General Category > Unofficial F/A-18 Acceleration Pack board
Released: Multiplayer Carrier Ops - Nimitz
Sludge:
Fellas...
For those of you that like to fly realistic carrier patterns on the weekends, when I have AirBoss/Paddles, I wont do "extensions" anymore. Meaning, I wont space you out by keeping you "long" in the downwind, then having you turn at 1.6/1.7 TCN. This error was pointed out by Paco and the correct way makes alot of sense. It will also prevent people running into one another on their final rollouts and with others who are on a "long" final crashing into each other. Luckily, nobody runs with enforce host realism and crash detection ON otherwise our sessions wouldnt last for squat.
To explain, when you hit the "180, Abeam" call, I wont say "cleared to extend". Instead, I will clear the #1 jet to land, and request the others to go around. Here's how that works.
If you are #1 in line, you will be cleared to land. Start your turn at the normal time and use your pattern procedures to land.
If you are #2 in line and the #1 jet has already called the 90, you will be cleared to start your turn and land. However, if you are #2 and the jet in front of you hasnt called the 90, you will be requested to go around. At which point, make your level left turn from the 180 AS IF you were gonna land but stay at 600' AGL through the whole turn. Keep your turn to BRC (if you dont know what that is, I cant help you during the session, will have to give you a side seat tutorial) and roll out, all the while maintaining 600 AGL. Once you pass over the carrier, wait til youre 1.0 TCN in front before starting your 30 AoB turn back to downwind. Fly the downwind and setup for the 180, Abeam. Make the call, youll be #1 for landing.
IF you are #3 to land and I tell you to "go around", do the same thing #2 did, except once I say "go around", you climb to 1000' AGL. Fly the entire pattern the same as #2, except at 1000' AGL. Then when re-established on the downwind, look below and if no traffic or you see #2 safely ahead of you, descend to 600 AGL and fly the downwind to the Abeam, 180. Make the 180, Abeam call and if #1 is past the 90, youll be cleared to land.
Im just putting this up there cause there is alot of confusion in the pattern and Im just trying to get it organized so the people who want realistic pattern work/AirBoss/Paddles from me can get it and enjoy the experience more. I know some people dont give a flying rat's %$$ bout it, and thats not a problem. If you are one of those people, try to be considerate of others. Have some SA (situational awareness) of whats happening in and around the carrier.
Things to remember to help me out. If you want to do "touch and go's", when launching off the cats, or setting up a carrier break, space yourselves out by at least 30 secs. This way, you give the #1 jet (and #2, so on) plenty of time to get past the 90, and you will be cleared to land. And keep SA about where others are, so you can keep your spacing and have min comms if youre not on final for landing.
Thanks
Sludge
Sucotash:
Nice :D
Afterburn93:
--- Quote from: Sludge on March 17, 2010, 07:09:13 pm ---Fellas...
For those of you that like to fly realistic carrier patterns on the weekends, when I have AirBoss/Paddles, I wont do "extensions" anymore. Meaning, I wont space you out by keeping you "long" in the downwind, then having you turn at 1.6/1.7 TCN. This error was pointed out by Paco and the correct way makes alot of sense. It will also prevent people running into one another on their final rollouts and with others who are on a "long" final crashing into each other. Luckily, nobody runs with enforce host realism and crash detection ON otherwise our sessions wouldnt last for squat.
To explain, when you hit the "180, Abeam" call, I wont say "cleared to extend". Instead, I will clear the #1 jet to land, and request the others to go around. Here's how that works.
If you are #1 in line, you will be cleared to land. Start your turn at the normal time and use your pattern procedures to land.
If you are #2 in line and the #1 jet has already called the 90, you will be cleared to start your turn and land. However, if you are #2 and the jet in front of you hasnt called the 90, you will be requested to go around. At which point, make your level left turn from the 180 AS IF you were gonna land but stay at 600' AGL through the whole turn. Keep your turn to BRC (if you dont know what that is, I cant help you during the session, will have to give you a side seat tutorial) and roll out, all the while maintaining 600 AGL. Once you pass over the carrier, wait til youre 1.0 TCN in front before starting your 30 AoB turn back to downwind. Fly the downwind and setup for the 180, Abeam. Make the call, youll be #1 for landing.
IF you are #3 to land and I tell you to "go around", do the same thing #2 did, except once I say "go around", you climb to 1000' AGL. Fly the entire pattern the same as #2, except at 1000' AGL. Then when re-established on the downwind, look below and if no traffic or you see #2 safely ahead of you, descend to 600 AGL and fly the downwind to the Abeam, 180. Make the 180, Abeam call and if #1 is past the 90, youll be cleared to land.
Im just putting this up there cause there is alot of confusion in the pattern and Im just trying to get it organized so the people who want realistic pattern work/AirBoss/Paddles from me can get it and enjoy the experience more. I know some people dont give a flying rat's %$$ bout it, and thats not a problem. If you are one of those people, try to be considerate of others. Have some SA (situation awareness) of whats happening.
Things to remember to help me out. If you want to do "touch and go's", when launching off the cats, or setting up a carrier break, space yourselves out by at least 30 secs. This way, you give the #1 jet (and #2, so on) plenty of time to get past the 90, and you will be cleared to land. And keep SA about where others are, so you can keep your spacing and have min comms if youre not on final for landing.
Thanks
Sludge
--- End quote ---
I see we have a more organized approach pattern going on for this weekend; I understand it, but I hope that the other members in the session are knowledgeable of it by Saturday. I still say we should have a pre-determined line of approach, where we determine ahead of time who will land when, or at least something a bit more organized, instead of everyone trying to land at the same time. I can see why everyone would want to land all at once, not worth it to go around again and having to wait;) The difference is, in real life, you have no choice of when you can land in most cases, it is based obviously on the pattern. Some are still going to land when they want, but I don't concern over that much anyhow.
"A/B"
Sludge:
Dont know if the initial pattern entry will be more organized, as we have some people who just wanna "get there first". No big deal. Im just not of that crowd and would rather do a carrier break w/others.
However, if some of you wanna join up and do legit pattern breaks w/intervals, then let me know and we can coordinate beforehand. If I dont take the first Tanker/LSO/AirBoss run, Id be more than happy to lead a two/four ship out to the carrier and do a standard break pattern.
PM me to discuss or we can meet up on Skype beforehand.
Later
Sludge
Sludge:
BTW, not to toot my own horn, but good god, the FSXBA v1.1 IS BAD. It has those highly overpowered engines, no decent drag along w/autoflaps that dont fully deploy. Plus, the gear isnt done right. You cant taxi above 10 kts w/out feeling like youre gonna tip over as it leans heavily. I was only able to land ONCE on the carrier and TWICE on land. Its soo hard to control a plane that literally FLOATS on idle power.
The reason I installed this was twofold. First, I was doing a rework of the Sludge Hornet gear last night, because after watching the youtube of the SOUNDPACK and fsxnavypilot said he used some of my tweaks I wondered if the Sludge Hornet was just a bit nose high on taxi, just like his videos. Sure enough, it is. So I was reworking that. I figured I might as well try out the FSXBA Hornet and see what all the hub-bub was about and if they came up with a better solution than mine, as far as landing gear specs. NOPE. It actually goes backwards and is worse in several ways. Their "nose strut fix" (where the nose gear doesnt compress on carrier landings) actually puts the nose gear about halfway into the tarmac during low (4k and below) fuel states. And, like I said, the trike doesnt balance well and youll almost tip over if you do a hard turn at 10+ kts.
So, the good news is that I came up with new gear contact points numbers in the aircraft.cfg file. For the most part, once Im done with final testing tonite, and I feel satisfied the new numbers are clearly better, I will have those available for download to all. I will download the file on Skype before the multiplayer and you can simply cut-paste into your existing Sludge Hornet folder for the install. Easy. Anybody who doesnt have the Sludge Hornet, the newer numbers will be integrated into that package, so all you have to do is unzip, cut and paste, and its already part of the jet.
This will give the Sludge Hornet a more even look to it. Initially, I think I went too "low rider" with the MLG a tad low and the nose gear a tad high. When taxiing, the visual looks like the Sludge Hornet is a tad tail low and nose high. This fixes that and gives a much more even-keeled look, and should maintain the same great feel and taxiing capability (ie, doing "big wheel" spinouts on the taxiway without tipping over or crashing, you know who you are) that weve all grown accustomed to enjoying.
Later
Sludge
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