An update to an old video, explaining the revised process for setting up a plane guard for your carrier. The previously posted video covering this topic, did not contain all the information required. Hence this replacement. Many thanks
Nice video. Now we need one that all the choppers are actually already on the deck and won't despawn after landing. And taxi to a proper parking spot. Spawning in and despawning is only a immersion breaker.
Good video. In addition there is no need to give a waypoint for helos as you can just make WPT 0 - Follow command and it will work perfectly. For my safety helos I use escort ships not to take place at the flight deck and you can look at this escort and see helo there, he'll takeoff on command, take position over the deck and then RTB to the same escort vessel. Then having 2-3 helos for long runs is easy. Wish they repair 'land and refuel' function for carrier so we can setup mission/recovery tankers as well as this helos and keep them on rotation in between the flight events.
you dont need that, just assign task follow, and give it 400ft, -400ft and 400ft on offset, I believe the helicopter should follow on starboard not port
How do you stop the carrier running over the helicopter waypoints? Do you set them to turning point or something, to keep them a dynamic distance from the carrier?
Don't give your Helos waypoints and add the follow command to its starting waypoint and that will work just fine. There are many ways to set things up in the editor. It's finding the best method for what you want to achieve and adapting to suit. Hope that helps. Cheers.
Hello Suntsag, I created a carriergroup added a carrier-bubble (moving zone, 90nm) with a 2Ship F/A-18C as CAP plus AWACS. Now I want them to patrol the Area (which is set via enhanced WP-Options) and engage enemy Fighters that enter the Bubble. I have a lot of trouble with the correct Flag settings. Maybe you can help me, or make tutorial about it. Thanks in advance and take care.
Hi Suntsag, brilliant vid thanks, previously I've been trying to set up using parallel speed values with limited success. Question: would I need to change the values to have it set up right of the boat or is it based on the trigger zone placement? Thinking where you have the holding station that if someone bolters it could end in tears. Thanks
If you are concerned about the bolters you have two options: Option 1. keep the helo on the same side of the boat as I have but increase the interval to -580 and that should provide sufficient clearence. Option 2. have the helo on the opposite side of the boat by setting the interval to 328 instead of -328. Hope that helps. Cheers. 👍
Ok. I did something similar to get two E-2 to rotate being on station. I also had the use the Rearm and refuel way point. It work when I had short turn around times. Like 15mins in the air and 15 on the deck. How ever when I set it 1hr in Air and 1hr on Deck it stop working because the first aircraft would despawn. What can I do to get it to work?
Great video. Thanks for that. Can you make helo 2 uncontrolled to have it parked on the deck and let helo 1 land and refuel and “go to waypoint 0” once helo 2 runs out of fuel?
This doesn't work. The trigger "Unit Inside Moving Zone" is immediately triggered upon mission start, even though the plane guard hasn't even lifted off yet.
This is good. I have a bug in my system though that won't let me launch the helicopter from spot 4 on the carrier. I don't know if anyone else has this problem, but what I would like to do is have aircraft starting and running up on spot 1 and 2, while plane guard helicopter starts and lifts from spot 4.... Right now everything must go to spot 1, causing a backup of aircraft waiting for the helicopter to lift.
"Despawn" is exactly what we need until we need to deactivate...red & green light. Not alive or dead light to make disappear.. May have it.. But I'm still learning. haha