Pre-Order Now at 50% off ($24.99) at: www.digitalcom... With the upcoming release of DCS: Supercarrier later in May 2020, we offer the unscripted video instruction of creating a mission using DCS: Supercarrier.
20:12 AI should depart the carrier by its own. placing waypoints this way is not precise If you place respawning groups, after some time they will turn to a waypoint no longer viable when taking off. Also, we need to save a template of a group WITH its statics linked. Creating missions in carriers and placing statics takes a lot of time.
Yes. I was a bit confusied to see Wagg adding statics, the first thing if think about Suppercarrier was : Ohh god, finally some real carrrier stuff that will save my hours of editing time !! I hope they will add so templates of populate carrier, it seems obvious....
What I've been doing to simulate Case I departure for my AI units is to create a moving trigger zone with a 7 NM radius tied to the carrier. I then put the first AI waypoint a good long distance away and parallel to the carrier's course, and the rest of the AI flight plan as normal. Using a "UNIT OUTSIDE MOVING ZONE" trigger, I set the AI to switch to waypoint 2 when it flies out of the 7 NM moving zone around the carrier. Works great!
It would be nice if there were prefab behavior scripts like “carrier departure” you could just plug in to then set waypoints from. The AI should be able to “self manage” getting too and from the airfield/boat just give it a wheels up or down time, an outbound or inbound direction and it should just work the minutiae out itself. Hell the mission editor could just bake it in so it doesn’t have to re-invent the wheel every time you play after saving the mission file.
And, Please. Get the model variant correct. There were never any SH-60Bs on carriers more than just for a few minutes. The Carrier Air Wing's helo squadrons were all HS, which flew the SH-60F and HH-60H. As a retired HS pilot, it's very annoying to see the wrong H-60 on the flight deck. www.globalsecurity.org/military/systems/aircraft/sh-60f.htm www.globalsecurity.org/military/systems/aircraft/hh-60h.htm
@@nuchbutter You should post this on ED's Supercarrier forum (no sarcasm). Always good when people with real life experience share info. I'm however afraid you might be too late, as ED mentioned they're already working on a new and improved ai model for the SH-60 and S-3
Matt my man. thanks for this video. Looking forward to this update, a real game changer. You guys are killing it. Fyi: You gotta use CTRL + C and CTRL + V so that you never need to worry about linking every object to the same carrier. You probably know that and were being super methodical for the video. But in case you didn't or anyone else didn't know that trick, it is a huge time saver. Copy units that have already been linked to the carrier and never deal with it again.
How about just a “better” one for those of us who don’t only use DCS as a movie maker? Maybe even speed related LOD, if I’m doing a SHB planes parked at the fantail don’t need to be 4K model quality because I won’t see them close enough, long enough for it to matter and so it’s not worth the computer power.
And, Please. Get the model variant correct. There were never any SH-60Bs on carriers more than just for a few minutes. The Carrier Air Wing's helo squadrons were all HS, which flew the SH-60F and HH-60H. As a retired HS pilot, it's very annoying to see the wrong H-60 on the flight deck. www.globalsecurity.org/military/systems/aircraft/sh-60f.htm www.globalsecurity.org/military/systems/aircraft/hh-60h.htm
Can I just say how amazing it is that there is now a grafical representation of the model in the ME? It makes building complex combinations of units and structures way easier.
1: How many client spawn points on deck? 2: Can a set of clients spawn, take off, and free space for a second wave (Increasing the carrier capacity)? 3: Is there reason to assume that more than one frequency for the carrier will be needed in a foreeable future? 4: Does the F-14 have basic capability at this point? (Launch and recover). Building a campaign template and these things would be very helpful to know in the planning process.
I am presuming there will be a manual of some sorts, as there will be operating elevators and an interior along with a planning and briefing room on the carrier. As always, this will be a Early Access module with bits added as they go.
1. The last info on this was 14 2. Yes, it'll work the same way as the current one (which only has 4 spots) 3. There will be different freqs, the reason being is you get past to them, so the LSO is on a different channel to the marshall, you don't exactly want those two on the same comms ha 4. Yes - forums.eagle.ru/showpost.php?p=4290539&postcount=93
@@DannyP159 4. You don't know anything right now, that post was a month ago, ED has spent the last month re-writing the code for the carriers so we don't know how that's will affect the F-14
Thank you for making this tutorial. Every video helps. This game has a steep learning curve but having videos online has helped me a lot in the last month getting into DCS and actually having fun playing it. Also note if you came out with Su-35 Mig-35 high fidelity F-15E or X variant, F-18 super hornet, F-4 phantom. I think my life would be complete.
There is next to no chance of seeing an su35, mig 35 or f18 super anytime soon. They wouldn’t get the permission/access to the documentation needed due to those aircraft being in service and by extension probably classified. Russia is also very difficult to get that sort of info from for political reasons. Best chance for a flanker or fulcrum would be a Chinese knock off but even that is unlikely unless produced by a Chinese developer like deka ironworks. There is hope for an early mud hen but not for 2-3 years I bet (maybe the hornet will be finished by then😅). but welcome to the community and have fun
A very handy tool for quick placement at a certain distance, is the middle mouse button (mousewheel button). Left click on and hold an object, drag it over the Carrier for example and add press and hold middle mouse button. Measure and place, release left mouse button. 👍🏻
Thank you Matt. Now that the Super Carrier has been released today, I used this as my first tutorial creating my first mission with the mission editor. Looking forward to more, keep up the great work.
would be great to assign the carrier to a MODLOC (approx 20nm circle that it stays in) and let the AI turn the carrier into the wind (ooh! if the wind shifts variably - like the real world! that would be so cool!!) and then turn downwind - sprint! ahhh.. those were the days! 😎
It would be really useful for static objets to have a landing gear position markings above so we can know exactally where the wheels are, also an option for SAR helicopter to just follow the carrier around would be cool specially if the battlegroup manouvers and you wanna set the helo to take-off
Great tutorial Matt! Been playing since day 1 (LOMAC) and have not stopped in 13 years. Cannot wait to get this mod and have NEVER used some of these features you have on Mission Creator. Hoping you get to the Vulken API SOON!!!!.
hey matt.. i wonder if there's any chance we can place surface units in stations around the carrier the way the navy does it, we're given bearings and ranges to remain within relative to the carrier (or any guide ship for that matter) doesn't matter where we are in that station - as long as we're in it (example - 300-330 / 30k to 40k yards) and.. doesn't matter what heading the guide ship is on - the station remains the same orientation we could specify that for the plane guard destroyer too ---- but that would be a RELATIVE bearing and range from the carrier - whereas standard stations would be TRUE bearings to/from the carrier could be useful in the case of the plane guard helo that orbits off the port beam of the carrier too... you could even have an AI tanker jet orbit overhead the carrier! can't do that now with current "hard" waypoints that are fixed to static geographical points no idea how hard that would be to implement - but that's how we did it "in the nav" lo those many years ago! : )) thks! and have a great day : ))
Wow, super cool stuff! I wish I knew more about the mission editor and mission creation. Truly fascinating to see it all come to life one piece at a time.
I really hope that there wont be any "spawning into each other" PROBLEMS anymore... seriously, on the vanilla carriers it's been such a pain in the arse. And since we actually pay for this, it must NOT have that issue anymore.
Its what I also had an issue of....I am worried because he didn't show if they snapped to the Catapults regardless of "Start on Runway" or "Start on Ramp/Parking Hot" like they do currently or if the Parking hot/Ramp planes actually snapped to the parking area behind Cats 1 and 2.
The easiest "fix" is to spawn client groups with a little delay, by just adding 2-5 seconds to their spawn time. You can even stagger them with AI groups, that way, at least up to the limit of 4 Groups in parallel. If you worry about players getting impatient put a "You spawn in 5 sec" message to all.
The end of the month is not coming fast enough! I get my class M endorsement and Super Carrier. Now all I need is that WIP Hind and my life will be complete.
We ever going to get native new call signs wags? like oh Navy Callsigns rather then the handful of airforce ones we have and unique ones for different countries?
how about when we link aircraft to ships a small icon is added so we can see where the landing gear are touching the deck so we can know if the plane is on or hanging off the deck. cant wait for this to come out. and why not add parking spots to the deck so itll make knowing where a player will spawn on the deck easier for single player crowded deck missions
?? Like hanging off the side of the deck like a wet towel on a drying rack?? The hook extended and the F-18s and 14s just swinging in the wind? Seem leg.
How about course lines between waypoints have heading and distance info like an IFR airway on a chart? So we don’t have to keep jumping back and forth to the ruler to guess what they are? Or about a million tiny GUI improvements they just can’t comprehend.
Obviously I haven’t watched the video yet, but I do have a question. Will be be able to make a tanker like the S3 orbit the ship? Right now it’s really hard to make the tanker stay near the carrier if it’s moving.
there needs to be a way to "tie" waypoints to a reference ie... the carrier that's kinda how its done in the real world - all the units guide off the carrier the plane guard helo could be given an orbit off the beam of the carrier the plane guard destroyer could maintain station 170/3000 etc etc etc
@@CakePrincessCelestia Yeah, but you don't have to clumsily deselect your unit, select the measuring tool in the sidebar, measure your stuff, deselect measuring tool... stuff like that :D
Nice. Thanks. But how do you get the carrier graphics? I can zoom in all the way, it just shows the carrier icon for me. Thats kinda annoying placins stuff on it...Hope you understood what i mean
Whaat..? I was under the impression that the Supercarrier was automatically crewed by AI crew running around making the thing feel alive. But it all has to be done manually? Not good..
I think thats only a static dude. Catapults will automatically have their respective crew assigned to them. I'm only guessing here but he moved that pal out there from the static section
I was kind of hoping we can click on crew and we'd get a basic flight crew in their intended places along the catapults and directors near a placed aircraft. but maybe later.
@@thebathman0987 Okay, tbh, I am an army vet so I don't know what is involved on a carrier flight deck, thanks for that, I'm hoping there will be more information forthcoming as to how many and where to place them. :)
Quick question, Matt. My F/A-18 Lot 20 does not show up on the static list, nor for live aircraft list highlighted in yellow to spawn cold and dark on the deck. How do you fix this? Is the addon corrupted?
Wags just noticed the wind in the mission creator uses wind to direction not wind from. International standards in every field using wind defines direction as from. This will cause a lot of confusion with both forecasts and anyone using the builder. Nobody defines wind in any field of life by “where” its blowing its always done “from”. So in your example the wind direction should be 315/5 how it would be defined anywhere in the world.
Hello, small question I find myself facing a very annoying problem ... Here I created a dedicated server mission with 3 AP the admiral, CV74 AND 71 and 75. When I want to make contact with the CV71 iol tells me "you are not allowed to land" and I can not spawn on it despite the good settings. The resume as for him I can spawn on it but when I contact him he answers me as ATC and not CV. I specify that I have the Super carrier. Thanks in advance!
So I have a question... How would i be able to get my radio to pick up the ground crew commands telling me to go to catapult 1 or 2? I can't seem to get it to work...
Why is there no usable mission-template available with the supercarrier module nor is it possible to have an option in "create fast mission" to start cold from a supercarrier?
Jesus... a bit of patience wouldn't go amiss. Take a minute to think of how complex at task it is for them and you'll find you need a lot more than a minute...
Sorry if this has been asked and answered, but are all the aircraft included, or do you need to purchase what you plan on flying? So for instance if I want to build a mission and use the F-14, would I have to purchase that separately?
What about the "economy" mechanism of armaments and equipment of aircraft carriers? Still bug in multiplayer or get update of the code to have a economy for each carriers and ships??
The question I have is, how do I set it up so the deck crew gives me signals to taxi to the catapult, taxi to parking after landing or the signals you get from the shooter? Like in the promo videos. Can that be set up with the regular mission editor?
@Rainbow Dash Oh, you’re right. Thank you! I hadn’t noticed. Now I really wonder what spawns automatically and what has to be placed. Like, would the LSO’s also spawn automatically when I talk to ATC and request the carrier landing approach etc etc. Maybe Wags keeps making these videos leading into the release. Looking forward to the Supercarrier Module.
Is there a way to anchor the waypoints of the SAR helicopter to the carrier so it can fly a pattern (starboard D) but stay in position with the carrier as it moves?
You said in this video that more carriers other than the Roosevelt are coming. I dont know that much about carriers so do these carriers have any significant difference as theyre all nimitz class, or are they just in the game for "roleplay" purposes (like being able to fly a squadron that is normally on that carrier)
It would be a good idea to create some presets that ppl can use and branch off their basic mission developments. Oh yeah and add a back option (strg+z). Drives ppl nuts to delete the whole plane instead of just a waypoint.
Hey Wags. This is superb. Thanks for the tutorial. Really looking forward to this. Quick question. Since this module could be considered generic; do you plan to model additional carriers on the framework of this one; e.g. HMS Ark Royal (for WW2 scenarios) and HMS Queen Elizabeth II (modern)? Not that I'm not content with this super carrier. But, just curious. Cheers!
Hey Wags, thanks for the video. I have a question regarding the statics. I followed your video and placed some static F18s in very similar locations to yours, linked them to the Super Carrier. Everything looked good in single player when testing the mission, but after trying the mission out on our dedicated server most of the static F18s where missing. It seems like the ones particularly close to far spawns were affected. Is this intended behavior and some sort of spawn protection or just a bug for dedicated only? Thanks!
Great video ! More instructive à d simple esplanade. But i have a problem with player FA18 not choice takeoff from ramp and the aircraft is positioned automaticaly on the Cat 1 ? Impossible to change that situation ! Have you any solution please ? Tanks for your response.
@@colinlook5237 No problem at all. As for the maps you mentioned, only the screenshots and videos that were posted earlier. That Channel map sure looks promising. And yes, I feel you. It's a huge disappointment the Phantom gets more and more delayed. And to be honest, I'm not happy with what we are getting before it... All of that could wait, in my opinion.
@@getsideways7257 yeah Phantom is way to classic to be pushed back further... I could understand pushing it back for FA 18 and F16 but no it is definatly time to anounce developing it (ED pls)... also we have thw Mig 21 ingame (I dont think I need to say more ;D...)
Hi Wags, possibly the wrong place to ask but do we need to place (and if so how) the active ground crew such as the shooter etc? And do we need to set up any script for them?
@ 8:55 there is a way around that for sure. A well developed engine can handle absurd amounts of tris and polys - for example this is UE5 on a PS5 development kit (a console): vimeo.com/417882964 That console is about as powerful as a 2080ti - and look at what it achieves with that power in comparison to rendering a single carrier + a few statics on deck. Eventually you could look into buying a 3rd party graphics engine to modernize the dated graphics and keep the costs low.
Hello Matt, tank you for the informative movie. I do have a couple of questions if you don't mind. So I'm trying my hand at creating a kind of training mission with the Supercarrier and the new Syria map. For some reason, when I put AI aircarft on the supercarrier, they all clog up on one of the catapults in mission editor. I've got a AI E-2D starting from 1 catapult, a S3B starting from a other and me and a AI Hornet starting from a ramp (cold-start) How did you manage to seperate the AI aircraft icons on the carrier ? Second : For some reason not one of the AI aircarft want to land on the carrier when there RTB. TACAN an ILS are turn on on the carrier and the carrier is moving in the wind. What am I doing wrong ?
Hello there, İf there are AI planes on the deck while missions or tranning or landing,whatever and whenever would be nice.For example attempt to land but take no permission because AI landing or taking off.What say you? Thank you.
Anxiously awaiting. I know you are bombarded with questions and have a life. One question. Spawn points for Clients ( multiplayer ). Are these automatic spots as it appears when you placed player and wingman, and the AI spawning on Elevators?
honnestly I played to dcs since.. A-10C release. I've never try to use the mission editor cause it seems a little bit "hard" for me, harder with a carrier and static object. When I saw your tuto, damn it seems so easy.. Thank you! Just a question, is there "formations" type for the aeronaval group? Carrier centered for example, or do we have to place each boats in every new mission? Thank you Matt for the good work, stay safe.
What you mean by formation is known as template in the mission editor. It's one of the big things we are hoping to get for the carrier groups. Maybe even templates for deck crew for multiplayer and singleplayer missions.
Matt, for everyone's sake, can't you make life a little easier for us and create an allready populated battle group with all the ships, configured with icls tacan, equipment on deck and a tanker up in the air? Like you used you have in the past with Sam sites? That would be a quality of life addition making mission creation so much easier.
It would be great if we can we have a template which include all the crew and carrier group. it needs lots of knowledge about US Navy and Carrier to make all these realistic
Will the process and interface be steamlined to make setting up carrier missions slightly less tedious? Both unit placement (maybe linking to the closest deck automatically for non airplanes) and for AI aircraft (that first waypoint needs a lot of manual magic done to stop it from breaking if the carrier moves. A small flyout menu next to the icon of the currently selected unit to give quick access to the most commonly used features instead of having to go through the sidebar every single freakin time would make things a lot quicker, too. I'm sure you know the things that cause a lot of clicks for boilerplate building. Cheers!