Answers to some common questions: 1- Link to updated Supercarrier Guide: forum.dcs.world/topic/228670-dcs-supercarrier-mini-updates/#findComment-5554122 2- We continue to tune how fast the deck crew taxies the aircraft out of the landing area. The video was WIP. 3- Once this aspect of SC is wrapped up, we'll certainly investigate using aspects of this technology for airbases. 4- A push back would involve gathering deck crew from the general area around the jet, all lined up on different parts of the jet with correct collision and physics, pushing animations in unison, and not interfering with other animations and functions. Regarding the automatic rotation, this is a needed gameplay concession, for now, based on avoiding collisions with nearby aircraft and minimizing time in the landing area when parking in the stern. We are investigating a more elegant solution. 5- Static objects can block the legs of a taxi route. So, be very mindful when placing static objects not to place them in the path of aircraft routes on the deck and the active deck crew. 6- Regarding the F-14, we are working with Heatblur to make this happen. It’s cutting it very close to be in the initial release of this feature, but if not, it will be soon after.
If you do add it to airbases (which would be awesome), some things that would make it better and more immersive are: * Letting the mission creator set the active runway. Sometimes the robo ATC will direct us to take off with a tailwind, not a headwind, which is weird. * Realistic taxi instructions from ground (Venom 2 taxi sierra alpha, hold short runway 07). * Fixing the airports on some of the maps to have proper taxi and runway signage, as well as hold short lines. * Better inbound options and direction from the ATC, e.g. telling us to head X to enter the left downwind for runway Y, or approving/denying an OHB. * And a stretch goal of using NLP to interpret our spoken commands, rather than having to choose canned menu options.
Former USN Carrier guy here (CVN-65 OEF/OIF) - this looks absolutely incredible. Constructive criticism - the recovery Yellow shirt would be a lot closer to the LA foul line and they would never stop you in the LA to fold your wings... their goal is to get you out of there as quickly as possible. But otherwise I cannot wait to see this in game - wild, just wild.
Yep agree. I don't think the real 45s spacing between planes is enough here in DCS 😅. It will force to do the right thing in MultiPlayer, otherwise... 👀😅
The new fog effect is looking very good with the afterburners. Great to see DCS: CORE improvements as well Wags. This is what is needed in DCS, improving the feeling of "life" in the world, and make it less of a cockpit simulator. Great work all! (Looking forward to seeing some of the deck equipment moving the jets around in the future too)
@@echovictordcsworld -- deck equipment doesn't move a/c around the deck very rare if it does happen I never saw that happen on our cruise (GW 98 to the med)
@@echovictordcsworld its exactly as you saw in the video you switch instantly 180 degrees, also your chocks are put on too, its very unnerving when directed to the last stern parking spot and you think you are going in the drink, but as Waggs says trust the crew they know what they are doing, hope this answers your question
This is what the community has been looking for. Core game improvements and following up on module promises. Still a long way to go but a good first step for what used to be a joke of a module. Thank you
10 years ago I would have never hoped for something like that. Yes your relationship with the comunity isn’t always easy but thank you for making my dream come true.
Man it is crazy how realistic this is. I was a brown shirt/plane captain and sometimes a green shirt (AMS) back in the early 90's aboard cvn 69 Dwight D. Eisenhower Squadron VA 34 Blue Blasters (A-6 Intruders).
Blue Blasters have one of the best patches in all of the US Military, I’d love to get a tattoo of it. Have a great family friend who flew Tomcats on Ike around 82 with VF142. He always states with a smile that he couldn’t have done a thing without you plane captains, maintenance and ordies.
@@McKronenberg In my experience as a brown shirt, I have never directed a plane. They didn't trust plane captains(who are enlisted personnel) that much to do such a dangerous task😂😂. All the brown shirts did was to help the pilot get the plane engines started and immediately handed off to a yellow shirt for taxiing. But Directing airplanes on the flight deck was only reserved for yellow shirt commissioned officers. In this new DCS update, I noticed that during taxing after a carrier landing, a receiving yellow shirt handed off to a brown shirt for final taxing and parking. From my knowledge, that particular part did not seem realistic. But I was enlisted in the early 90's so maybe things have changed since then.
It looks fantastic, I'm a little disappointed you're teleported instead of pushed into parking properly, even if it were invisible. (As teleporting totally breaks otherwise amazing immersion), but I'm glad there's fail safes for getting unstuck and indicators. I hope the salute notification can be put somewhere offset rather than centre of our vision!
I do somewhat get it as well. It would probably be massively more complex to account for offset parking positions - because lets be real, people wont park super accurately. On the other hand, it would have been better to let the player turn around and in the end shift him slightly to the correct position - that would have been better. Same as it happens now when you are not perfectly aligned on the cat.
This looks absolutely amazing. If you had shown me this video 8 years ago I wouldn't have believed my eyes... I have 2 questions please: - Once the plane reaches the parking spot, you get automatically turned a 180 degrees. How does it work in real life? The deck crew would just tow/push the plane? - How can we simulate carrier quals where you go straight to the catapult after trapping? Is there a way around parking the jet first? Thanks!
Parking spot.... You would be directed to taxi forward to the edge of the ship to the point you think you are going over, then NWS HI to turn the A/C 180. Then they will bring out the tug to push you back. If you watch 'Growler Jams' he has plenty of good videos showing the process.
@@st0atmasterThe Airboss starts yelling for a pushback, the yellow shirt motions for it and everybody on deck there close lends a hand. When a pilot is in the cockpit the jet physically gets pushed back into its parking space after the pilot is directed to it. They’re pushed back until the mains are close to the scupper, the small curving around the deck. Tugs are generally used when the jet is not running, and it’s being repositioned. Or emergency type stuff. Say a jet needs to be pulled from the landing area due to some issue.
Love this!!! Congratulations ED on a fantastic development! Personally, I preferred the deck crew running vs walking to positions around the plane but that is a minor detail. Well done! Looking forward to this immersive addition!!! Thank you!
So cool, and with the new volumetric weather features you have to love the updated fog, the light glow etc. Really neat stuff for realism and atmospheric effects. I'm excited how this is going to work for cinematic creators.
man, I cant' wait for this. It'll be so helpful in both Carrier based aircraft. I can't wait to use this. One thing I would appreciate would be the ability to lock out certian catapults, I.E, placing aircraft on the bow of the ship like we often see in modern situations.
@@MattWagner awesome, I thought that when you did the final turn and dropped your bug just below the horizon, was like I'm sure I saw that the other day
Well this has me completely gassed!! In the past I've found that the interactions with the deck crew "pulls" me into the simulation and now more so. Looks great!
CC here: it'd be awesome if the crew would be a little more alive. Folks walking around, or at least looking at you when you pass by. They are all standing there fixed like mannequins. Other than that - having such functionality is awesome! Great work.
Fantastic Update!! You guys are really pushing the carrier environment! It’s good to see progress on this long therm project! Can’t wait to experience it in VR! Thank you again for making my childhood dreams come true! 🙏
The Hornet is the gift that keeps on giving!!! Thanks so much for the preview Wags, can’t wait to get this! Would be great in future if the director would wave you out of the LA faster if there was another Hornet coming in behind you. But that’s ‘no big deal’ for now. Fly Navy
Looks like I can do my own Growler Jams now hahaha Certainly was waiting for the reference :D Finally! Many waited for this update I think, the Teleporting certainly seems to be rooted further down in the core engine, the markers are a neat addition as well! Good video Wags, keep 'em coming ^^
This looks amazing! Very well done. Also the fog is stunning. One comment though, even in DCS if you're a flight of two, your wingman could be as little as 10-15 seconds behind you after you trap
If you kiss off correctly and fly a correct Case I, that is not quite true. When done right, you have much greater interval. Problem I see many players do is taking way too long in the pattern.
@@MattWagner I'll stick to "why is this stupid legacy API not working, let's just reset the host 20 times like crazy people then blame it on the firewall team" I cannot imagine being that patient over so many iterations!
Thanks Wags, and dev's working on this. Couple questions: 1. This looks like it will eliminate many of the current pathway issues clogging the deck! Will we be able to assign specific parking locations or launch sequence for each aircraft on the deck? 2. The time it took to clear the landing area (35+ seconds) would have likely required to trailing aircraft to wave off will the foul deck. Will AI increase their spacing in the pattern to prevent foul deck wave offs? And will ATC increase spacing in case III with the added control/taxi time? 3. The second to last plane director in the video (minute 11:56) was in the landing area (on the 3rd wire) during the taxi. Will the plane directors halt the taxi and clear the landing area if another aircraft is in the groove? 4. At minute 13:00 the parking/180 pushback had the nose of the aircraft fouling the deck. While the directors only park in those locations if there are no other aircraft in the pattern? Or will you be teleported if another aircraft enters the pattern/groove? 5. Will static objects such as planes, helicopters, deck equipment be recognized by AI and change the taxi path and parking selection? Or will we need to remove them before/when this launches? Specifically, many put static SH-60 or other equipment in front of the island and in the junkyard.
@@MattWagnerin your future videos do what they all do and end it with “smash that Like button and hit Subscribe for the algo!” 😂 - This looks great sir! Been a fan since LOMAC.
Looks great Wags. My only complaint on the current setup is the LSO calling a wave-off at the moment of trap or right after a trap. Very annoying as my fighter is already stopped. Looks like a slight delay. Hopefully this is fix on the upgrade. Like to know my wire when this happens.
Thank you for the option to disable. It looks amazing but many times, I only have 1.5 hours or so to fly. I always cold start (my favorite part) since I’m playing to experience the aircraft…but I don’t alway have time to go through procedures like this one. I want to save my time for the mission and coming home. Also, triggers have a habit of not firing leaving me sitting there with an ATC refusing to give me taxi clearance or a Cat operator who doesn’t see me in front of him
As you correctly point out, it's an option if you want a more expediated experience. As for lack of taxi clearance, this new feature has undergone extensive testing to avoid such situations. We hope you will no longer encounter such situations.
Next update will including filling out Budget forms for fuel used and training time! Maybe the odd chewing out by the Air Boss for shore leave shenanigans? but thanks for showing the new feature so clearly. I guess the reason the Navy requires 20/20+ vision is because (particularly on landing) spotting that purple icon on the deck crew is hard!
Wags, love the videos man. You have definitely been a staple in DCS. Any news on when the syria map mission campaigns will be fixed. For example FIWOS the wingman won't initiate their take off process, or if there's another aircraft on the runway, it will not take off. Just was hoping to finish this, as it's been taking me a little longer is normal. As well as I believe gamblers is having some issues too I haven't tested that one out yet, Thanks agian for being such an awesome part of this so cool community.
hmm, just as an idea: But maybe it would be useful to some people to add an optional(!) picture-in-picture feature? Basically a small window opening somewhere at the edge of the screen, always showing the director currently responsible for you. I know, it's more immersive to have to lock around your cockpit (and moving your head to lock past parts of your aircraft) but I figure there are still some (maybe newer) player still playing DCS without VR/TrackIR.
Can't wait for the next update. This new fog looks incredible and the new deck crew feature just multiplies the immersion. Fantastic job! Thanks for making my dreams come true!
this is what we have been waiting for. Really great. A very good next step in development. I hope the guy (yellow shirt) standing between the cables keeps his legs when the next ones traps ;-)
Very curious to see if this works well with a fully loaded deck with static objects/planes or will the crew act as if nothing is there and expect you to taxi into a static plane. Looks incredible anyway and I'm guessing it will get even better with some future updates!
You're too humble Wags. No one is better at anything in DCS than the Big W. Yes, there are some good instructional videos from many 3rd party groups. Some just have the knack for it. But for overall knowledge and explaining it in a way that's understandable, you're in your own league. This new update is so good. I lived on the Theodore Roosevelt for 4 years as an Aviation Ordnanceman and spent many hours on the flight deck. And each ship has their own take on the procedures, so there' going to be many ways of getting a task done. Every command has their interpretations. This is the Wags version.
Oh man, I haven't played or watched your videos on DCS since the "Covid promos". More than 4 years now! I can't even remember how I installed this title or where / how I own the F18.
I don't know if it is just more obvious in the sim, but I found it very hard to pick out the purple highlight a few times. I'm sure it also helps if you are familiar with the flow and already pretty much know where to look, but I'm not :)
This is a literal game changer. This feature will dial-up the immersion and much better replicate the carrier deck experience from a pilot's perspective.
I finally managed to watch this. 0:24 Speaking of option to disable it: Will there be one to disable that yellow hint text in the center? That's quite the immersion killer, especially in VR. 0:47 I see, looks like there is. I'd assume Enable helper messages in cockpit view while taxi does that :) 1:56 I reckon you like those giga combos just like we all do - only to remap them to something simpler to input. At least it's not like most of the older default mappings that combine the modifier keys on one side of the keyboard with a key on the opposite, forcing us to dual wield the thing. 2:02 ROFL! Gottem! 2:11 I wish they'd direct the entire startup procedure, but I guess - more so I hope that will come in the future as well! :) 5:42 It truly never does. 12:21 ROFLWOMBAT! XD 12:51 Awww, what an immersion killer, though! You guys need to consider giving us an option to disable that, but I guess that also requires the parking slots to be placed in a way that leaves us able to turn around ourselves. Would love to see the mules being used here as well. Please tell us that's going to come in the future as well. The whole addition of the directors is such a great thing already, but I hope it's just one more step of many to ultimately have the absolute experience with all the nuances! 13:21 Same here. Would be great to be able to disable the teleport. And if the path is blocked, there should be a way to get around, and if that involves having to taxi across the touchdown area... I mean, it has to be done somehow IRL as well ;)
I'm so looking forward to this :) Also, completely OT: Have you gotten one of those Moza AB9 bases or are you still going to? Having a blast with that thing for that price tag, finally I can put my good, old Sidewinder FFB2 into its well deserved retirement after 21 years. Well - kinda. It became my 2nd shift stick for ATS... XD I'm so glad that Force Feedback finally is taking off again. BTW, would love to see some implementation for FFB rudder pedals at some point so they're incorporated for trimming properly (mainly a helo thing, but also for WW2 and older CW birds). Would actually like to see you guys working with all those hardware manufacturers like Moza, Virpil, WInWing, Brunner, VPForce, FFBeast and hopefully VKB and also Thrustmaster for more and better FFB stuff through the non-DirectInput way. It can only get better!
Amazing new feature. Greatly enhances immersion. Just feel sorry for all those Campaign developers that need to reprogram dozens of missions 😱 Keep up the good work and hope this feature will come one day to the airfields as well 🤞
I'm looking forward to giving this new feature a go. I tend to land a bit off centerline so I may be seeing the deck crew dive for cover too. A change of topic, but hopefully ED are getting close to having the AI navigator for the Mossie released "soon" as well.
Answers to some common questions:
1- Link to updated Supercarrier Guide: forum.dcs.world/topic/228670-dcs-supercarrier-mini-updates/#findComment-5554122
2- We continue to tune how fast the deck crew taxies the aircraft out of the landing area. The video was WIP.
3- Once this aspect of SC is wrapped up, we'll certainly investigate using aspects of this technology for airbases.
4- A push back would involve gathering deck crew from the general area around the jet, all lined up on different parts of the jet with correct collision and physics, pushing animations in unison, and not interfering with other animations and functions. Regarding the automatic rotation, this is a needed gameplay concession, for now, based on avoiding collisions with nearby aircraft and minimizing time in the landing area when parking in the stern. We are investigating a more elegant solution.
5- Static objects can block the legs of a taxi route. So, be very mindful when placing static objects not to place them in the path of aircraft routes on the deck and the active deck crew.
6- Regarding the F-14, we are working with Heatblur to make this happen. It’s cutting it very close to be in the initial release of this feature, but if not, it will be soon after.
If you do add it to airbases (which would be awesome), some things that would make it better and more immersive are:
* Letting the mission creator set the active runway. Sometimes the robo ATC will direct us to take off with a tailwind, not a headwind, which is weird.
* Realistic taxi instructions from ground (Venom 2 taxi sierra alpha, hold short runway 07).
* Fixing the airports on some of the maps to have proper taxi and runway signage, as well as hold short lines.
* Better inbound options and direction from the ATC, e.g. telling us to head X to enter the left downwind for runway Y, or approving/denying an OHB.
* And a stretch goal of using NLP to interpret our spoken commands, rather than having to choose canned menu options.
Thank you very much Wags!
I hope we have option to remove the red marker from the plane directors. Thank you Wags.
@@behzad52 If you mean the purple markers above their heads, then yes. Wags specifically called that out, when discussing the options.
@@behzad52 You can, and this is specifically discussed in the video.
Former USN Carrier guy here (CVN-65 OEF/OIF) - this looks absolutely incredible. Constructive criticism - the recovery Yellow shirt would be a lot closer to the LA foul line and they would never stop you in the LA to fold your wings... their goal is to get you out of there as quickly as possible. But otherwise I cannot wait to see this in game - wild, just wild.
Yep agree. I don't think the real 45s spacing between planes is enough here in DCS 😅.
It will force to do the right thing in MultiPlayer, otherwise... 👀😅
@@Jamesrw2002 --- concur (rode GW for 98 med cruise)
I suppose the caveat to this would be the E-2.. they would fold in the LA but they are typically the last to recover.
I really hope they take this into account, multiple recoveries won't be able to target 1 minute intervals if we're that slow to get off the LA.
They should make you stop in the dearm area and then park
Somehow I wes expecting: " coming forward, coming forward... Signature move,no big deal... Fly navy " at some point :D
lol, I actually considered it.
@@MattWagnerah man you totally should have lol
I was saying it trying to sound like @growlerjams lol …”Signature Move, feeling better now”
This comment wins
is Wombat will be a voice actor? I remember this in one of Mover live stream. Correct me if I'm wrong.
The new fog effect is looking very good with the afterburners. Great to see DCS: CORE improvements as well Wags. This is what is needed in DCS, improving the feeling of "life" in the world, and make it less of a cockpit simulator. Great work all! (Looking forward to seeing some of the deck equipment moving the jets around in the future too)
That fog is going to be amazing, the squad wont see clear weather for weeks!
@@echovictordcsworld -- deck equipment doesn't move a/c around the deck
very rare if it does happen
I never saw that happen on our cruise (GW 98 to the med)
@dotbmp haha, Case III or nothin'
@@SDsc0rch Thank you for your service. I'm curious how the jets get turned around like that last 180° jump in the video?
@@echovictordcsworld its exactly as you saw in the video you switch instantly 180 degrees, also your chocks are put on too, its very unnerving when directed to the last stern parking spot and you think you are going in the drink, but as Waggs says trust the crew they know what they are doing, hope this answers your question
This is what the community has been looking for. Core game improvements and following up on module promises. Still a long way to go but a good first step for what used to be a joke of a module. Thank you
10 years ago I would have never hoped for something like that.
Yes your relationship with the comunity isn’t always easy but thank you for making my dream come true.
Man it is crazy how realistic this is. I was a brown shirt/plane captain and sometimes a green shirt (AMS) back in the early 90's aboard cvn 69 Dwight D. Eisenhower Squadron VA 34 Blue Blasters (A-6 Intruders).
Blue Blasters have one of the best patches in all of the US Military, I’d love to get a tattoo of it. Have a great family friend who flew Tomcats on Ike around 82 with VF142. He always states with a smile that he couldn’t have done a thing without you plane captains, maintenance and ordies.
Do plane Captains ever Direct planes around or is it only yellow shirts ?
@@McKronenberg In my experience as a brown shirt, I have never directed a plane. They didn't trust plane captains(who are enlisted personnel) that much to do such a dangerous task😂😂. All the brown shirts did was to help the pilot get the plane engines started and immediately handed off to a yellow shirt for taxiing. But Directing airplanes on the flight deck was only reserved for yellow shirt commissioned officers. In this new DCS update, I noticed that during taxing after a carrier landing, a receiving yellow shirt handed off to a brown shirt for final taxing and parking. From my knowledge, that particular part did not seem realistic. But I was enlisted in the early 90's so maybe things have changed since then.
It looks fantastic, I'm a little disappointed you're teleported instead of pushed into parking properly, even if it were invisible. (As teleporting totally breaks otherwise amazing immersion), but I'm glad there's fail safes for getting unstuck and indicators. I hope the salute notification can be put somewhere offset rather than centre of our vision!
The whole teleport, turn me around thing seems cheesy. Not fond of the red icons over the directors head either..hopefully can be turned off.
@@andyrudeseal6347 They can be turned off.
He literally shows the setting for that at 00:48
@@DaveGamingDCS Ah good, was probably admiring the fog at that time lol
I can understand why teleport is included
I do somewhat get it as well. It would probably be massively more complex to account for offset parking positions - because lets be real, people wont park super accurately. On the other hand, it would have been better to let the player turn around and in the end shift him slightly to the correct position - that would have been better. Same as it happens now when you are not perfectly aligned on the cat.
This looks absolutely amazing. If you had shown me this video 8 years ago I wouldn't have believed my eyes... I have 2 questions please:
- Once the plane reaches the parking spot, you get automatically turned a 180 degrees. How does it work in real life? The deck crew would just tow/push the plane?
- How can we simulate carrier quals where you go straight to the catapult after trapping? Is there a way around parking the jet first?
Thanks!
Parking spot....
You would be directed to taxi forward to the edge of the ship to the point you think you are going over, then NWS HI to turn the A/C 180. Then they will bring out the tug to push you back.
If you watch 'Growler Jams' he has plenty of good videos showing the process.
@@st0atmaster thanks! Then I guess it makes sense the way it's implemented in DCS.
This is def putting a wrench in CQ...ED please reconsider.
@@IndyNavy_ He said it could be disabled. I think if you disable it you should still be good for cq
@@st0atmasterThe Airboss starts yelling for a pushback, the yellow shirt motions for it and everybody on deck there close lends a hand. When a pilot is in the cockpit the jet physically gets pushed back into its parking space after the pilot is directed to it. They’re pushed back until the mains are close to the scupper, the small curving around the deck. Tugs are generally used when the jet is not running, and it’s being repositioned. Or emergency type stuff. Say a jet needs to be pulled from the landing area due to some issue.
12:24 "Wombat would be quiet upset" 😂😂
T. R. Matson left the chat.
Yes, quite. Nice shout-out, Wags.
Shout out to Wombat.
Love this!!! Congratulations ED on a fantastic development! Personally, I preferred the deck crew running vs walking to positions around the plane but that is a minor detail. Well done! Looking forward to this immersive addition!!! Thank you!
I was hoping we’d get a Wags video to go with the newsletter. Very excited!
So cool, and with the new volumetric weather features you have to love the updated fog, the light glow etc. Really neat stuff for realism and atmospheric effects. I'm excited how this is going to work for cinematic creators.
Looks amazing. This looks like it brings SO MUCH life to the deck too. Excited to have it released.
This is epic. I can only imagine the software coding challenge this must be. Major kudos to ED!
Okay this is really nice! Cant wait to see the public chaos on the deck^^
#FlyNavy!
You are right Wags, watching cat shots and cat shot prep never gets old! This looks really good!
man, I cant' wait for this. It'll be so helpful in both Carrier based aircraft. I can't wait to use this.
One thing I would appreciate would be the ability to lock out certian catapults, I.E, placing aircraft on the bow of the ship like we often see in modern situations.
Fully 👍 agree
Awesome! This is a huge improvement in simulator immersion! And the fog looked much better.
Have been looking forward to this. No one above ED on immersion. Thanks!
Hmm I was expecting a CASE III in return :)
Keep up the good work Wags and all ED team !
The fog had burned off. Fog will be variable in missions.
And assuming the deck crew works with CASE III ops too….?
Very cool vid, wonder what Growler Jams thinks of it too. BZ all involved and fog does look cool too
His videos inspired me to do the Case 1 landing from the downwind.
@@MattWagner awesome, I thought that when you did the final turn and dropped your bug just below the horizon, was like I'm sure I saw that the other day
Gotta have a signature move
Great video Matt. Many thanks to the team for substantial work that went into this functionality over the last few years. Kind regards Nick
Solid work, I'll figure a way of adding this to my school content at Shadowlands 👍
Thank you for this update, greatly appreciate all the work ED does!
Well this has me completely gassed!! In the past I've found that the interactions with the deck crew "pulls" me into the simulation and now more so. Looks great!
That's a "Mad" avatar you got there! 😁
CC here: it'd be awesome if the crew would be a little more alive. Folks walking around, or at least looking at you when you pass by. They are all standing there fixed like mannequins. Other than that - having such functionality is awesome! Great work.
Fantastic Update!! You guys are really pushing the carrier environment! It’s good to see progress on this long therm project! Can’t wait to experience it in VR!
Thank you again for making my childhood dreams come true! 🙏
The Hornet is the gift that keeps on giving!!! Thanks so much for the preview Wags, can’t wait to get this!
Would be great in future if the director would wave you out of the LA faster if there was another Hornet coming in
behind you. But that’s ‘no big deal’ for now.
Fly Navy
He did in fact wave me out quite quickly, I was just lazy about getting out the box because of the talky talky.
@@MattWagner Ahh fantastic!!! Mega Hyped!
This module has always been one of my favorites, and now it feels NEXT LEVEL good!! Thank you so much!!
You're right Wags, it NEVER gets old. While I may not use this new feature all the time, for times sake, I do love the coming update! Nicely done.
Looks like I can do my own Growler Jams now hahaha Certainly was waiting for the reference :D
Finally! Many waited for this update I think, the Teleporting certainly seems to be rooted further down in the core engine, the markers are a neat addition as well!
Good video Wags, keep 'em coming ^^
Cool. I can’t wait to have the Super Strike Eagle modul. ;)
This looks amazing! Very well done. Also the fog is stunning. One comment though, even in DCS if you're a flight of two, your wingman could be as little as 10-15 seconds behind you after you trap
If you kiss off correctly and fly a correct Case I, that is not quite true. When done right, you have much greater interval. Problem I see many players do is taking way too long in the pattern.
@MattWagner true!
11:48 Grumman E-2 Hawkeye for DCS as a controllable aircraft with working AWACS ❤----> Button
We all know T. R. Matson would absolutely love this!
hell yea smash that like
This had to take an insane amount of testing to get to a release ready state. Kudos.
Yes, many tests - recalibrate - test - etc.
@@MattWagner I'll stick to "why is this stupid legacy API not working, let's just reset the host 20 times like crazy people then blame it on the firewall team" I cannot imagine being that patient over so many iterations!
I love this addition, just adds to the realism. I hope they add more interactive ground ops to land bases also.
Please see the pinned comment
"WOMBAT would be quite upset." 😂
I laughed out loud at the WOMBAT reference :)
Same! Shows the appreciation! :)
Thanks Wags, and dev's working on this. Couple questions:
1. This looks like it will eliminate many of the current pathway issues clogging the deck! Will we be able to assign specific parking locations or launch sequence for each aircraft on the deck?
2. The time it took to clear the landing area (35+ seconds) would have likely required to trailing aircraft to wave off will the foul deck. Will AI increase their spacing in the pattern to prevent foul deck wave offs? And will ATC increase spacing in case III with the added control/taxi time?
3. The second to last plane director in the video (minute 11:56) was in the landing area (on the 3rd wire) during the taxi. Will the plane directors halt the taxi and clear the landing area if another aircraft is in the groove?
4. At minute 13:00 the parking/180 pushback had the nose of the aircraft fouling the deck. While the directors only park in those locations if there are no other aircraft in the pattern? Or will you be teleported if another aircraft enters the pattern/groove?
5. Will static objects such as planes, helicopters, deck equipment be recognized by AI and change the taxi path and parking selection? Or will we need to remove them before/when this launches? Specifically, many put static SH-60 or other equipment in front of the island and in the junkyard.
Wags just about 900 subs short of that much vaunted Silver Play Button! 🎉
Have been for a long time. Doomed to always be short.
@@MattWagnerin your future videos do what they all do and end it with “smash that Like button and hit Subscribe for the algo!” 😂 - This looks great sir! Been a fan since LOMAC.
@@MattWagnerwhen the Mig29 Vids start rolling in, you will get over the 100k for sure:D
Not a fan of wasting a viewer’s time asking for subs and likes.
@@MattWagner We just need more "Oh, what's that [insert upcoming module thingy] doing there?" and it will come when it's due! /)
Looks great Wags. My only complaint on the current setup is the LSO calling a wave-off at the moment of trap or right after a trap. Very annoying as my fighter is already stopped. Looks like a slight delay. Hopefully this is fix on the upgrade. Like to know my wire when this happens.
Love this Wags! Im still crashing the F-14 into the deck, but I'll get there eventually!
Fantastic...what a cool addon. Hope to see some neat groundcrew stuff for regular airfields as well someday.
Thank you a lot Wags!!! This is absolutely amazing!
ahhh man Wags. Great video. Im looking forward to these new crew updates. As always thank you for your services bro
Thank you for the option to disable. It looks amazing but many times, I only have 1.5 hours or so to fly. I always cold start (my favorite part) since I’m playing to experience the aircraft…but I don’t alway have time to go through procedures like this one. I want to save my time for the mission and coming home. Also, triggers have a habit of not firing leaving me sitting there with an ATC refusing to give me taxi clearance or a Cat operator who doesn’t see me in front of him
As you correctly point out, it's an option if you want a more expediated experience. As for lack of taxi clearance, this new feature has undergone extensive testing to avoid such situations. We hope you will no longer encounter such situations.
This is amazing, can't wait to see it in action. Great work Wags and the DCS team!
Next update will including filling out Budget forms for fuel used and training time! Maybe the odd chewing out by the Air Boss for shore leave shenanigans? but thanks for showing the new feature so clearly. I guess the reason the Navy requires 20/20+ vision is because (particularly on landing) spotting that purple icon on the deck crew is hard!
Yeah! i was waiting for this new feature since a long time! Really immersive thank you!
This is such a small feature that makes a MASSIVE change in immersion.
That fog though! 😍 Seeing the other Hornet take off in the fog with the afterburner lighting up the deck... holy smokes! 😲
When SC Lights will interact with the cockpit ? All other artificial lights is working. What is the problem with the SC ?
Thank you Wags for the video and I hope this is just the beginning for things to come.
Wags, love the videos man. You have definitely been a staple in DCS. Any news on when the syria map mission campaigns will be fixed. For example FIWOS the wingman won't initiate their take off process, or if there's another aircraft on the runway, it will not take off. Just was hoping to finish this, as it's been taking me a little longer is normal. As well as I believe gamblers is having some issues too I haven't tested that one out yet, Thanks agian for being such an awesome part of this so cool community.
How very exciting! Thank you for sharing this update, Wags. Can't wait to try it out.
I'm glad that I bought the supercarrier module many year ago!
This is why I don't mind pre-ordering early access stuff from ED. Even if it takes some time, they'll bring it on.
wow! as a main F-18 player I can‘t wait for this, looks super cool and this will make me feel even more like a Navy pilot!
hmm, just as an idea: But maybe it would be useful to some people to add an optional(!) picture-in-picture feature?
Basically a small window opening somewhere at the edge of the screen, always showing the director currently responsible for you.
I know, it's more immersive to have to lock around your cockpit (and moving your head to lock past parts of your aircraft) but I figure there are still some (maybe newer) player still playing DCS without VR/TrackIR.
"Signature move, no big deal...." I need Growler Jam to do a video!!! :)
Absolutely stunned, great work! Now Sniper for the Viper, aaaaand then Rafale M (hope never dies) :D
Setting up the building blocks for a dynamic campaign I see.
Don’t know when we will get it but boy do I see the vision now holy crap.
thats some baby butter smooth vr/headtracking you've got there mate.
Can't wait for the next update. This new fog looks incredible and the new deck crew feature just multiplies the immersion. Fantastic job! Thanks for making my dreams come true!
Awesome, the teleport feature is going to be very helpful, people get lost and turned around even on a clear deck, lol.
this is what we have been waiting for. Really great. A very good next step in development. I hope the guy (yellow shirt) standing between the cables keeps his legs when the next ones traps ;-)
He would move to a different location during a recovery.
Very curious to see if this works well with a fully loaded deck with static objects/planes or will the crew act as if nothing is there and expect you to taxi into a static plane. Looks incredible anyway and I'm guessing it will get even better with some future updates!
“Hey, what’s all this fog doing here?”
Oh, y’all noticed?
@@MattWagner Right into the soup!
@@MattWagner The fog is fogging.
Thanks for including the Deck Crew Update to single player missions.
Yes, it is carried forward for existing SC-based missions.
@@MattWagner I look forward to using this feature creating single player missions. Good times! and thanks again.
You're too humble Wags. No one is better at anything in DCS than the Big W. Yes, there are some good instructional videos from many 3rd party groups. Some just have the knack for it. But for overall knowledge and explaining it in a way that's understandable, you're in your own league. This new update is so good. I lived on the Theodore Roosevelt for 4 years as an Aviation Ordnanceman and spent many hours on the flight deck. And each ship has their own take on the procedures, so there' going to be many ways of getting a task done. Every command has their interpretations. This is the Wags version.
Very kind, thank you.
Finally, it doesn't seem real to me! I love this and I can't wait to use it. Thanks so much Wags for this video, awesome!
A plane captain giving you F/A-18 specific signals would be next level..
Thanks Wags, love the Super Carrier and can't wait for more people to tell me what to do LOL. Great video as always!
This is one I have been waiting for. Can't wait! Looks amazing as does the fog. Thanks ED
Incredible work, guys. Bravo!
Very cool! Details that add a ton of immersion to the experience.
Like the new fog effect :). Looking forward to this. Ambience is key :)
Nice to see the deck directors and the new fog 😉👌🏼
Both are looking so good, congrats
First time I’ve seen people giving constructive criticism and not meat riding about the f15 situation.
Top tip... bind salute to the "7" key... 07 Pylotes!
Looks amazing...fantastic job. I may have to actually learn the Hornet...damn you. :)
Really cool! Nice landing too Wags!
I like the look of the new fog effect.
Awesome as always Matt. Thanks again!
Oh man, I haven't played or watched your videos on DCS since the "Covid promos". More than 4 years now! I can't even remember how I installed this title or where / how I own the F18.
I don't know if it is just more obvious in the sim, but I found it very hard to pick out the purple highlight a few times. I'm sure it also helps if you are familiar with the flow and already pretty much know where to look, but I'm not :)
This is a literal game changer. This feature will dial-up the immersion and much better replicate the carrier deck experience from a pilot's perspective.
Great stuff, ED!
Thanks for the lesson Wags!
I like the idea of slowing down the pace of rearm refuel process.
There you go Wags, way to put it right in the spaghetti. 5/5 recovery sir🤙🏻
Supercarrrier is looking great again with the new deck/flight Director features.
I see the new fog too 💪
I finally managed to watch this.
0:24 Speaking of option to disable it: Will there be one to disable that yellow hint text in the center? That's quite the immersion killer, especially in VR.
0:47 I see, looks like there is. I'd assume Enable helper messages in cockpit view while taxi does that :)
1:56 I reckon you like those giga combos just like we all do - only to remap them to something simpler to input. At least it's not like most of the older default mappings that combine the modifier keys on one side of the keyboard with a key on the opposite, forcing us to dual wield the thing.
2:02 ROFL! Gottem!
2:11 I wish they'd direct the entire startup procedure, but I guess - more so I hope that will come in the future as well! :)
5:42 It truly never does.
12:21 ROFLWOMBAT! XD
12:51 Awww, what an immersion killer, though! You guys need to consider giving us an option to disable that, but I guess that also requires the parking slots to be placed in a way that leaves us able to turn around ourselves. Would love to see the mules being used here as well. Please tell us that's going to come in the future as well. The whole addition of the directors is such a great thing already, but I hope it's just one more step of many to ultimately have the absolute experience with all the nuances!
13:21 Same here. Would be great to be able to disable the teleport. And if the path is blocked, there should be a way to get around, and if that involves having to taxi across the touchdown area... I mean, it has to be done somehow IRL as well ;)
Please see pinned comment.
I'm so looking forward to this :)
Also, completely OT: Have you gotten one of those Moza AB9 bases or are you still going to? Having a blast with that thing for that price tag, finally I can put my good, old Sidewinder FFB2 into its well deserved retirement after 21 years. Well - kinda. It became my 2nd shift stick for ATS... XD
I'm so glad that Force Feedback finally is taking off again. BTW, would love to see some implementation for FFB rudder pedals at some point so they're incorporated for trimming properly (mainly a helo thing, but also for WW2 and older CW birds).
Would actually like to see you guys working with all those hardware manufacturers like Moza, Virpil, WInWing, Brunner, VPForce, FFBeast and hopefully VKB and also Thrustmaster for more and better FFB stuff through the non-DirectInput way. It can only get better!
Nów we need Growler Jam button in control settings and „signature move” animation every time you press it
This looks great! I can't wait to get stuck in!
Very very cool... only saw ops on HMS Illustrious so not a catapult guy... but this look amazing! o7
Oh my gosh this is so exciting to finally get these guys AND new fog! This has been a LONG time coming!
is that why I cant make mine look anywhere near the same, new fog?
Amazing new feature. Greatly enhances immersion. Just feel sorry for all those Campaign developers that need to reprogram dozens of missions 😱 Keep up the good work and hope this feature will come one day to the airfields as well 🤞
I'm looking forward to giving this new feature a go. I tend to land a bit off centerline so I may be seeing the deck crew dive for cover too. A change of topic, but hopefully ED are getting close to having the AI navigator for the Mossie released "soon" as well.