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but the most classic procedure remains to put the nose of the aircraft carrier in the wind... the speed of 30 knots is precisely avoided in certain circumstances, in particular to not lose or unbalance the escorts
a mix of these two actions was done... depends on the circumstances, near the coast and wind strength
but the planes must land and take off with the nose in the wind
It's more that when the Aircraft Carrier is doing 'carrier ops' or 'air ops' or whatever it's called, it ignores ALL player inputs until the queue of whatever is landing or taking off of it is cleared. Even taking direct control you cannot change direction / etc. The quick and dirty fix is to just take any planes in a holding / landing pattern around it and give them a different way point and it'll become responsive again
I haven't played since latest update that I think increased speed things land on carrier and stuff at, but there is a carrier ops mod that also does that and I found it greatly improved take off /landing times on carrier and makes it more responsive in general as a result
- Zelos
Triassic Games
In terms of navigating while planes are in a holding pattern, etc, I wonder if the games logic could be taught to check for a way point / etc between planes landing or taking off, so that the ship is always adjusting back to course if they're in a larger formation / etc
Though the landing is faster in general, if you're running big ops you can still run into moments that your carrier just keeps going random direction because it has so many planes in queue - though I've only actually been playing around in editor so I dunno how often you'd otherwise encounter having like 8+ planes landing in steady waves after missions
If the Kiev starts Air Ops while at 0 speed, it wont accelerate, or at least it did not in my game yesterday. So you can launch VTOL / helicopter.