Coding is fine on the whole, as per the whole project has been on hold for some time as we work on other stuff but we will be firing it up again soon. Basic coding of most things has already been done thou some time ago, only a few small features I hope to get in are proving a little difficult to code but haven't given up on them yet.
As for the Lynx, it shouldn't be abandoned (after use) on the deck of the Frigate as there is no way to keep it from eventually falling off the back if someone has already taken off in it. If anyone wants to give it up for w/e reason, they should land it on the Carrier or the Atlantic Conveyor (although the latter is a bit risky since that can get destroyed and you will have to block the Chinook spawn for someone to spawn into it, which then if left abandoned, the Chinook will destroy when it spawns if it is empty, so Carrier is best option). But the Lynx will be able to land on the Frigate while it is moving and stay on the deck with some small flight adjustments to compensate for the Frigates movement but it won't be impossible to re-supply off the back of the ship for it.
Having the pilot instant spawn into the Lynx is one option we are considering but no way of having him spawn in with the pilot kit, without the pilot kit being on the spawn screen which would mean we would have to remove another kit from the spawn menu to do so. We haven't totally made our minds up here on what we are doing but got a few ideas flying about we will test out to see which works best.
As for "Life Boats", hopefully, we will have these but that depends on if it works the same way as I think it did in 1942. If it does then we already have them but yet to test it
![Razz :p](./images/smilies/imported_icon_razz.gif)
And boats on the side, like the chopper, wont get damaged while the Frigate is moving. Only thing that might damage/destroy them is attacking jets etc.
There may be a kinda "crewman" kit for the Frigate but if we do this, will be mainly to stop people taking the AA and sniper kits while in the Frigate as well as possibly giving them a new "repair weapon". You also can't change the solider and camo he is waring after the player has spawned, only the kit he is waring over his clothes (backups, belts, helmets etc) so we could only have a proper sailor model if we added it to the spawn screen, and then hardly anyone will see the new kit geoms since most of the players will be deep inside the ship, in its Ops Room or Bridge, where only players you will see are the ones on the AAA guns.
The Frigate is coated in a material that doesn't hurt players, "in theory", but this doesn't prevent the odd "instant death for no reason" while walking around on the deck while the Frigate is moving that the
Battleships BF2 mod also suffered from having. The main thing will be simply not to walk around on the deck while the ship is moving
Also FYI, the main thing left for me to do with the Frigate is finishing its textures (has a lot of pixel area that requires a lot of texture detail work), making full LODs and col meshes and finalising the export. Then it is on to finishing off the coding, sounds, effects etc which the rest of the team will be helping out with.
This is also on top of all the other new things that come with the Frigate and the new PR:F release that are all in the works at the same time so it isn't anything like as simple as just finishing off just one vehicle
![Wink ;)](./images/smilies/icon_e_wink.gif)