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I've stopped arma 3 modding a fair while back, Peral has the mods now.
Currently, the wires work like the original mod by chance, while it doesn't show up just like in the USS Freedom carrier in the most of carrier landings, and the former scenario is devastating if you're in an aircraft other than F-18, because there's no option to release the wire.
Через scenario (Deck crew, например) - не получается(((
systemChat str typeOf _veh;
if ( (tolower (typeOf _veh)) find >
17:21:03 Error position: <_veh;
if ( (tolower (typeOf _veh)) find >
17:21:03 Error Undefined variable in expression: _veh
17:21:03 File ttt_nimitzfunctions\fn_parking\fn_parkPlane.sqf..., line 56
TTT_fnc_aircraftLoadout_NeedsFuelSource = true;
//(default: true) needs fuel supply within 50m of the aircraft or functions will be unavailable
TTT_fnc_aircraftLoadout_NeedsAmmoSource = true;
//(default: true) needs ammo supply within 50m of the aircraft or functions will be unavailable
TTT_fnc_aircraftLoadout_NeedsRepairSource = true;
//(default: true) needs repair supply within 50m of the aircraft or functions will be unavailable
Cat 2 effect is alright, it hangs at the beginning and end of the launch a tad, but the launch is smoother for sure.
Cat 3 sets throttle to 0 halfway down the ramp. I liked the bumpy launch from before but that's just my non-pilot gamer opinion XD
https://i.imgur.com/g79lIqx.jpeg
:)
_tailhookAnimation = (_configPath >> "CarrierOpsCompatability" >> "ArrestHookMemoryPoint") call BIS_fnc_getCfgData;
// override faulty config in F/A-181:
if (_plane isKindOf "Plane_Fighter_01_Base_F") then {
_tailhookAnimation = "tailhook";
};
See https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2965331852
Craze, glad the regular version works well for you :) I'll peek at the F/A-181 tailhook stuff, I might have fixed it in the Arresting Wires mod already, not quite sure.
But i would love to use the F14 in those Flight Operations. Is there any way to let the module use the F14 instead of the Super Hornet ?
knowing i have the jets dlc