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Old 03-27-2020, 07:45 PM   #1
Wags
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Default Supercarrier FAQ

Dear all,

We have been reading all your great feedback and questions on DCS: Supercarrier, and we wanted to create a FAQ to consolidate all of our answers. We will continue to read all of your questions, and we will update this FAQ. Please keep 'em coming.

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Will Supercarrier support the F-14 Tomcat at Early Access release?

We are working with Heatblur to make this happen and we are making progress. While we cannot promise 100% that it will be ready for the Early Access launch, it will certainly be ready in short order thereafter.

Will plane directors marshal players and the AI to catapults?


Yes this is in the design specification of the module but will come after the initial Early Access release.

We also plan to have a plane director guide aircraft out of their parking location and hand off the aircraft to another plane director to guide the aircraft to the catapult.
Once the aircraft is close behind the jet blast deflector, the aircraft is then passed off to the plane director on the catapult.

Once an aircraft lands, we will also include a plane director to guide them off the landing area.

Will you include a salute animation for the Hornet pilot?

Yes, we are currently updating the pilot models for the Hornet and the Viper, and we plan to include some animations. This will come after the initial Early Access release.

Is there also a key command for the Salute?

Yes, it’s Left Shift+Left Ctrl+S.

Can you collide with the deck crew?


No, at the initial Early Access release they have no collision model. Later, we hope to add a form of self-preservation logic to avoid collisions.

Will the elevators work?

Yes, they will work automatically for the AI to move aircraft off the deck to prevent over-crowding. Later with the inclusion of the Air Boss station, we will also allow players to manually raise and lower them.

Will the hangar be included?

Yes, and modeling is already underway. However, given that pilots never get into or out of their aircraft in the hangars, this is a lower priority and is scheduled for a later date.

Will red shirt ordnance animations be included?


We have no such plans at this time due to the unrealistically large investment required to support all weapon types and the huge permutations of placement on the aircraft.

How will aircraft be moved around the deck for cyclic operations?

Actual movement is not possible for static aircraft and deck crew given their nature as static. However, using the Mission Editor, adding a simple static despawn event for such units is planned.

How is the performance?

A lot will depend on your computer, how the deck is populated, and level of detail of the models used to populate the deck. However, given that the carrier is at sea, there is no terrain or ground objects to render like an airbase. It goes without saying that the larger the number of high poly count aircraft on deck the bigger the hit.

Why is Supercarrier not free or included with the Hornet?


A tremendous amount of time, effort, and capital has gone into this sophisticated module, and more is still do come. The development cost of Supercarrier rivals many of our aircraft modules. To include it with the Hornet would drive up the cost of the Hornet well over a $100. Please also note that we provided an all new carrier with the release of the Hornet at no extra cost.

How will deck crew night launch operations be supported?


We are working on the addition of glow sticks and aircraft light flash signals. Vests also have reflective patches. This will probably come after the initial Early Access release.

Last edited by Wags; 03-28-2020 at 02:50 PM.
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Old 04-01-2020, 10:27 PM   #2
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How will deck crew night launch operations be supported?

We are working on the addition of glow sticks and aircraft light flash signals. Vests also have reflective patches. This will probably come after the initial Early Access release.

What is include at Early Access launch?

• Highly detailed polygon model
• High resolution textures that include realistic weathering and markings
• Animated arresting wires and lifts (AI controlled at first)
• Animated radar antennas
• Animated aircraft elevators
• Animated catapult bubble between catapults 1 and 2
• Steam from catapults
• Deck lighting
• Risers (guard rails) around aircraft elevators when lowered
• Populated island crew
• Long range line up lights
• Animated “rabbit lights” along landing area center line
• IFLOLS
• Damage model
• Functional air defense weapon systems:
o Sea Sparrow
o CWIS
o RAM
• Option for all Nimitz-class aircraft carriers of the Roosevelt sub-class:
o CVN-71 Theodore Roosevelt
o CVN-72 Abraham Lincoln
o CVN-73 George Washington
• Deck parking. Allow up to 14 aircraft to be spawned on deck for multiplayer missions
• Carrier radio communications for Case I, Case II, and Case III
• Static deck crew that can be placed by mission designer
• Animated deck crew for bow and waist catapults launches
• Static deck vehicles (mule, fire truck, and crane) that can be placed by mission designer
• New Kuznetsov Russian aircraft carrier
• Arleigh Burke-class guided missile destroyer

What are the items planned for after Early Access release?

• Ready Room
• Air Boss Station
• Interactive LSO Controls like manual control of hook touch down location, hook to ramp height, wave off lights, and cut lights
• Plane directors to guide aircraft to catapults and off the landing area
• Three additional ships of the sub-class
o CVN-75 Harry S. Truman
• Rendered hangar deck
• Emergency barrier net (controlled for Air Boss station)
• Deck crew (not static deck crew) that move to avoid collisions with aircraft
• Deck crew glow sticks for night operations
• Pilot animations like the salute and right hand on grab bar

How will I take part in carrier operations if I do not own this module?


The CVN-74 John C. Stennis that was released at the same time as the Hornet will remain in DCS World as a free carrier. We will remedy all takeoff issues, but it will retain the existing model and not have deck crew, radio communications, Ready Room, LSO station, and other features included in Supercarrier.

How will it work in multiplayer if a player does not own Supercarrier”?


Anyone can join a server that includes the Supercarrier module. Owners of the module can takeoff and land on the Supercarrier, as well as use the Case 1, 2, and 3 radio communications, Ready Room, LSO station, Air Boss station, and more. Non-owners of the module will:

• See the Supercarriers, deck crew, and aircraft on the deck in missions. This will allow them to join a multiplayer mission with Supercarrier.
• Create missions with the Supercarriers using the Mission Editor.

However, if you do not own the Supercarrier module, you will not be able to spawn on the deck to takeoff or catch an arresting wire to land. You would also not be able to take advantage of the new radio communications, the Ready Room, LSO, Station, and Air Boss Station.

How will the new Kuznetsov aircraft carrier and Arleigh Burke destroyer be included?

We will keep the exiting Kuznetsov aircraft carrier as a free version, but under a different name than the new one as part of the Supercarrier module. The new Kuznestov is an entirely new model with new geometry, textures, animations, and AI taxi behaviors. In single player, ownership of the Supercarrier module is required to use the new Kuznetsov and Arleigh Burke. In multiplayer though, they will be visible to all players and can be attacked and attacked by them. This will allow players that do not own the module to still join a server that includes the module. However, in order to takeoff or land on the Kuznetsov or Burke (helos) in multiplayer, ownership is required.

What aircraft carrier communications will be included?


At Early Access launch, Case 1, Case 2, and Case 3 will be supported. After Early Access will we do additional work to include spins, pattern re-entry after a wave off or bolter, and Automatic Carrier Landing (ACL) support. You can find a preliminary version of the guide here: https://forums.eagle.ru/showpost.php...69&postcount=2

Last edited by Chizh; 04-02-2020 at 08:38 AM.
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Old 04-09-2020, 04:56 PM   #3
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Will I have to own DCS: Supercarrier to include it in a host dedicated server?

No, you will not. We will treat the Supercarrier module just like a map in that servers are not required to own the module. Only joined clients are required to own the module to take advantage of all its features.
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