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DCS Carrier Discussion


Airhunter

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I discovered something kind of cool this afternoon.

I had been runnign for the longest with my terrain object shadows set on Flat Only.

I changed it to Default , and flew the Hornet Cold Start mission on the Roosevelt again.

My regular shadows I had had and still have on High.

 

So previously, at the start of that mission , with the two Hornets getting ready to take off when I enter my dark cockpit, fps on my Rift S would be below 40 fps, down to around 28-30. Once those guys got airborne i went back up to 40 fps whilst on the deck taxiing for takeoff.

 

Well after the change from flat only to default, my FPS on the deck at the start of the mission never dropped below 40 fps, and performance in the air seemed better, I would get to 80 fps quicker.

 

IIRC previously it was the opposite, default shadows were more demanding than flat only. That is certainly not the case now on my end.

 

Hi Don,

 

I tried your settings and was very pleased to notice the same effect!! Well done sir ! I have almost everything maxed out, except visibility range at medium, MSAA x2, OTT SS 1.3, even bloom and global illumination enabled, Cockpit shadows on medium and terrain shadows on default as you suggested, I've got a pretty solid 40FPS with ASW on Rift S in every situation (even free flight over Dubai and Vegas !! Never happened before!) It is still a bit stuttering on Nellis with a lot of AI units, but better than before...

At least in SP, I have performance AND eye candy in VR!! Looks like they're on the good way with OB...

Thanks for the tip, sir!

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Hi Don,

 

I tried your settings and was very pleased to notice the same effect!! Well done sir ! I have almost everything maxed out, except visibility range at medium, MSAA x2, OTT SS 1.3, even bloom and global illumination enabled, Cockpit shadows on medium and terrain shadows on default as you suggested, I've got a pretty solid 40FPS with ASW on Rift S in every situation (even free flight over Dubai and Vegas !! Never happened before!) It is still a bit stuttering on Nellis with a lot of AI units, but better than before...

At least in SP, I have performance AND eye candy in VR!! Looks like they're on the good way with OB...

Thanks for the tip, sir!

 

:thumbup:

 

You are most welcome, have fun!

Don B

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I discovered something kind of cool this afternoon.

I had been runnign for the longest with my terrain object shadows set on Flat Only.

I changed it to Default , and flew the Hornet Cold Start mission on the Roosevelt again.

My regular shadows I had had and still have on High.

 

So previously, at the start of that mission , with the two Hornets getting ready to take off when I enter my dark cockpit, fps on my Rift S would be below 40 fps, down to around 28-30. Once those guys got airborne i went back up to 40 fps whilst on the deck taxiing for takeoff.

 

Well after the change from flat only to default, my FPS on the deck at the start of the mission never dropped below 40 fps, and performance in the air seemed better, I would get to 80 fps quicker.

 

IIRC previously it was the opposite, default shadows were more demanding than flat only. That is certainly not the case now on my end.

 

Absolutely shocked!! I changed my shadows from flat to default and also got a decent improvement. How strange! Thanks for sharing!!!

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Can someone test the launch with a F14 since the laste patch, because i can't launch, after the salute, men take the launch position, but i have no launch. i tested the same catapult with a F18 without problem.

 

I had this problem too. The salute has never worked for me. What I discovered is that there is a separate “launch catapult command (U, I believe). Mapped it to a button and all sorted out. Took me about an hour to figure that one out.

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Can someone test the launch with a F14 since the laste patch, because i can't launch, after the salute, men take the launch position, but i have no launch. i tested the same catapult with a F18 without problem.

 

Worked for me off cat 2 right sheet trapping the Instant Action PG. I always Shift-U.

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I had this problem too. The salute has never worked for me. What I discovered is that there is a separate “launch catapult command (U, I believe). Mapped it to a button and all sorted out. Took me about an hour to figure that one out.

 

Worked for me off cat 2 right sheet trapping the Instant Action PG. I always Shift-U.

Thanks, i used the menu and it didn't work (it worked until the last patch).

 

 

I'll try again with your information tonight.

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How come direction to Cat is not showing in the meassgaes when you ask for Launch
I was also wondering that, as I saw it used on YT. But if I've read this forum correctly, they took out the feature. So the command is for getting the crew back to the cats if they're not already there.

 

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They were concerned it would just be ignored. I could realism folks wanting it. Perhaps should be configurable.

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I had this problem too. The salute has never worked for me. What I discovered is that there is a separate “launch catapult command (U, I believe). Mapped it to a button and all sorted out. Took me about an hour to figure that one out.

 

Me too. Always had to also shift-u to get the catapult to fire for the Tomcat. Hornet always triggers following the salute though.

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Is there any plans to allow in mission editor where planes spawn at the current spawn points? If we had this capability it would allow us mission builders to have more control in how the AI won’t cause problems when taxiing on the deck. It seems even when spawning at the default position you still have problems. Currently, this makes the SC seem more intended for MP than SP.

 

 

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Is there any plans to allow in mission editor where planes spawn at the current spawn points? If we had this capability it would allow us mission builders to have more control in how the AI won’t cause problems when taxiing on the deck. It seems even when spawning at the default position you still have problems. Currently, this makes the SC seem more intended for MP than SP.

 

This has been asked quite a few times in this forum.

 

There is guidance on page 78 of the manual.

 

In short, when you build a mission, you need to add aircraft to the carrier IN PARKING SPOT ORDER. Alternatively, you can set all the aircraft to LATE ACTIVATION and spawn them in by triggers one second apart in parking spot order.

Very Respectfully,

Kurt "Yoda" Kalbfleisch

London

"In my private manual I firmly believed the only time there was too much fuel aboard any aircraft was if it was fire." --Ernest K. Gann

 

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Ah yeah running into this now. The AI Hornet strike package is getting stuck on taxi to the bow cats since they go too close to the alert 5 Tomcat placed after them (bow cats initially launching CAP and waist launching an s3 tanker and E3.

 

Assigned parking pulldown with "hangar" as overflow option would be my dream endgoal (combined with deck crew towing them and arm/de-arm animations)

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DCS Carrier Discussion

 

This has been asked quite a few times in this forum.

 

 

 

There is guidance on page 78 of the manual.

 

 

 

In short, when you build a mission, you need to add aircraft to the carrier IN PARKING SPOT ORDER. Alternatively, you can set all the aircraft to LATE ACTIVATION and spawn them in by triggers one second apart in parking spot order.

 

 

 

And I will keep asking it, because you didn’t answer the question.

 

I get what ED is asking me to do, but that still doesn’t work as effectively as a user being able to individually pick where whose vehicle spawns at a specific spawn point unless they intend to improve the AI taxi behavior. If the option was given, it would eliminate the need for us to use static objects to force spawn points closed. It isn’t logical to have this be the status quo in the current state unless they eliminate crash detection with statics. I don’t understand why everyone is okay with this.

 

We have numerous airfields with numerous spawn points that includes hangars, pads, and yes I know “a different animal”. But a carrier we have no spawn point selection. Again, makes no sense as to the reason.

 

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Edited by Eagle7907

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I get that you'd like to be able to pick the parking spot with a drop down menu like you can with an airfield ashore. It's a fair request, I think, and yes, I'd like that, too.

 

It's early access, though, and it's not what we have. Personally, I think what we have is a PITA, but it's what is right now.

 

I spent the first four days with the SC trying to identify how the AI behaves on the flight deck. How to put a specific plane in a specific spot, when it will taxi, and which catapult it will go to. It was a lot of frigging work.

 

One of the surprises (for me, anyway) was that no matter which deck spot I spawned the player jet, no "uncontrolled" AI plane would move until the player did, which was pretty handy for mission design.

 

After this latest update, "uncontrolled" AI planes taxi shortly after they've started, and the default taxi order is different. During one test run, my wingman taxied before I did...that's never happened before, on the boat or ashore.

 

So in addition to being able to more easily control where I put the aircraft, I'd like to have a way to designate the catapult they taxi to and the order in which they launch without having to run the mission fifteen times to make sure the launch sequence is going to work.

Very Respectfully,

Kurt "Yoda" Kalbfleisch

London

"In my private manual I firmly believed the only time there was too much fuel aboard any aircraft was if it was fire." --Ernest K. Gann

 

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I get that you'd like to be able to pick the parking spot with a drop down menu like you can with an airfield ashore. It's a fair request, I think, and yes, I'd like that, too.

 

 

I read about a mod yesterday in the SC forum that might do exactly that :smilewink:

 

Have a look at this thread about half way down the first page:

 

https://forums.eagle.ru/showthread.php?t=275082

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I read about a mod yesterday in the SC forum that might do exactly that :smilewink:

 

Have a look at this thread about half way down the first page:

 

https://forums.eagle.ru/showthread.php?t=275082

 

 

 

Actually, it’s not. That is just applying statics to the deck for looks. We are asking for the ability to choose what AI planes spawn where in missions which would reduce the need for such sorcery.

 

 

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Actually, it’s not. That is just applying statics to the deck for looks. We are asking for the ability to choose what AI planes spawn where in missions which would reduce the need for such sorcery.

 

 

Sent from my iPhone using Tapatalk Pro

 

 

So the mod described at the beginning of the thread, "I've created a handful of templates for 4, 8 and 16 spawns" isn't it? Oh well :smilewink:

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DCS Carrier Discussion

 

So the mod described at the beginning of the thread, "I've created a handful of templates for 4, 8 and 16 spawns" isn't it? Oh well :smilewink:

 

 

 

No it’s not.

 

Templates are for static objects. The spawns signifies how many spawned vehicles that will be used in mission. Hence with 4, that gives more room for objects on the deck versus 16 not so much space available for static objects.

 

That still does not allow a mission designer to choose what vehicles spawn at what spawn point on the deck. (Come to think of it, it half way does. Using static objects does close spawn points. But it still doesn’t give the mission designer complete control in spawn point selection. Again, if we had this ability, we would not need to use static objects to control this logic which is like driving with one foot on the wheel.)

 

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Edited by Eagle7907

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That still does not allow a mission designer to choose what vehicles spawn at what spawn point on the deck. (Come to think of it, it half way does. Using static objects does close spawn points. But it still doesn’t give the mission designer complete control in spawn point selection. Again, if we had this ability, we would not need to use static objects to control this logic which is like driving with one foot on the wheel.)

 

This. Well said.

Very Respectfully,

Kurt "Yoda" Kalbfleisch

London

"In my private manual I firmly believed the only time there was too much fuel aboard any aircraft was if it was fire." --Ernest K. Gann

 

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Actually, it’s not. That is just applying statics to the deck for looks. We are asking for the ability to choose what AI planes spawn where in missions which would reduce the need for such sorcery.

 

 

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Just need to place them in order of spawn, or delay the client/player spawns by a couple seconds. The sequence used to spawn is in the Supercarrier manual. 1-4 Six-pack, only on first spawn/mission start. Then the elevators, and so on. Set AI planes 1 to 4 to spawn normal. Player group or clients 3 to 5 seconds delayed and then more AI planes after another delay of 1 to 2 seconds until the deck is occupied. Spawn uncontrolled AI and use triggered action "Start" to have them spool up and launch at different times before or after player/client launches or deactivate them when more client "units are alive" to free up spawn slots for multiplayer on the fly...

Shagrat

 

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In programming, the logic in handling this type of activity can get really messy. I can understand why they did it this way. You still have control as to where you spawn. You just don't have an UI interface to select it.

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