General Category > Unofficial F/A-18 Acceleration Pack board
Released: Multiplayer Carrier Ops - Nimitz
neutrino:
I think once we all have the same version of the mission, almost all problems will be eliminated. I really want to see a session with 10 people or more ;D The help line call is also a very good idea !
Sludge:
Additionally...
I see people still flying a nose down ("waterline" below the HUD artificial horizon) landing profile when 3/4 mile in. Remember, a navy carrier landing is flown with the "waterline" at 5 deg up (as shown in the picture), while the velocity vector is between 2-4 deg (3 deg optimum) down. The function of putting the "waterline" on the 5 deg up ensures that once you call the ball and fly the ball, along with a "donut" indexer, you will be "on-glideslope" AND "on-speed" no matter your a/c weight.
The picture I used is from KBT Superhornet, and there are some discrepancies with JR's newer correct HUD, such as the AoA being displayed w/an Amber donut on the Indexer. Also, we dont have an "ACLS tadpole", no big deal. However, the flight profile in the picture is accurate. The Waterline shows the wing chord line in relation to the pitch ladder. In the picture it is at 5 deg. nose up. The Velocity Vector/Flight Path Marker shows the plane's instantanous predicted line of flight, it is 3.0 deg down. The angle that separates the Waterline and Velocity Vector is your Angle of Attack, which is denoted by the "Alpha" symbol and 8.0 in the HUD, as seen on the picture.
This is the heart of flying a Navy Carrier landing. Practice this over land, intercepting an ILS and flying the "bullseye'd" (as shown in the picture) ILS to the PAPI lights, and then flying the PAPI lights (2 white left side, 2 red right side = on-glideslope, visual) to touchdown. Once you can do this instinctually, take it to the boat and simply change the details. Meatball instead of PAPI lights. ICLS/TACAN instead of land-based ILS.
Later
Sludge
Sludge:
Neutrino...
Id like to think so, but remember, in the beginning I had problems when I first got on the multi SFCarriers2 mission. Simply getting everyone to the same mission version may not be the cure-all it seems. I think it will cure most of the problems, but others, like me, who had conflicts with AICarriers2 AND/OR Javier's Carriers BEFORE version 2.2 beta was ever out, need to get a uninstall/reinstall done to wipe their systems.
More to the point, IF a person cant launch, I will be there to help. Whereas people that can launch can "go play" and not have to wait around in a lobby for hours. Thats the biggest point Im trying to make.
Later
Sludge
sonofabeech:
sounds like a great idea to me :)
Paco:
--- Quote from: Sludge on February 15, 2010, 10:03:35 pm ---Hey fellas...
After talking with several people on Skype, Im starting to come up with a plan for the weekend Multiplayer missions. Even tho I wasnt there, Ive heard legit complaints about not being able to fly because for whatever reason (wrong SFMission2 version, no Sludge Hornet, previous AICarrier/Javier's carrier interference), which caused the "unable to connect" error. To remedy this, what I propose is a timeline to fly w/required "observer" check prior to showtime. It will work like this...
If you want to fly, show up in Skype 30 mins prior to agreed flight time. Join in the main chat (usually hosted by Orion). No later than 15 minutes prior to launch, get FSX up and try to join in a hosted multiplayer SFmission2 session as an "observer". If you have the required files (SFCarrier2, Sludge Hornet) and you are able to connect, you can stay in the chat room and be ready to launch on time.
If you get the error and cannot launch and are one of the unfortunate few who have GLITCHES and cannot connect, you must disconnect from the main "flying" Skype conference hosted by Orion. I will host a Skype "Help Line" conference and will do everything in my power to get you to a baseline setup to get you flying. We will completely uninstall the SFCarrier2 mission then reinstall to ensure a baseline setup, then making sure you dont have the 2.2 beta, along with checking that you have the basic Sludge Hornet files. If we have tried everything possible and you still cannot connect, you wont be able to join the multiplayer session w/the group but only fly your own sessions. At that point, IF you still wanna fly w/us in the multiplayer, I suggest you NUKE your FSX and start from scratch.
Now some might consider my proposal harsh, however, in light of the last few multiplayer sessions and the need to be respectful to others who have families and tight windows in which they can fly, this needs to happen. Remember, I dont have a family of my own, so I fly ALOT in the multiplayer during the week. Thats why Im offering the "help line" conference. My goal is to get everyone who wants a chance to fly in the multiplayer weekend session. It really is a lot of fun, w/a bit of actual carrier operations going on. You learn some, fly alot, and generally have a great time!!
If anyone has any other ideas shoot them my way. Im just putting this up as a starter and am very open to new ideas.
Later
Sludge
--- End quote ---
Sludge,
Works for me. I'll be the on Saturday.
/r,
Paco
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