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KIO1606688872

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  1. How many years until we're allowed to be upset at a feature that was one of the most requested and were promised multiple times?
  2. Another user found in this thread that the command steering marker didn't adjust for wind. I'm guessing if it doesn't for waypoints it also will not in auto for targets, may be worth testing further.
  3. How I described it is how it actually works irl, and should work. The steering marker is corrected for great circle routing and wind drift. Looks like this is improperly modeled. In this scenario you gave, you should be able to fly directly to the point if you’re on the marker (which should be the heading you are flying), and with an uncaged hud you should see the VV 7-8* right of center (in the scenario you have your crab angle would be 7-8*), your HSI should show the waypoint arrow below the ground track marker like you have done. If you look at the waypoint marker in your image, you see that it’s the same heading as the steering marker in game, which means the steering marker in the hud is not correcting for wind drift which is incorrect. The velocity vectors job is to give you information in direct pilots-eye relation to the outside world and isn’t in relation to the heading tape. The VV is limited to an 8* radius from the center of the hud, the heading tape obviously has quite a few degrees difference. Think of it this way, I use my heading tape to navigate, my VV to see where I’m going/pointed at. So yes, the model is wrong, however the VV doesn’t have a 1:1 relationship with the heading tape, and the steering marker should give you wind corrected great circle routing to your point of choosing.
  4. The VV and heading tapes aren't on a 1:1 relationship I think is what you're going after here. If you fly the carrot on the command steering marker that is a wind corrected direct to course to whatever you're flying to. This obviously includes calculations for crosswinds so your crab is factored in. With said crosswind, your VV will be displaced in the hud as seen. Just think of the heading tape as a macro view of the headings, and the VV as a micro view with little relationship; The VV shows you exactly where the jet is going in front of you 1:1 however you actually have to move the jet 10* to get the tape to move the full 10*, whereas if you just look it seems like its only 1* of angular distance between the two. Hopefully that wasn't too confusing
  5. No, they don't. You'd have to talk to a marine guy if they have switched over legacies to ILS boxes, however rhinos do not have ILS, only ICLS/ACLS as mentioned (edit: and RNAV as previously mentioned in higher lots). Growlers have the ILS box. Many want ILS to come to the rhino, but it's not here yet. Furthermore, for this time period with the US chuck, it absolutely did NOT have ILS. Fighter bases generally try to have an ICLS cart on a runway for bad weather days however. ICLS is selected via channel like implemented in game.
  6. You don't have to delete them, just add them to seq 2 as well
  7. This, you don't have long before you're below starting voltage. Some newer jets even have the battery switch on a relay to auto-turn the switch off on deck without any other power source/APU online to keep the battery from draining.
  8. Carrier should tell you BRC, and likely will when the ATC gets updated. Case I recovery: Get it when flying parallel to the ship at point 1, or when flying from the initial, then type it in (mag heading read from the jet) On deck before takeoff: Ground track marker is BRC Also, with current implementation, it's courteous to broadcast BRC to chat when you find it to update others (especially with scripts that turn boats)
  9. I'll preface this with in multiplayer you're pretty much just going to have to do whatever works if people don't know the actual procedures. I'll try to describe how it's done and how you should probably do it in multiplayer. 1. Yes, the stack is the toilet bowl overhead the boat, starting at 2000'. Everyone should enter the stack by default and have their assigned altitudes and recovery time if you're planning on doing missions. If you're trying to control multiplayer, i'd assign their altitude since it will be non-standard anyway. 2. You can have 2 flights opposite circle from each-other for a total of up to 8 jets (2 flights of 4) per 1000'. IRL you'd just look for the other flight at your stack altitude (radar, eyes, etc). In multiplayer I'd give info on what point in the circle they're at (1, 2, 3, 4) 3. Spin pattern is for when the pattern is full, or the timing is off. You'd report the initial and be told to spin it, in which case you'd climb at the bow and circle back to the initial (as it shows in the manuals you're looking at). Important thing to note is the climb and 2-3nm arc as you will likely be following the group that was behind you in the stack. A more hands on approach is probably a good idea if you're trying to control the masses, but there's nothing like seeing everyone coordinated IRL with the radios completely silent, it's impressive
  10. ^ Plenty of ways to skin the cat, just thought I'd take a moment to explain and show the underlying aspect of what's going on in case it's ever needed in a mission.
  11. Why? In combat you need to be able to complete the mission if a system degrades. In a modern conflict you may not have GPS coverage to update your INS, so your INS will degrade, and what happens if the INS system fails halfway through the low level route to a high priority target? Military training is not civilian training. Diverting to a field and schwagging it to an alternate to satisfy the FAA requirement wouldn't cut it when you're trying to hit a TOT flying at a couple hundred feet at 360+kts. The method I described is not hard, and is incredibly accurate as previously mentioned with the example of over half of students being able to hit times with 10 seconds at the end of a 45 minute route, and a quarter able to be within 3, and that's only after a couple sims to develop the proper scan for low level flying while referencing paper charts. OP asked how you do it, there's the method for all scenarios present. Some missions just saying "i want to be at the target at this time" isn't going to cut it if you have to hit certain intermediate points at a certain time, as well as most of the time your route flying would be at a certain speed then accelerate to a combat speed at the IP. There's the easy way and the right way, and many would like to know how it's actually done.
  12. Yep, it’s done that way, and that well. First step is flying a ground speed divisible by 60. You will plan out the route with intermediate checkpoints in every leg with time hacks written down, then when you’re in the air it’s as simple as starting out with the right speed and heading. If you hold it you literally don’t have to make a correction. If you find yourself off you use correction methods to get back on time, which is amount of time off in seconds translated into ground speed increase or decrease from planned, and you hold that for your planned ground speed in miles per minute (360kts = 6nm/min, so 6 minutes for any 1:1 correction). So for instance if you’re 10 seconds fast at 360kts ground speed your correction is to fly 350kts for 6 minutes, or 340kts for 3 minutes, 300kts for 1 minute, etc. Its not at all difficult to do, especially with practice. Once you add in using a computer system you can literally just be like, alright next leg is supposed to take 7+45, ETA says 7+40, I’ll slow down a little and look they’re matching now. It’s difficult to actually prove without posting a YouTube video or something, so trust but verify and give it a try sometime. Back to OP- Make your legs the same airspeed and divisible by 60, helps a lot with mental math and can get you started on the right track to understand how it all works
  13. It's done via mental math and using time to go IRL, carrot will get you to the TOT, not to an intermediate waypoint on time. In training you're taught to do a 50 minute low level flight plan using just a heading, clock, eyes, and mental math, and if you'd be surprised how many hit the target (usually 2nd to last point on the low level route) within a second. There's no substitute for the man in the box in this jet.
  14. I'd start by making a majority of the legs the same airspeed. You can have a faster speed form IP to attack if you'd like, or even before the IP but changing legs by 80+kts is going to get you off by a few seconds instantly. Other than that it's just hitting your time hacks. You have an ETA of each waypoint under the waypoint readout on the HSI, so a little mental math and it will come out right. You have other tools to help aide you in hitting it exactly on time, but nothing is as accurate as doing a little mental math
  15. Deck is 50' above the water (actually 52-54)
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