Wags ED Team



Join Date: Jul 2004 Location: Phoenix, AZ Posts: 11,300

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 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: 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.• 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 Sparrowo CWISo RAM• Option for all Nimitz-class aircraft carriers of the Roosevelt sub-class:o CVN-71 Theodore Roosevelto CVN-72 Abraham Lincolno 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• 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-classo 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 barThe 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.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 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.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.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

Youtube:

Twitch: wagmatt



System: __________________Youtube: https://www.youtube.com/user/wagmatt Twitch: wagmattSystem: https://forums.eagle.ru/showthread.p...44#post3729544 Last edited by BIGNEWY; 07-22-2020 at 04:03 PM .