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vLSO Beta release

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WilliamCall:

--- Quote from: fsxnavypilot on November 16, 2011, 04:28:05 am ---One more question - when flying, are your vLSO's SimConnect and FSX indicators green?
If yes, you can also try to start the vLSO after FSX.

--- End quote ---

Serge,
Yes, they are green.  I will launch vLSO after I launch FSX.  Will report back later.  Thanks!


Later - I just tried running vLSO after launching FSX, no joy in free flight mode.

SUBS17:
One issue mentioned if AI carrier spawns near an FSX AI carrier on the move the vLSO goes to the FSX AI carrier.

K6952:
 Here's what we've found so far on the FSXCarrierOps beta test so far:
-For some reason, it won't work when configured to autostart with FSX.
-The abeam fix seems to be incorrect. Altitude should be 600'.
-There seems to be some discrepancy between the trap record and the carrier itself. Occasionally it will record bolters as traps and some traps aren't given wire numbers.
-As mentioned repeatedly above, the groove length is too long. The clock shouldn't start until the aircraft is wings-level in the groove.

The rest of these are requests/ suggestions from the team:
-More of the parameter data should be directly editable in the .ini file if possible.
-We'd like to see it wave-off a bad lineup if possible.
- Multiple skill levels on the profile so newbies won't get frustrated by constant waveoffs and give up.

I've included 3 skill levels and refined the standard profile to smooth it out.

Level 1 is "FUNGUS" as in "F*** you New Guy You SUCK". It won't wave you off unless you're out of the limits for safety of flight.

[Locus]

Range.1 = 5600, 2500, 1.3, 1.3, -1.6, -1.6

Range.2 = 2500, 2200, 1.3, 1.3, -1.6, -1.6

Range.3 = 2200, 2000, 1.3, 1.3, -1.6, -1.6

Range.4 = 2000, 1600, 1.3, 1.3, -1.6, -1.6

Range.5 = 1600, 1300, 1.3, 1.3, -1.6, -1.6



Next level is "RAG".

[Locus]

Range.1 = 5600, 2500, 1.3, 0.94, -1.6, -0.95

Range.2 = 2500, 2200, 0.94, 0.91, -0.95, -0.90

Range.3 = 2200, 2000, 0.91, 0.89, -0.90, -0.85

Range.4 = 2000, 1600, 0.89, 0.86, -0.85, -0.82

Range.5 = 1600, 1300, 0.86, 0.75, -0.82, -0.75

 
 Finally, there's "Fleet level".

[Locus]

Range.1 = 5600, 2500, 1.3, 0.75, -1.6, -0.77

Range.2 = 2500, 2200, 0.75, 0.68, -0.77, -0.72

Range.3 = 2200, 2000, 0.68, 0.66, -0.72, -0.71

Range.4 = 2000, 1600, 0.66, 0.57, -0.71, -0.60

Range.5 = 1600, 1300, 0.57, 0.45, -0.60, -0.45

GOONIE:
Serge,
Did you see my earlier post on the "smoking hot break" trigger, and OK score? Just curious what you thought.

I have had similar discrepancies to those K6952 posted, with wires not being recorded in vLSO after trapping and bolters being counted as traps (this has happened only a few times).

I noticed that the vLSO comes to life (audio) when you watch your approaches from the LSO platform in FSX, very cool!  ;)



Thanks again for all your efforts on this amazing program
-CAPT

Paddles:

--- Quote from: SUBS17 on November 16, 2011, 09:56:01 am ---One issue mentioned if AI carrier spawns near an FSX AI carrier on the move the vLSO goes to the FSX AI carrier.

--- End quote ---

SUBS17,
Do I get it right that you're using AICarriers utility? The vLSO looks for a carrier within 4000 m, or some 2.2NM,  radius from your aircraft. Thus, if you spawn another AI carrier in front of a (moving or static) FSX carrier, then the vLSO will 'catch' this FSX carrier first, because it's closer to you. And vice versa, if your moving carrier is at, say, 6 NM and you spawn another AI carrier at 5 NM, then the vLSO should work with the latter...
I just took these 4 km by the rule of thumb...  ;)

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