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View Full Version : Airbases, quick launch and taxi times



Saffron
09-24-2008, 09:31 PM
I've noticed with the new medium airbase, aircraft take a long time to taxi to the runway, even with quick launch turned on. I can see part of the aircraft moving slowly along the taxiway.

In addition, when the AI uses it, it seems aircraft get stuck often. This happened twice - I noticed suddenly the AI stopped launching aircraft even though they had plenty. Seemed an aircraft got stuck somewhere (couldn't see it because it was buried in the graphic of the airbase).

When I had some AH-1S helos fire rockets at the base, the stuck aircraft blew up and crashed the game. Unfortunately this is hard to reproduce.

One more thing ... IIRC, the Takanami class has its radar circling the entire ship. The radar "net" sweeps around the bridge, out to sea, circles back around the stern of the ship, back to the bridge, etc.

Fleet Command CC
09-24-2008, 11:21 PM
I've noticed with the new medium airbase, aircraft take a long time to taxi to the runway, even with quick launch turned on. I can see part of the aircraft moving slowly along the taxiway.

This is because the person that made the medium airbase, did a nice taxing part of the runway and Mike D decided to use it, so that's why the planes take a long time to launch. :)

Tibe
09-25-2008, 04:10 AM
Actually I think of thatīs a good point...when you are attacking from long range airbase

The FC airbase always got quick launch ON..so this could delay the Pc to like it should be when you are attacking without giving pre-warning

Saffron
09-25-2008, 04:32 AM
I really don't like the long taxi process for one simple reason:

If an aircraft is on the deck, it is automatically destroyed by any munitions that hit the airbase. If even a single STK aircraft gets through your defenses, the gig is up. If you launch 4 aircraft, all 4 will be destroyed on the deck simultaneously by a single bomb hit or even one rocket barrage. It always bothered me how all aircraft on a carrier flight deck are destroyed by a torpedo hit, too ...

Fleet Command CC
09-25-2008, 04:34 AM
Actually I think of thatīs a good point...when you are attacking from long range airbase

The FC airbase always got quick launch ON..so this could delay the Pc to like it should be when you are attacking without giving pre-warning

That's a good pint you have made there, this might be the easy way around slowing the A.I from launch it's fighters so quickly, good thinking Tibe niceone. :cool:

Fleet Command CC
09-25-2008, 04:42 AM
I really don't like the long taxi process for one simple reason:

If an aircraft is on the deck, it is automatically destroyed by any munitions that hit the airbase. If even a single STK aircraft gets through your defenses, the gig is up. If you launch 4 aircraft, all 4 will be destroyed on the deck simultaneously by a single bomb hit or even one rocket barrage. It always bothered me how all aircraft on a carrier flight deck are destroyed by a torpedo hit, too ...

Yep I have change it on the carriers in the last so the fighters get off the carrier quickly, I have found that odd to about the torpedo hit, but I guess in the real world it would be a big problem if a carrier was hit by a torpedo. :eek:

Mike D
09-25-2008, 04:25 PM
Actually I think of thatīs a good point...when you are attacking from long range airbase

The FC airbase always got quick launch ON..so this could delay the Pc to like it should be when you are attacking without giving pre-warning

That was kind of my goal. I was trying to slow down the AI default quick launch a bit.

Mike D
09-25-2008, 04:33 PM
I really don't like the long taxi process for one simple reason:

If an aircraft is on the deck, it is automatically destroyed by any munitions that hit the airbase. If even a single STK aircraft gets through your defenses, the gig is up. If you launch 4 aircraft, all 4 will be destroyed on the deck simultaneously by a single bomb hit or even one rocket barrage. It always bothered me how all aircraft on a carrier flight deck are destroyed by a torpedo hit, too ...


Actually that's real life. If you have 4 aircraft preping for launch they generally launch in pairs. Hit one and the second is bound to be damaged. Have 2 pairs ready to launch and if I was the attacking aircraft I'd target both pairs. That damages the runway, destroys 4 aircraft and blocks further use till the runway is cleared.

The torpedo issue is a bit of a bugger. Thats a function of the game engine, the only way to fix it is to significantly reduce the damage capabilities of the torpedo which alters game play. That means it would take 8-9 Mk48's to kill a generic destroyer. In reality a single Mk48 can sink a cruser and mission kill a small or older carrier.

Fleet Command CC
09-25-2008, 08:00 PM
The torpedo issue is a bit of a bugger. Thats a function of the game engine, the only way to fix it is to significantly reduce the damage capabilities of the torpedo which alters game play. That means it would take 8-9 Mk48's to kill a generic destroyer. In reality a single Mk48 can sink a cruser and mission kill a small or older carrier.


Now that would make the game very boring 8-9 fish too kill a destroyer, when torpedo are one of the best ship killers when they hit.

Now I know the CIWS guns are not fish killers but this might be way around it just for the carriers I dono it's just a idea.

Saffron
09-26-2008, 07:49 AM
About the delayed launching of aircraft with the new airbases ---

Does anyone know how long it takes for an aircraft to taxi and launch?

The reason I ask is because I think this is the cause of AI aircraft getting stuck. I had assigned TRN helos to launch every 3 minutes in addition to the aircraft the the AI normally tries to launch.

With the lengthy taxi delay, I think too many aircraft got bunched up on the runway, which has always caused problems.

Also, since the AI always uses quick launch ... isn't it possible that the AI doesn't take the taxi delay into consideration when it launches aircraft? I wonder if the AI won't launch them faster than the runway can handle, even without assigning AI aircraft with launch times.

Mike D
09-26-2008, 04:45 PM
Moved to its own thread as its not a 19.0 bug.

Fleet Command CC
09-26-2008, 08:00 PM
Moved to its own thread as its not a 19.0 bug.

Good thinking Mike,

I thought the same thing my self and I was going to say about moving the thread, but you have beat me too it, its was making a hard job even hardly sorry about that. :)