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CAS Support Plane won't take offwith from Nimitz

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Hi All!

 

I downloaded the Nimitz Addon and it's pretty awesome but I have a problem, (I've searched like three days in the web before typing the request here...)

 

Is it working with the Alive or NON-Alive Cas Support Module?

 

I Mean, I managed to let Spawn an F/18 Superhornet (wich is spawned by placing the Alive CAS Support Module") on the deck of the Ship and it's fine.

The problem is that when I call up the CAS Support with or without Alive, the Plane starts it's engine but it never take off..

 

 

Am I doing something wrong?

 

Thanks

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If you're calling for CAS you're not on the deck to watch things happen so just spawn your plane already flying in the air nearby the Nimitz rather than on the deck.  Just set the Spawn Height of your module to 200 or so.

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If you're calling for CAS you're not on the deck to watch things happen so just spawn your plane already flying in the air nearby the Nimitz rather than on the deck.  Just set the Spawn Height of your module to 200 or so.

Yeah I know but I wanted her to launch because it happen that players be on the deck at that time, is there a way or is it impossible?

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The FAQ says to make sure you use Spawn Height using ASL, so it's probably getting stuck to the desk.  Raise the height up a little bit so it spawns just above the deck.  It'll probably settle then take off I bet.

 

Mmm I saw that but:

 

1: I don't know what is ""ATL"" heights... XD

2: I tried to let the Plane spawn like 2 meters above the deck and the plane just spawn and fall on the deck without damage..

 

Still not taking off...

 

 

EDIT EDIT EDIT

 

 

It seems that the plane don't recognize the Deck as a Runway, the plane don't  try to take off even on small airfields in the island (it take off only from the biggest airport)

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ATL = Above Terrain Level

ASL = Above Sea Level

 

If you go stand where you want it to spawn in the Editor and then open the Debug Console (ESC key) and in one of the Watchlist fields there type in:

getPosASL player select 2

That will display a value that is the ASL height of where you're standing.  Use that number (or maybe 1 higher) for the spawn height and see if that works.

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ATL = Above Terrain Level

ASL = Above Sea Level

 

If you go stand where you want it to spawn in the Editor and then open the Debug Console (ESC key) and in one of the Watchlist fields there type in:

getPosASL player select 2

That will display a value that is the ASL height of where you're standing.  Use that number (or maybe 1 higher) for the spawn height and see if that works.

 

Ok, I'll try and report result here.

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Also along with setheight / speed adding afterburner already on maybe of help to brute force it, here is an example for the F16, 18 should be similar. 

 

this execvm "\FIR_F16\sqs\FX\F16_FX_Afterburner.sqf";

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Also along with setheight / speed adding afterburner already on maybe of help to brute force it, here is an example for the F16, 18 should be similar. 

 

this execvm "\FIR_F16\sqs\FX\F16_FX_Afterburner.sqf";

 

Thanks, but the problem is that the plane is spawed by a module so it is impossible for me to write in it's init

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Thanks, but the problem is that the plane is spawed by a module so it is impossible for me to write in it's init

 

Not working.......

 

Damn eheh

Any other ideas?

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I pretty sure that the aircraft carrier only works with players and not with AI im sure you can somehow make a script for the aircraft to spawn on the catapult and then hook on to it, or maybe you could use unit record and play somehow... but anyway if no one is close to the carrier does it really mater to have it take off from it?

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Thanks, but the problem is that the plane is spawed by a module so it is impossible for me to write in it's init

 

That's what the Code field is for:

 

CKYOZSR.jpg

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I was getting too many errors from these mods to get anything working, but that should be how you do it. :)  I'll try again tonight when I have more time.

 

The script seems it would be this:

\js_jc_fa18\scripts\FX\FA18_FX_Afterburner.sqf

At least for v1.9.

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If you look into the Nimitz traffic mission you find a scripted takeoff function that uses setVelocity to accelerate the plane and have it take off. Or you could re-use the following code snippet contained in fn_launch.sqf. Note that _vSpeed variable should be set to 60 instead of the TTT_vLaunch variable.

// Modified launch by Yanko
_vSpeed = _plane getVariable "TTT_vLaunch";

_v=1;
// default vertical speed, to help jump over the gaps
_vertSpeed = 1.3;
_class = typeOf _plane;
// Special cases, more realistic takeoff
if (_class in (_nimspots getVariable ["TTT_catCapablePlanes", []])) then {
        _vertSpeed = 0.9;
};

while {(_v < _vSpeed) and (alive _plane)} do {
        format  ["Accelerating %1", speed _plane] call BIS_fnc_log;
        // TeTeT: set the vert velocity to _vertSpeed to jump over the gaps
        (vehicle _plane) setvelocity [_v * sin (getdir (vehicle player)), _v * cos (getdir (vehicle player)), _vertSpeed];
        // _v=_v+6;
        // Yanko: accelerate proportionally to max 69.44 m/s = 250 km/h
        _v = _v + 5 * _vSpeed / 69.44;
        // TeTeT: increase delay to accelerate until end of runway on carrier
        sleep 0.25;
};

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If you look into the Nimitz traffic mission you find a scripted takeoff function that uses setVelocity to accelerate the plane and have it take off. Or you could re-use the following code snippet contained in fn_launch.sqf. Note that _vSpeed variable should be set to 60 instead of the TTT_vLaunch variable.

// Modified launch by Yanko
_vSpeed = _plane getVariable "TTT_vLaunch";

_v=1;
// default vertical speed, to help jump over the gaps
_vertSpeed = 1.3;
_class = typeOf _plane;
// Special cases, more realistic takeoff
if (_class in (_nimspots getVariable ["TTT_catCapablePlanes", []])) then {
        _vertSpeed = 0.9;
};

while {(_v < _vSpeed) and (alive _plane)} do {
        format  ["Accelerating %1", speed _plane] call BIS_fnc_log;
        // TeTeT: set the vert velocity to _vertSpeed to jump over the gaps
        (vehicle _plane) setvelocity [_v * sin (getdir (vehicle player)), _v * cos (getdir (vehicle player)), _vertSpeed];
        // _v=_v+6;
        // Yanko: accelerate proportionally to max 69.44 m/s = 250 km/h
        _v = _v + 5 * _vSpeed / 69.44;
        // TeTeT: increase delay to accelerate until end of runway on carrier
        sleep 0.25;
};

 

I'm doing something wrong for sure..

I created a new "fn_launch.sqf" notepad file with the extension "sqf" copying inside it the code you have write (many thanks).

I placed the script into the mission folder and I place the code this execvm "fn_launch.sqf

No way, the plane still remain in position, it seems that it don't recognize the deck as a runway.

Anyway do somebody have the mission that work?

 

Many thanks to all 

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Fixing a few incorrect variables in that script I ended up with this:

// Modified launch by Yanko
//_vSpeed = _plane getVariable "TTT_vLaunch";
_vSpeed = 60;

params ["_plane"];

_v=1;
// default vertical speed, to help jump over the gaps
_vertSpeed = 1.3;
_class = typeOf _plane;
// Special cases, more realistic takeoff
if (_class in (_nimspots getVariable ["TTT_catCapablePlanes", []])) then {
        _vertSpeed = 0.9;
};

while {(_v < _vSpeed) and (alive _plane)} do {
        format  ["Accelerating %1", speed _plane] call BIS_fnc_log;
        // TeTeT: set the vert velocity to _vertSpeed to jump over the gaps
        _plane setvelocity [_v * sin (getdir _plane), _v * cos (getdir _plane), _vertSpeed];
        // _v=_v+6;
        // Yanko: accelerate proportionally to max 69.44 m/s = 250 km/h
        _v = _v + 5 * _vSpeed / 69.44;
        // TeTeT: increase delay to accelerate until end of runway on carrier
        sleep 0.25;
};

It does indeed get the plane off the deck, however it does so immediately (since it's in the init).

 

The main problem I'm having is it's spawning properly right where the catapult is, but when you call it for a mission it turns to face the target and starts to drive there...   I didn't realize the module spawned it at the start of the mission and not on the fly.  I moved it back a bit to the beginning of the landing strip and all it did was turn it's front wheel towards the target.  Alive also stole my ambient helicopter I had next to me and made it fly off somewhere!

 

I couldn't get it to work on land or with a default plane.  This Alive CAS Module seems like it's a dud...

 

Apparently the "solution" to this Arma 3 mod not working is to play on ported Arma 2 maps since those work.  Or move the module around I guess?  I tested with the module in three spots on the Nimitz and on the taxiway, runway, grass and in a hanger on Altis and the planes never really moved.

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If you want to place the plane exactly on the catapult, you can use the C1, C2, C3, C4 (from right to left or port to starboard, if you prefer) memory points for the catapults:

      _nimspots = ["nimspots", ObjNull] call TTT_fnc_global;
      _catPos = _nimspots modeltoworld (_nimspots selectionposition _x);

The catapult directions are relative to the bearing of the carrier for catapults [0, 1, 2, 3, 4]:

_catDirections = [nil, 355, 358.3, 355.3, 0.2];

Probably the only way out of the alive control would be to blacklist the plane first and once it's airborne hand it over. For that purpose you could also use the existing ambient flight operations module and hand over the CAS plane there after take-off.

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Fixing a few incorrect variables in that script I ended up with this:

// Modified launch by Yanko
//_vSpeed = _plane getVariable "TTT_vLaunch";
_vSpeed = 60;

params ["_plane"];

_v=1;
// default vertical speed, to help jump over the gaps
_vertSpeed = 1.3;
_class = typeOf _plane;
// Special cases, more realistic takeoff
if (_class in (_nimspots getVariable ["TTT_catCapablePlanes", []])) then {
        _vertSpeed = 0.9;
};

while {(_v < _vSpeed) and (alive _plane)} do {
        format  ["Accelerating %1", speed _plane] call BIS_fnc_log;
        // TeTeT: set the vert velocity to _vertSpeed to jump over the gaps
        _plane setvelocity [_v * sin (getdir _plane), _v * cos (getdir _plane), _vertSpeed];
        // _v=_v+6;
        // Yanko: accelerate proportionally to max 69.44 m/s = 250 km/h
        _v = _v + 5 * _vSpeed / 69.44;
        // TeTeT: increase delay to accelerate until end of runway on carrier
        sleep 0.25;
};

It does indeed get the plane off the deck, however it does so immediately (since it's in the init).

 

The main problem I'm having is it's spawning properly right where the catapult is, but when you call it for a mission it turns to face the target and starts to drive there...   I didn't realize the module spawned it at the start of the mission and not on the fly.  I moved it back a bit to the beginning of the landing strip and all it did was turn it's front wheel towards the target.  Alive also stole my ambient helicopter I had next to me and made it fly off somewhere!

 

I couldn't get it to work on land or with a default plane.  This Alive CAS Module seems like it's a dud...

 

Apparently the "solution" to this Arma 3 mod not working is to play on ported Arma 2 maps since those work.  Or move the module around I guess?  I tested with the module in three spots on the Nimitz and on the taxiway, runway, grass and in a hanger on Altis and the planes never really moved.

 

Yeah, it only work if you place the module on the runway (I mean on the island). Also something happen and now even if I write "this flyinheight" in the init of the module the plane just spawn and fall in water withis engine off..

Baaaaahhhhh......

Anyway, I have no problem using choppers, the only thins it's that placing they in the right place is a pain in the a--- because the icon on the editor don't show the carrier draw....

I think I'm moving from using the Nimitz to Using the LHD Atlas, do you now if the planes can land or take off from it or I will have same problems?

Thanks

 

If you want to place the plane exactly on the catapult, you can use the C1, C2, C3, C4 (from right to left or port to starboard, if you prefer) memory points for the catapults:

      _nimspots = ["nimspots", ObjNull] call TTT_fnc_global;
      _catPos = _nimspots modeltoworld (_nimspots selectionposition _x);

The catapult directions are relative to the bearing of the carrier for catapults [0, 1, 2, 3, 4]:

_catDirections = [nil, 355, 358.3, 355.3, 0.2];

Probably the only way out of the alive control would be to blacklist the plane first and once it's airborne hand it over. For that purpose you could also use the existing ambient flight operations module and hand over the CAS plane there after take-off.

 

When you have time, just send me a PM with the mission, I don't have the skill to do this such difficult (for me) things..

 

 

THANKS EVERYONE!

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Is there interest in something like this?

https://youtu.be/a3zhoFNNSOc

I built a frame work which "works" as zeus.  It has turned complicated sense I last touched the code and a dialog interface is a work in progress. Also moving planes along a curve through script has eluded me.

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