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Bankler

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Everything posted by Bankler

  1. VERSION 2.0.0 Hi guys! First of all, thank you so much for all the love and feedback! So happy that you guys enjoy the mission! More than 600 of you have downloaded version 1.0.0 and I think that's incredible! I decided to make some updates (and I might have some more stuff coming). You can now download version 2.0.0 in the Original Post. Shoutouts to Jabbers and Lex for awesome feedback. Also big thanks to funkyfranky on the Moose team for all the help! :thumbup: CHANGE LOG * For SP (and for the host in MP) the cockpit is now automatically setup when you start the mission (not after changing slot). You still need to lower the hook, and tweak the radar alt settings as you require. * Allowing more distance from the boat when upwind, which should eliminate some uncalled-for aborts. * Now looking at the glideslope angle, rather than the altitude when determining how well you perform when entering the groove. Aim for 3.5 degree glideslope instead of 300 feet altitude. * Moved the ships on the port and starboard side of the carrier farther out, so you don't get into the habit of using them as visual cues. * Implemented rudimentary LSO callouts in the groove (text only for now). * The boat will now turn and go back south after around 4 hours, making the mission suitable for hosted MP servers. (Thanks funkyfranky for the assistance!) * Moved the whole mission further east, so you can see some land in the distance as you fly. * Renamed Upwind to Break Entry. Enjoy!
  2. It looks like it's not possible. But there is a wishlist thread on the feature here: https://forums.eagle.ru/showthread.php?t=183487
  3. This would indeed make life easier!
  4. It's saved between every trap, so you can see your progress over a session. But it's not written to a file (not sure if that's possible?).
  5. To force a cockpit button to be pressed, I can use the ME action "X: Cockpit Perform Clickable Action". But is there a way I can trigger this action through Lua instead of using a ME action? Thanks!
  6. ChuckJäger:The middle light (i.e yellow donut) is white (not yellow) on the landing gear. Maybe this is why you didn't you see it? Can indeed be a little confusing. :)
  7. Yes, that's correct. Thanks!! :pilotfly:
  8. Great episode! I think Wags did a good job of introducing Jell-O in a way that was really entertaining to listen to! Great stuff! And hey, they mentioned me at 1:16:05! STARSTRUCK! :cheer3nc:
  9. I'm no expert, but I think it looks fine? The fuel indicator says 5000 total (though I appreciate you said you might have seen wrong, and it easy to mistake the "5" for a "9" :) ), and there's only a centerline tank and wingtip 'winders loaded. That should put him around 32000lb. When crossing the ramp, he's roughly at 137 kts and 690 fpm rate of descent (though it's of course hard to see the details), which is right in the ballpark afaik. Also really good that you lock your eyes on the ball as you're getting close. Granted your frustration in the first post regarding doing things that doesn't feel natural (i.e for instance looking somewhere else from where you're going!), I'm positively surprised you've already gotten that far! Nice work!
  10. Yeah, just like Tundra mentioned, the script has dependencies on MIST and MOOSE. So your mission has to 1) Load MIST, 2) Load MOOSE, 3) Load the mission script (TrapTraining.lua). To make it work as intended in MP, all the pilots have to be in separate singleton groups (i.e not together in 4-ship groups). Otherwise all the feedback you get around the boat will reach every player in that group, which will get a little messy. Also note that the script currently assumes the carrier is going north (000 true heading).
  11. There you go, buddy! Nice work! So happy that the feedback was useful. Judging from the video, I think it looks nice! You have gotten all the major parts down. Now it's just a matter of repetition, and you'll get it right every time. Try out the CASE 1 trainer, and work your way up to a perfect 140 score! :thumbup:
  12. While it's hard to know exactly what's going wrong without a video, I'll try to come up with some advice that might be helpful. 1) Aircraft weight How heavy is your aircraft? If you're heavier than around 33-34k lbs, it will be very hard to stay on-speed in a turn without going afterburner circus mode in 180 kts. (not to mention this pretty much corresponds with the "max trap weight" anyway) 2) Rocking the throttle (like a maniac) When flying on-speed, and aiming for a certain altitude, or a certain rate of descent, you really gotta work actively with the throttle. I mean litterally going aggressively between between idle and mil and back, sometimes several times in a second. As the velocity vector starts to stabilize, make smaller motions, but keep rocking it, back and forth back and forth. Never let it come to rest. Watch this Super Etendard pilot's left hand to get an idea about how you probably under-estimate how active you gotta be: (even though I admit I find it a little bit extreme, but I think he knows better than me) 3) Anticipate the reaction, don't wait for it When you get the feeling "ooooh shit I'm looow". Go mil power, or even afterburner for that matter. Be aggressive! BUT, do NOT wait for the reaction before pulling the throttle back again. You have to trust the plane in that it WILL come up, so pull the throttle back BEFORE you even feel the aircraft's reaction (otherwise you will always over-compensate). This is hard. But you will get the feeling for it. And it will come faster if you're trying to think about it (in the beginning) rather than only "going on feeling" Luke Skywalker style. :) 4) Extend the upwind Feel free to pass the carrier and continue for a few nm straight! It's fine! You say you're having problems with not having enough time to find 600 feet and on-speed AOA on the downwind. So just extend the upwind until you can do it without stress. That's MUCH better than starting the abeam final turn on the wrong numbers. When practicing, if you're not level flight on-speed at 600 ft when reaching the abeam position (time for final turn), just start over and extend the upwind even more. 5) Brake in the break As you enter the break (i.e going from upwind to downwind), deploy the airbrake just when you start the high-G turn. Personally, I find it VERY hard to come down to ~150kts (which is required to avoid the ballooning effect) if I don't use the airbrake in the break. You probably already know, but it's also good (and recommended/realistic) to deploy your full flaps and gear in the middle of this break (as soon as you go below 250 kts). Imo, the helps a lot since it makes the balloon effect more subtle and gradual, comparing to going dirty when wings are level. 6) Practice tools and techniques If you want, you can use the CASE 1 training mission I created, if you feel it's of any help. https://forums.eagle.ru/showthread.php?t=221412 More importantly though, follow S's excellent advice of just flying around at on-speed. In your mind, decide a new altitude and practice getting there with throttle only. Stabilize (rock that throttle!), then pick a new altitude, and repeat. Pick some nice area on the map and it will be a fun sortie! I promise you that after practicing this for merely 20 minutes, you will be a freakin' ace on throttle control! When you're comfortable, do the same exercise, but when holding a 25-30 degree turn. Good luck! Let us know how things are progressing! :pilotfly:
  13. Tbh, I haven't really used that stuff. I assume I'm in some noob-radio mode so I can always talk with the tanker. :) In the editor, the tanker is set to Comm 251 MHz AM. Does that answer the question?
  14. The tanker should be A/A TCN 2X, I think it might be a little hidden in the end of the briefing. I haven't tried ICLS using in the mission. But channel 11 should work, since I've used that in the mission I built this upon.
  15. Hi!Thanks for trying out the mission! There are no voice-overs at this time. Basically for three reasons: 1) Didn't have the voice talent to record it, 2) I find it can quickly become repetitive unless you record lots of variations, and 3) The real LSO wouldn't really talk to you in the pattern, until the final steps, so I'm not sure it would "feel" right anyway? If there is demand enough for it, I guess I can reconsider though. I imagine it would make it a little easier to absorb the realtime feedback if you're getting it from a voice-over. :pilotfly:
  16. 1/2 standard rate turns sounds correct from what I have heard. Though I believe you're right in that the important thing is just flying in a way so that you hit your time mark. Source: https://www.fighterpilotpodcast.com/podcast/015-night-carrier-landings/ (Time 23:24)
  17. Thanks! Will do!
  18. That's correct. To identify the landing, the script is waiting for you to come to a complete stop. It needs to know that you have been pulled back and come to rest, to give an accurate estimation of what wire you caught, since that is based on the horizontal "north-south" distance from the ship's center to your aircraft, after you've been pulled back. I haven't found how to make that happen, but I'd love that as well. If anyone knows, please point me in the right direction. :)
  19. Great job, Jabbers! Very helpful and entertaining!
  20. Thanks for the feedback! I’m not sure. It could very well be a bug. Can you upload your track file when that happens please, so I can take a look?
  21. Thanks a lot for all the nice words and the feedback, everyone. I never anticipated this response! <3 Really nice to see people posting their result screenshots! Keep em coming! :book:
  22. Change log 7.4.0 * Fixed a problem with the auto-cockpit setup for F/A-18C, where the RALT A/P was engaged. This started happening after a recent INS update to the module. * Tweaked the limit to what counts as a downwind extension during SHBs. It now gives you a little more room. * Updated Moose. * Started a Discord server. * Started a Patreon page. 7.3.0 * Updated Moose, in order to get the mission working again after ED's scripting changes. * Changed overhead tanker TACAN band to Y. 7.2.0 * Fixed Pattern Mode. * Implemented support for <profanity> Hot Break. * Carrier is now slightly slower on its north leg, and there is a little natural wind. * Added minor turbulence. * Added ice halo. * Increased number of chaff in Hornets from 30 to 60. 7.1.0 * The score summary is now written to dcs.log. * The score summary (with a date and time) is now also optionally written to a file Logs/BanklersCase1RecoveryTrainer.log (requires desanitizing of os, ios and lfs lua modules in MissionScripting.lua). * Fixed auto cockpit setup timing to account for new behavior where boxing TCN engages the A/P menu. This resolves the problem where the aircraft went into RALT A/P instead of disabling the HUD Time. * Fixed minor problems with auto cockpit setup where some MFD buttons were left in the pressed state. * Tomcats should now have the Carrier TCN set to default. * The initial message is now much shorter. * Airborne aircraft have been slightly moved in order to be properly lined up on the initial 7.0.0 * Added T-45C Goshawk version of the miz. * Increased player slots from 32 to 44 (12 additional VFA-192 Hornets or TW-1 Goshawks depending on miz version). * Adjusted weather for new DCS 2.7 weather system. * Cockpit auto config now automatically lowers the hook if you start airborne. * Cockpit auto config now automatically turns off the exterior lights switch. * Changed Sidewinders from AIM-9M to AIM-9X on all Hornets. * Increased fuel on Hornets starting at Batumi from 37% to 50%. * Changed sidenumbers on almost every aircraft to be a little more realistic. * All Tomcats now have 32% fuel and carry the AIM-9M on the outermost rails. * Fixed skins on aircraft that had lost them with the new syntax in which skins are saved in missions. * Removed Hueys that could be used for legacy LSO stuff. * Updated Moose version. * AWACS and Tanker now respawn if the are shot down or run out of gas. * Tanker now uses Moose overhead tanker system, making sure it's always over the carrier. 6.1.0 * Added AWACS aircraft. * Changed the wording for ideal altitude at the ninety from "450" to "450-500" (you have always gotten full score for anything between 450 and 500, but the wording was confusing). * Added "Settled" and "Extended Downwind" to the summary shown to all players. * Fixed bug where Tomcat pilots didn't get any groove time score. * Changed sidenumbers on all aircraft. * Changed callsign format from "Chevy 1-1" to "Chevy11". * Adjusted the carrier group formation to avoid getting stuck in the turn while turning back south. 6.0.0 * There are now two different versions of the mission. The Supercarrier version and the Legacy Carrier version. * Implemented Supercarrier support. * Comms F10 menu put into separate submenu. Other -> Bankler's CASE 1 Training. * Added feature to disable in-flight feedback (you will only get the summary after the pass in this mode). * Decreased the KC-135MPRS speed substantially. 5.2.0 * Now compatible with 2.5.6 version (changed script launch to "Mission Start" instead of "Once"). * Tweaked carrier group formation so that the ships don't interfere with each other when group turns back south resulting in a halt. * Fixed bug where if you enabled "Public Feedback" through the F10 menu you would also toggle the LSO Voice, and vice versa. * Removed unused speed boat. 5.1.0 * You can now use the F10 radio menu to Reactivate TACAN in case the "random TACAN death" bug should happen. * Replaced the KC-130 with a KC-135MPRS as a workaround as the bugged KC-130 stopped the mission from loading. * Changed the tanker route into using a race track waypoint. 5.0.0 * You can now use the F10 radio menu to enable "Pattern Mode" where you don't need to go back to initial for every pass, but can turn straight to downwind after takeoff. In this mode 63 is max score. * You can now use the F10 radio menu to enable Public Feedback. This print all aircraft feedback steps to all players. This is useful when instructing another player. * Added lineup checks. You can now get score deductions for flying too far from centerline. 75/75 (in break mode) is still max score. * Implemented settle-checks. If you have a very high sink rate crossing the ramp, you will get -10 points for settling. * Changed order of flights and gave them unique flight numbers (Chevy1, Colt2 etc). 4.2.0 * Fixed bug where groove time score was wrong if you had an extremely short groove (less than 6 seconds). * Fixed bug where the summary wasn't always shown when running hi-res VR like Odyssey+. * Removed some of the static aircraft from the deck to increase performance, and since they don't sync that well in MP. 4.1.0 * Added score for each step in the summary. * Fixed bug where you didn't receive AOA score with Tomcat. * Changed algorithm deciding when to start groove timer to be more fair. * Adjusted wire estimation slightly to eliminate some or all false-positive 3-wire estimations. * Cleaned up realtime text feedback. * Removed LSO text callouts (voice is still there!). * On SP startup, automatically setting ICS (Jester) volume to 10%. * Changed radio channel on Stennis to Ch 2 (264.00) * Removed the config-folder that was unintentionally in the miz-file. * Removed some unnecessary debug log stuff writing to dcs.log. 4.0.0 * Added Tomcat support (airborne, on catapult, cold start) * Identifying if you're flying Hornet or Tomcat and adjusting required AOA and such to match the current aircraft. * Added groove time measuring. * Increased max score from 70 to 75 (because of groove time score). * Adjusted overhead tanker pattern to make it fly smoother tracks. * Changed Stennis TCN to 74X. * Changed overhead KC-130 TCN to 37X. * Fixed bug that caused some problems when restarting the mission. 3.0.0 * Changed the scoring system into a 70 pts system. The system is quite similar to the old one, but has tweaks in the allowed errors, and what score deductions are given for certain deviations. These new changes are based on feedback from Lex (former F/A-18 pilot and US Navy flight instructor) who has been very helpful. * Made some tweaks to stand-still-on-deck handling, hopefully resulting in that it should be rare that you don't get score after getting pulled back by the wire. * The script now allows you to fly a little wider than the 1.2 nm abeam recommendation (up to 1.4 nm) abeam, still giving a perfect score. 2.2.0 * After a trap, when you cut the power, the summary will now show up much faster than before. * Added hint that you need to stay still for a little while after cutting the power, until the score shows up. * You can now use the F10 radio menu to toggle the LSO feature on and off. For instance, you might want to turn it off if a player acts as the LSO. * Moved the SAR helicopter to the right side of the ship, 1.0 nm away. * Support for 20 players (8 players in Enfield and Ford flight can now start from Batumi in VFA-37 Hornets). * Renamed the player slots to Chevy, Colt, Dodge, Enfield and Ford 1-1 through 1-4. * The feedback will now print the players' names as well as their callsigns (Chevy 1-1 etc) to make it easier to see who's who in multiplayer. * LSO should no longer give you feedback as you cross the wake, but wait until you're actually in the groove. * The carrier's BRC is now 353 MAG (instead of 354MAG / 000 TRUE as before) as a workaround for the spooky DCS bug where you can't connect to some cat shuttles if the carrier is going straight north. * Tanker radio is now on Ch 19 (253.00) as per Gregory Brett's recommendation. * Script will no longer start running if you pass over the trailing ship above 1300 ft (solves the issue where it could trigger when you were flying in the overhead stack). * Pattern will now get aborted if you ever go above 2000 ft. * After the carrier turns south (which is after 4 hrs or so), the new BRC stated as you fly over the trailing ship will now say 173 instead of 353. 2.1.0 * Added grading for all the groove parts (start, middle, in-close, ramp), so you can now get up to 200 points for a pass. * Corrected some LSO calculations. * Added rudimentary LSO voice calls. This is a work-in-progress but at least adds a little to the immersion. Thanks for the advice and the recordings, Lex (former F/A-18 pilot)! * Added a little sound effect to confirm that you have reached the trailing ship and you are welcome to start the next pass. * Fixed a bug where the auto-cockpit-setup procedure left some buttons on the UFC in the pressed state, sometimes causing weird aircraft behavior. * Removed four of the static aircraft on deck to make more room for player aircraft. * Removed MIST dependency. 2.0.0 * For SP (and for the host in MP) the cockpit is now automatically setup when you start the mission (not after changing slot). You still need to lower the hook, and tweak the radar alt settings as you require. * Allowing more distance from the boat when upwind, which should eliminate some uncalled-for aborts. * Now looking at the glideslope angle, rather than the altitude when determining how well you perform when entering the groove. Aim for 3.5 degree glideslope instead of 300 feet altitude. * Moved the ships on the port and starboard side of the carrier farther out, so you don't get into the habit of using them as visual cues. * Implemented rudimentary LSO callouts in the groove (text only for now). * The boat will now turn and go back south after around 4 hours, making the mission suitable for hosted MP servers. (Thanks funkyfranky for the assistance!) * Moved the whole mission further east, so you can see some land in the distance as you fly. * Renamed Upwind to Break Entry. 1.0.0 First release Downloads (33,025) v 7.3.0: 4626 SC / 1340 T-45 / 1627 Legacy v 7.2.0: 2204 SC / 519 T-45 / 417 Legacy v 7.1.0: 3405 SC / 737 T-45 / 700 Legacy v 7.0.0: 3209 SC / 930 T-45 / 804 Legacy v 6.1.0: 1895 SC / 648 Legacy v 6.0.0: 1203 SC / 504 Legacy v 5.2.0: 1377 v 5.1.0: 421 v 5.0.0: 1193 v 4.2.0: 984 v 4.1.0: 947 v 4.0.0: 633 v 3.0.0: 1165 v 2.2.0: 274 v 2.1.0: 241 v 2.0.0: 387 v 1.0.0: 635
  23. Now with F-14B Tomcat and Supercarrier support! What is this, an interactive CASE 1 trainer? Yes! I made this mission with the intent to make it easier and more fun to practice your skills around the boat. CASE 1 recoveries are one of those things that most sim pilots (that are into somewhat realistic naval flying) want to get proficient in, but it can sometimes be tedious to practice it. The scoring system has been developed with guidance from Lex (former F/A-18 pilot and US Navy flight instructor). How does it work? The mission spawns you 10nm behind the boat (there are also slots for cold start and cat if you’d prefer). As you fly over the trailing ship, the “pass” starts. Approach the carrier from behind and do all the pattern stuff (break, downwind, final turn and a trap/bolter). The mission will track your flying at certain points and give you a score on each point, as well as some real-time feedback. For instance, it tracks if you’re on the right altitude, if you’re on-speed, and how far from the boat you are when abeam. After a trap (or bolter, or even a wave-off), you’ll get a summary on how well you performed in each section of the pattern, as well as a final score, where 75/75 is maximum. It will also tell you what wire you got. Practice and track the progress To restart the pattern, you simply fly back south to the trailing ship. The mission will tell you that you’re welcome back for another pass. In other words, don’t fly straight into the pattern. Instead always perform full CASE 1 recovery breaks and patterns (that’s the whole point of this practice mission). The mission will also keep a little list containing the score of all your passes of the sortie, so you can see if you’re making progress. Multiplayer! Finally, there’s multiplayer support. You can launch the mission with your friends or squadron mates, and the mission will track everyone’s progress separately. Maybe you can even use it to host a CASE 1 recovery competition in your squadron? Things to check out! * Discord: https://discord.gg/bYB4jXQWQW * Patreon: https://www.patreon.com/banklerdcs Final words I’m eager to hear your feedback so I can make adjustments and provide updates based on it. There might of course be smaller bugs and such, just let me know! If this tool helped anyone out, or at least you had a good time with it, I’d LOVE to hear from you! If you’re not already aware how to perform the CASE 1 recovery, I recommend watching this: Jabbers’ excellent video covering the basics: Many thanks to FlightControl (for Moose), Grimes (for Mist) and Lex and Gregory Brett (for patiently answering all my geek questions), as well as the Master Arms community and everyone who helped out with play testing! Also big thanks to Matt Geders and Funkyfranky! DOWNLOAD 7.4.0 Pick the version with your favorite boat: Legacy carrier or Supercarrier. There is also a version that supports the T-45C mod. Supercarrier version: Bankler's Case 1 Recovery Trainer_v07-40_Supercarrier.miz ----- Supercarrier / T-45C version: Bankler's Case 1 Recovery Trainer_v07-40_Supercarrier_T-45C.miz ----- Legacy Carrier version: Bankler's Case 1 Recovery Trainer_v07-40_LegacyCarrier.miz -----
  24. _e10 You're not alone. In our group, we have seen the same thing happen a couple of times. After takeoff, gear retracted, auto flaps, no trim, and suddenly it felt like an invisible monkey is pulling the stick 100% and no trim in the world can compensate for it. Regardless of speed or flap setting. It was not subtle, but litterally felt like you fully pulled the stick all the time. We never found out how to reproduce it, and it was rare. So conclusion was that either it was 1) a random bug with how the sim read pitch input from the hardware stick (just like you're suggesting), OR 2) it happened if you pressed those buttons (flaps, fcs reset, takeoff trim) in the wrong order during startup. We never found out exactly why it happened, and now we haven't seen it for a couple of weeks.
  25. Worked fine for my friend now (it didn't work for him yesterday)! Thanks! :pilotfly:
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