4 spawn locations on the catapults. I would hope that they will add more parking spaces.
So 4 spawn points seems reasonable after a bit of research. Considering the machines are prepared for start.

 

Another interesting question may be, what space is required for a STO roll for an AV-8B?

I've seen helicopters parked in front of the "Island" and up to four Harriers in the aft section prepared for launch.

 

If you have a couple helicopters, even 8 on the flight deck, ready for T/O seems reasonable.

 

If you need to launch more than 4 planes, it should be possible to "activate" additional planes after a spawn point is cleared, maybe?

 

What is important, that AI can despawn after landing and does not clog the flight deck.

A perfect solution would be to use the elevator(s) to get the planes off the deck and despawn them, when the elevator is down.

Shagrat

 

- Flying Sims since 1984 -:pilotfly:

Win 10 | i5 10600K@4.1GHz | 64GB | GeForce RTX 3090 - Asus VG34VQL1B  | TrackIR5 | Simshaker & Jetseat | VPForce Rhino Base & VIRPIL T50 CM2 Stick on 200mm curved extension | VIRPIL T50 CM2 Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)

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I asked a question about approach aids in here a while back and was told that there will be an approach aid similar to the IFOLS we see on conventional carriers as well as a TACAN and an ILS for instrument approaches.

 

https://forums.eagle.ru/showthread.php?t=193253

After watching and reading a lot on the Harriers it seems the guidance over radio, from the LSO is most important for getting the plane down in one piece.

 

So I would love to see, or better "hear" a working LSO guiding us over the radio!

 

A calm and reassuring voice on the comms giving you directions and feedback plus the

signal lights would be perfect.

 

I'll cite Maj. Matthew A. Seavitte:

“Having only one voice helping you allows you to concentrate on the landing,” said Tanis. “Even for the most experienced pilots, I believe the most difficult part of the hover is the stop just prior to the landing. You can get a little more accustomed to it with time, but you need to be able to trust the LSO and, most importantly, trust yourself.”

 

(Source: http://www.marines.mil/News/News-Display/Article/555773/naval-aviators-refine-landing-skills-in-preparation-for-24th-meu-deployment/ )

Shagrat

 

- Flying Sims since 1984 -:pilotfly:

Win 10 | i5 10600K@4.1GHz | 64GB | GeForce RTX 3090 - Asus VG34VQL1B  | TrackIR5 | Simshaker & Jetseat | VPForce Rhino Base & VIRPIL T50 CM2 Stick on 200mm curved extension | VIRPIL T50 CM2 Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)

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Would it be reasonable to allow a snap to a parking location? A player would return to the carrier and want to refuel and rearm. They land then taxi to a parking area on the deck clear of the landing zone. A command "chock in" for example is given and the aircraft is snapped into a proper parking location that's closest to where the player is stopped. The chock in command is not required for any deck operations. Just an idea, not sure if it would work, or if its feasible to program.

 

While excited for carrier ops, I am curious to what level carrier ops will be simulated. Carrier ops are complex by nature and in the framework of MP servers will it be up to the players to manage these operations?

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  • 2 weeks later...
Would it be reasonable to allow a snap to a parking location? A player would return to the carrier and want to refuel and rearm. They land then taxi to a parking area on the deck clear of the landing zone. A command "chock in" for example is given and the aircraft is snapped into a proper parking location that's closest to where the player is stopped. The chock in command is not required for any deck operations. Just an idea, not sure if it would work, or if its feasible to program.

 

While excited for carrier ops, I am curious to what level carrier ops will be simulated. Carrier ops are complex by nature and in the framework of MP servers will it be up to the players to manage these operations?

 

I think a game-wise elegant way would be to have any craft placed into a hangar deck parking spot automatically once stopped (and maybe ground crew called) on the elevator. They could be placed back on the deck in the same way. But alas that might be rather complicated to do, really.

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Another interesting question may be, what space is required for a STO roll for an AV-8B?

 

Depending on ordnance and fuel, up to 600 feet, per Art Nalls/Joe Anderson.

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