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Try to activate the reset cache parameter
Is there some kind of launch sequence or maybe some kind of brake that's in place before you launch the fighters? im simply throttling up and i cant get most of the jets to take off. especially carrier born jets.
I think you may have a key-binding issue, I cant replicate your issue no matter what I try
Try now after this latest update
You must click set mission, then reset the current mission. As it states in the interface, changes to faction wont be made until a new mission is generated
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2976661309
I just pushed an update which adds a 'teleport to carrier' action when the player becomes stranded.
Also, the main player now has full access to zeus with mods.
Currently the way you rearm and refuel is by landing your plane back at the carrier and spawning a new one.
Would you guys prefer an option to be able to refuel/rearm without getting out for a realistic option? Or would you all prefer for individual pylons to rearm ~5 min after being depleted (i.e. Battlefield arcade style)?
Thanks for the feedback!
Seems pretty much compatible with every aircraft mod I have too and there's a lot. Good way to structure the compatibility.
Two questions/comments though:
Can you add a way to re-arm within the mission itself or add a Zeus module? It'd be nice to be able to cheat when Arma bugs out or to have a wingman spawned in SP.
Also I haven't played it for too long but there doesn't seem to be a way to respawn at the carrier without dying first and I habitually eject leaving me stranded. Zeus would also be good for that, could spawn an evac heli and escort home!
Great mod, great implementation! First mod I've ever bothered to comment on in years so congrats!
If you're able to spawn/view the modded vehicle in the normal garage mode, it will work with my mission.
Modded vehicles have to make sure they work with BIS garage, not the other way around, so its rare to not work.
Thank you!!