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There are a small typo in the following .ini file that define this missile: usn_agm-65e.ini
The TeminalDiveDistance and TeminalAlt fields are missing a letter r in them. This is a bug that has been around since previous versions of the game, and has already been fixed by the developers in the current base version of the files.
Both lines are currently commented, but it is better to correct them in case you use them in the future.
Deckparking is also mostly done, but sadly a function it relies on is currently bugged, so that will have to wait until it gets fixed
The flight deck gets overwritten by variant airwings (to vary which squadrons the aircraft come from and so on)
I will think about it, but dont expect anything
But yeah please don't let this distract you from deck parking. That is glorious work. :D
Besides I'm currently working on making all deck parked helicopters usable which would make placing the vehicles really difficult as well as the flight deck is just too dynamic
It would be cool if you could "launch" a ground vehicle and have it ride up the elevator, and then park itself out of the way and just sit there as its own active vehicle (that just happens to be chained to the Tarawa).
In real life these ships supplement their firepower with the marine vehicle assets they have in their stowage. On my ship in particular we drove humvee avengers up the vehicle ramp into the hangar, and then an elevator ride to the flight deck, where they were chained down one at the bow, and the other at the stern, on the starboard side so they weren't in the way have flight ops.
You can also find pictures of them using LAV's, and other stuff.
So you either need a seperate mod with ALL names, or I would have to update every single of my mods every single time I change something with one of them
Though I am currently considering splitting the 3 variants into seperate vehicle files (Iike with Belknap 72) and giving the later variants a YAV-8B/AV-8B if I can make a semi decent kitbash
Note that when switching ship loadouts, you need to first add the ship to the list of units, then switch.
For the flight deck, does this not happen with the other loadouts? They only change the weapons/sensors and should have zero effect on flight operations in general