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Old 05-04-06, 11:06 AM   #16
OKO
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hmmmm
about the E2 (I finally realized THIS is you main problem ...), there is nothing else to do than rolling respawn, as said Bellman.

In "scripting like" words, it gives :
"if the CVG enter in this destination trigger => kill old E2 and create this new one"
you could refine a bit with :

1) If the CVG enter this destination trigger, E2 suicide attack on the CVG
2) when E2 is less than 1 miles from the CVG and suicide attack was ordered = Kill the E2 and create the new one

You will, this way, just miss the take off of the new E2

but anyway, as long as the E2 is bugged ... he won't take off from the carrier ...
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Old 05-04-06, 11:21 AM   #17
LuftWolf
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I should be able to fix the e-2 problem pretty easily for LWAMI 3.03.

It's the only carrier-based aircraft using the prop thrust rather than the jet thrust, so that's the first place I'm looking.
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Old 05-04-06, 01:56 PM   #18
FERdeBOER
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Quote:
Originally Posted by OKO
I just tried several way to land the planes, but even when it works, the plane will take off again shortly after
I know little about carrier operations but, when the plane takes off again, it makes the same tactic than the first time? If so, it will be very usefull in some cases.

Quote:
So, finally, I used a more simple way to simulate the RTB =>
when it's time to RTB, I used a "suicide attack" on the carrier, and, at 2 miles from him, a remove this platform instruction =>

http://okof4.free.fr/missions/DW/tes...off_landing.mu

So with both test mission, you could built something close to a real carrier operation :
Despite the "suicide attack", maybe you can create an aproach goal on the plane and remove it when is very close to the carrier on landing.
I know the solution is very similar, but, might enlight the scripts and events needed. :hmm:
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Old 05-04-06, 02:24 PM   #19
OKO
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Quote:
Originally Posted by FERdeBOER
I know little about carrier operations but, when the plane takes off again, it makes the same tactic than the first time? If so, it will be very usefull in some cases.
I didn't take enought time to check what you mean, but, with all my tests, the same plane will take off only 2 or 3 minutes after his landing.
The most annoying thing is you don't control what you want.
But, as you said, the best thing is it could save some time-wasting at edition.
need more tests here.

Quote:
Originally Posted by FERdeBOER
Despite the "suicide attack", maybe you can create an aproach goal on the plane and remove it when is very close to the carrier on landing.
I know the solution is very similar, but, might enlight the scripts and events needed. :hmm:
Yes, I first tried to use an approach goal, with RTB checked, but result was very different from plane to plane (often works with FA18, never work with viking) and from time to time with the same plane ... I don't know why
Sometimes it works, sometimes not.
With the scuicide script, it works 100% of time and it's easy to do, that's why I choose this way.
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Old 05-04-06, 02:29 PM   #20
OKO
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You know, most of the time spent on edition ... is to go round bugs, not really to built the action ...

No, no, I didn't said that, no

.... I'm afraid I said that ...

haeumm
well, don't call it bugs, call it "unexpected events"

:rotfl:
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Old 05-05-06, 05:37 PM   #21
Deathblow
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I will give these missions a try when I have a chance. Sounds promising. Thanks. I'll also try the E2 to jet engine idea to see if it works.
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