Naval Operations
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why not? why on airbases it is? and why not on carriers?
I assume cause carriers are on the move and airbases not?
One solution before spawn stop the carrier so to fixate the position. After they leave have it on it’s way…not so easy
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SIGH……Please!!!
Re-read the “FRIENDLY” manual provided by BMS :rtfm:
More than half of your quest is answered there.tired demer
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No carrier improvments in the pipe
However improvments could be
- capability to spawn on carrier in MP ( I honnestly have no idea how to do this properly)
- working mirrors
- deck real Z detection
- taskforce waypoints working
Other stuff are more cosmetics and depend only on art guys will
Taaataaaaa
Guess what… taskforce waypoints DO work in BMS … yess, you heard right (thanks Danguard for finding).
Problem is, taskforce waypoints (2,3,4 or more) can not be added in a working fashion into the save0.cam file, but there is a solution.
One has to ADD the naval units themselfs into the save0.cam file first, then start the campaign ingame…and instantly save it again (autosave works too).
Then open the autosave and click on the ships. Now they have 4 waypoints auto-initialized (waypoint pathes as a box) under the unit properties and waypoint editor button.
Click on a ship in the map and on “show links” (not parent links) on top of tacedit and vio la, you see the red pathes and you can drag and drop the waypoints as you wish, or add some.
Remember, the ships will still loop the waypoints!Now to the tricky part as we aren´t able to do that in the save0.cam file and a renaming of an autosave to a save0. cam file is always a disaster and a very bad idea generally.
Thus, the trick is to export ONLY those new ships with their new waypoints out of the autosave.cam file and later IMPORT them back into the save0.cam file.You are done…thats it. Your ships now move along pre-determined waypoints in your campaign.
Well, i hope this information helps you figuring out the rest of your naval waypoint codings in future Mav-Jp.
Greetings from Falcon Online.
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No it does not work, you can define whatever waypoint position you want they will not follow them in game.
Test deagg carrier you will see…
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I would not have posted if it would not have been already confrimed and tested before Mav-Jp.
Proof of concept:
Are you sure you followed the logic (steps) in my previous post correctly? Or maybe you missed something in replicating the above?
Usually ships (if not close to the coast) move automatically in a “box” (why i dont know), but with the method above one can at least make them move (looped) over different individual waypoints.
The method described above is indeed an unconventional and not the proper logic way (just a workaround), but as it does work, i thought it might be an interesting find for you in order to dig and understand more in depth for better proper solutions later on. -
@A.S:
I would not have posted if it would not have been already confrimed and tested before Mav-Jp.
Proof of concept:
1 http://www.pictureshoster.com/thumbnails/wzisui80dnfcu6vqmpce_thumb.jpg 2 http://www.pictureshoster.com/thumbnails/21bpyjmqrklks87opm6_thumb.jpg
Are you sure you followed the logic (steps) in my previous post correctly? Or maybe you missed something in replicating the above?
Usually ships (if not close to the coast) move automatically in a “box” (why i dont know), but with the method above one can at least make them move (looped) over different individual waypoints.
The method described above is indeed an unconventional and not the proper logic way (just a workaround), but as it does work, i thought it might be an interesting find for you in order to dig and understand more in depth for better proper solutions later on.It does not work
Test in 3d with deagged carrier
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Hi A.S.
@A.S:
I would not have posted if it would not have been already confrimed and tested before Mav-Jp.
Proof of concept:
1 http://www.pictureshoster.com/thumbnails/wzisui80dnfcu6vqmpce_thumb.jpg 2 http://www.pictureshoster.com/thumbnails/21bpyjmqrklks87opm6_thumb.jpg
Are you sure you followed the logic (steps) in my previous post correctly? Or maybe you missed something in replicating the above?
Usually ships (if not close to the coast) move automatically in a “box” (why i dont know), but with the method above one can at least make them move (looped) over different individual waypoints.
The method described above is indeed an unconventional and not the proper logic way (just a workaround), but as it does work, i thought it might be an interesting find for you in order to dig and understand more in depth for better proper solutions later on.as JP said this does not work in 3d…
Maybe with 4.33 we can see some improvements here (but ATM I don’t remember exactly what I’ve changed on ship movement).Cheers
Biker -
I am not talking about CARRIERS … its just a find to make ALL SHIPS move over waypoints YOU like… and NOT the BOX/Quare they usally “swim”.
Cant you see in the screenshots i provided the difference how they move compared to this:<<< This is how theY usually move in stock BMS on their own. Its always a “box” (auto-generated by the code).
Are you telling me that in 2D they move like this (STOCK): http://www.pictureshoster.com/files/…zfwychzt92.jpg BOX
and with the “new” waypoints like this: http://www.pictureshoster.com/files/…klks87opm6.jpg INDIVIDUAL WAYPOINTS, BUT in 3D they still move like a “box” ??
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@A.S:
I am not talking about CARRIERS … its just a find to make ALL SHIPS move over waypoints YOU like… and NOT the BOX/Quare they usally “swim”.
Cant you see in the screenshots i provided the difference how they move compared to this:http://www.pictureshoster.com/thumbnails/srinpphc4zfwychzt92_thumb.jpg <<< This is how the usually move in stock BMS on their own. Its always a “box”.
Are you telling me that in 2D they move like this (STOCK): http://www.pictureshoster.com/files/…zfwychzt92.jpg BOX
and with the “new” waypoints like this: http://www.pictureshoster.com/files/…klks87opm6.jpg INDIVIDUAL WAYPOINTS, BUT in 3D they still move like a “box” ??
yes in 3D they will not follow your waypoints…
worse, they dont know how to turn, so they will stop when 1 “waypoint” reached
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Interesting suff.
I have not checked the ACTUAL postions of movement in 3D yet. I do understand the de-synchronicity issus between 2D and 3D events though and the fact (as you say), that there is no waypoint code for ships available at all in 3D, only in 2D. Hmm… further testings needed.
Thanks for clarification and feeback.
EDIT: Finally it works anyways
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worse, they dont know how to turn, so they will stop when 1 “waypoint” reached
Ah, that was the reason I joined virtual Air Force instead of Navy.
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No matter what the obsticles, a Naval upgrade is something I think everyone would love to see. Given time, I think we could see the best Naval aspect this can generate. I LOVE trapping. That puts my pucker factor up a notch or to. Plus, fleet actions that can be coordinated with a similar approach to the “dynamic campain” capabilities would continue to push bms far beyond the norm of what other sims have done. It is a lofty wish. I hope to see more sub groups work in concert with the main team do something like this ( as well as other improvements).
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Indeed, for me Carrier Ops and 2-seat capability are on the top of my wishlist
But dont get me wrong. Improving weapons and avionics and other systems for the f16 should at all times have ‘right of way’.
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Indeed, for me Carrier Ops and 2-seat capability are on the top of my wishlist
But dont get me wrong. Improving weapons and avionics and other systems for the should at all times have ‘right of way’.
Agreed.
Like a more detailed lazing and weapon/hud view, as well as better use/application of gpsguidedweapons. But that can be tricky with respect to sensitive stuff. Like modeling the f-22. We could get close. Close enough to reflect a good representation of the a/c.
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Naval OPs is what I have been hoping for since I started flying BMS. That and getting the GROUND UNITS to move like Allied Force so I can resume my armchair Generalling. I love this sim! It is the gift that keeps on giving, thanks to everyone for their efforts no matter how big or small!
Getting this to work would make this SIM just that much more epic, even if it was just a matter of coding a FIXED carrier big enough to conduct ops from. IMO the scale on the current version just isn’t big enough. you should be able to fit 12 planes easily on the deck of a full on carrier. the G.W. (CVN-73) has approz a 1100 ft long deck, carries more than 20 planes and an area of 18000 square meters.
Just throwing down some knowledge. I would FLY THE HECK OUT OF SOME NAVAL OPS!!! -
could be cool to incorporate some special-mission stuff.
i.e. when i was in the navy and we fired a TLAM blk IV test launch from the WSC, two viper chase planes joined in flight as the booster profile finished, and followed it all the way in to its target in Texas. that kind of joint action/special mission stuff would be pretty awesome.
ours were 16’s, but you get the picture
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I must say, cruise misile would be fun.
They can be shot just like fighters, they don’t shoot back - so that’s perfect for me -
For your information, carriers have already TACAN and ILS you need to set the correct frequency, read the naval ops article available on this website
Maybe I’m missing something but when I go to the the article (https://www.benchmarksims.org/forum/content.php?170-BMS-Naval-Operations), I only see the list of tacan/vhf/uhf info. I do not see any ILS frequencies. Can someone direct me to where this is? Thanks.
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For your information, carriers have already TACAN and ILS you need to set the correct frequency, read the naval ops article available on this website
Well about TACAN of carriers, yes they can have and working just fine.
But the ILS of carriers are not working correct. Just take a look here, at posts #4 and #11: https://www.benchmarksims.org/forum/showthread.php?11975-How-to-know-the-ILS-aircraft-carrier&highlight=carrier+ils
Nikos. -
Ah, these were the good old Falcon days…
"Hornet: Naval Strike Fighter lets flight-simulation enthusiasts assume the role of a U.S. Navy or Marine Corps F/A-18 fighter pilot and fly joint operations for the West with their Air Force F-16 brethren. It is the only fighter simulation that lets simulation pilots create cooperative missions with F- 16 Falcons in seven Falcon 3.0 theaters of conflict. ***** REQUIRES FALCON 3.0 to PLAY ***** "
http://www.amazon.com/Falcon-3-0-Hornet-Strike-Fighter/dp/B0007VHH80