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Posted

Hi

 

I just wonder what is the problem or misunderstanding of free weekends

 

I got installed free weekends module last night

 

 

1. the SU-33 installed in module manager but

 

it's not on the list of Mission and Instant action , CAMPAIGN

 

2. i found no serial key for SU-33 in module manager

 

→ Do i need to pay for SU-33? even free weekends?

 

 

Gulf terrain seems okay but only SU-33 is not working

 

 

Please help me

 

thanks

Posted

I downloaded it yesterday and its true that it doesnt include Missions for Caucasus, but it does have 7 (rather simple) Missions for the Nevada Map.

 

It also does came with several Instant Action missions, for Caucasus, Nevada and Normandy Maps:

 

Caucasus:

Recovery to Deck

* CAC

* Ground Strike

* Guns Only

* Take Off

 

Nevada:

Constant Peg II BVR

* Cold Start

* Constant Peg II ACM

* Free Flight

* Ground Attack

* Landing

* Take Off

* Vegas Tour

 

Normandy:

Cold Start

Take Off

Free Flight

Landing

Weapon Practice

1 vs 1 Guns Only

2 vs 2 Guns Only

2 v 2 Missiles

4 v 4 Missiles

Strike

 

Persian Gulf:

Carrier Landing

 

I also did saw that the two Campaigns (Heavy Sky & Sea Dragon) are in fact included, tough I doubt you would be able to finish them in a single weekend, as they have 35 missions between both. May I also note that the Su-33 is one of the few Modules with more than one free Campaign.

 

So .... check again :)

 

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Posted (edited)

Enjoying the SU-33.

 

After trap, on the Kuznetzov, I can not release the wire?

 

Alt+G has no effect, the hook is up but the wire is still attached?

 

 

Add to the above, the Ski Jump on the Kuznetzov, just pops you up before diving into the sea? How does the launch work? There is no Cat, so I guess the thrust is insufficient for a launch?

 

 

Love those Russian Jets?

 

 

Thanks.

Edited by Accipiter
No carrier launch

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Posted (edited)
Enjoying the SU-33.

 

After trap, on the Kuznetzov, I can not release the wire?

 

Alt+G has no effect, the hook is up but the wire is still attached?

 

 

Add to the above, the Ski Jump on the Kuznetzov, just pops you up before diving into the sea? How does the launch work? There is no Cat, so I guess the thrust is insufficient for a launch?

 

 

Love those Russian Jets?

 

 

Thanks.

 

I don't think you need to manually disconnect the wire. I've definitely taxied around deck after landing, hook still down, and nothing bad happened.

 

For launch, it's all thrust and it is enough, but you need the ship to be moving (it is in the instant action and campaign missions), and you need to follow a set procedure:

 

- retract engine inlet grilles, they eat power

- flaps half

- hold the starting brake (it's a separate control to your normal wheel brake)

- throttle to full RPM no afterburner, hold it there on the brakes a couple of seconds to let the engines spool up

- full throttle/afterburner, brakes won't hold so be quick for next steps

- release brakes

- activate emergency afterburner (separate button)

- as soon as you clear the ramp, gear up ASAP

- hold the nose HIGH, same angle as you left the ramp, maybe a bit higher. You will sink, but all being well, you'll get enough airspeed to keep flying before your tail hits the sea.

 

All that works full missile load 80% fuel.

 

Good luck!

Edited by VC

VC

 

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Posted
I don't think you need to manually disconnect the wire. I've definitely taxied around deck after landing, hook still down, and nothing bad happened.

 

For launch, it's all thrust and it is enough, but you need the ship to be moving (it is in the instant action and campaign missions), and you need to follow a set procedure:

 

- retract engine inlet grilles, they eat power

- flaps half

- hold the starting brake (it's a separate control to your normal wheel brake)

- throttle to full RPM no afterburner, hold it there on the brakes a couple of seconds to let the engines spool up

- full throttle/afterburner, brakes won't hold so be quick for next steps

- release brakes

- activate emergency afterburner (separate button)

- as soon as you clear the ramp, gear up ASAP

- hold the nose HIGH, same angle as you left the ramp, maybe a bit higher. You will sink, but all being well, you'll get enough airspeed to keep flying before your tail hits the sea.

 

All that works full missile load 80% fuel.

 

Good luck!

 

 

Thanks for answering VC.

 

 

Unfortunately my "3 wire" stays on the hook after the trap. I tried this three times...same result? The hook goes straight up after landing, with the wire attached. No way to lower the hook once landed?

 

 

Thanks for the procedures re Ski Ramp launch.

 

 

Regards.

 

 

David

[sIGPIC][/sIGPIC]i7 Haswell @ 4.6Ghz, Z97p, GTX1080, 32GB DDR3, x3SSD, Win7/64, professional. 32" BenQ, TIR 5, Saitek x55 HOTAS.

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Posted
Thanks for answering VC.

 

 

Unfortunately my "3 wire" stays on the hook after the trap. I tried this three times...same result? The hook goes straight up after landing, with the wire attached. No way to lower the hook once landed?

 

 

Thanks for the procedures re Ski Ramp launch.

 

 

Regards.

 

 

David

 

 

How do you know the wire is attached, external view? What happens if you move with the wire "attached"? I'm thinking it might be visual only, unless you've tried to move and got snagged?

 

 

When I land, I usually end up rolling backwards slightly due to the force of being stopped. Maybe I've just always got lucky and this has made the wire fall off the hook.

VC

 

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Posted (edited)
How do you know the wire is attached, external view? What happens if you move with the wire "attached"? I'm thinking it might be visual only, unless you've tried to move and got snagged?

 

 

When I land, I usually end up rolling backwards slightly due to the force of being stopped. Maybe I've just always got lucky and this has made the wire fall off the hook.

 

 

 

Yes, external view wire is attached. Throttle on and wire holds the aircraft back...snagged! Throttle off and wire pulls the aircraft back.

 

 

The take off is proving a death trap:

 

 

I take it "W" is wheel brake (I have Saitek pedals with brakes also.

Cant find the emergency afterburner?

Inlet grills...LAlt+i....do these actually do anything?

 

 

Ships doing 30 Knots into a 20 knot headwind and I still get to meet Davy Jones Locker,LOL! I have to give up on the Kuznetzov take off, wont work for me? Could be the "Trial" SU33 is faulty? Anyway gave it a go!

Edited by Accipiter
gave up

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Posted

The normal "W" wheel brakes won't hold the plane while you build up the thrust required for take-off. You need LShift + W for "Wheel brake start" which is a binary on/off max pressure brake, higher than what you can achieve via your pedals.

 

 

Inlet grids is indeed LAlt + I. Indicator for them is on the flaps/gear status panel. They are the lights ABOVE the wings. You want them off. You can also see them move up and down across your air intakes in external view. They're there to prevent foreign object ingestion to the engines, but they eat about 10% of available take-off power which is obviously unacceptable on a CV take-off.

 

 

 

Emergency afterburner is LShift + E. You can only activate this after the normal afterburners are already on (full throttle), and you get an additional green light displaying under the engine temperature gauges to show this is on.

 

 

The Instant Actions "take-off" mission has you spawn in an unarmed plane about 30% fuel. Practice there first then build up the load. That state you should be able to do even without emergency burners.

 

 

As for the arrestor wire, hopefully someone else will chime in as I'm stumped. I'm hoping to learn too, in case this happens to me!

VC

 

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Posted
Yes, external view wire is attached. Throttle on and wire holds the aircraft back...snagged! Throttle off and wire pulls the aircraft back...

Have you tried lowering the hook again, throttling up, and then back to idle? Not something you should need to do but....

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Posted (edited)
I downloaded it yesterday and its true that it doesnt include Missions for Caucasus, but it does have 7 (rather simple) Missions for the Nevada Map.

 

Do you have the FC3 installed as well?

 

I do and I don't see any extra Su-33 instant missions (there's only the old carrier landing one which came with FC3). But, I did get the offer to install the Su-33 yesterday and it did download some delta patch of ~ 37 MB, but nothing changed on the UI.

 

If I check it manually, I can see the separate module folder and the Su-33 missions there in the QuickStart folder, but they are not shown in the game when Instant Mission is selected.

Edited by Dudikoff

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Posted

Just posting my mileage w/latest OB 2.5.3... My only module is the Eagle standalone. I installed free Hornet and Su-33. Regarding the latter I see 4 instant missions and both campaigns. From instant mission Take off I can short take off off the ramp no problem because it's light loaded. But I made mission for myself where I start on Kuznetsov going standard 11kts, no wind. My 33 loaded with standard full internals but no weapons and externals. There was no way to go for short ramp take off. If it's that risky why not just go for long way take off or even just do 180 and take off from stern - had no problem with both.

Made a few carrier landings - no problem with the hook. You don't even have to raise it up to taxi away.

As for the take off procedure the inlets are off by default and flaps are either full down or up. I don't know anything about the half setting.

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Posted

Hmm, my inlet grilles are always deployed by default and I have to remember to get rid of them.

 

Flaps I'm pretty sure have 3 settings, although "half" might be the wrong terminology. There are definitely separate key bindings for "down" and "landing", what I meant by half is don't use the landing setting. They seem to be mostly automatic though so maybe I'm wrong on that.

 

I assume then that the Sea Dragon campaign missions have the ship travelling faster and/or into more wind. As I said, I can take-off fine in campaign with full external stores and 80% fuel, from the No.1 short ramp. It's a bit scary as you dip way below the deck and skim the sea, but if you just hold the attitude she soars eventually.

 

I did a landing last night where I think I got snagged on the cable as described. Initially couldn't taxi straight ahead without being pulled back, but a bit of max nosewheel right wiggled me out of it.

 

The only issue I have with landings is that after I stop, the wire pulls my tail down and I end up sitting on the tailboom for a bit, nosewheel in the air. Doesn't seem to cause any damage though.

VC

 

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Posted

Hmm, I actually managed to add them manually to my Instant Mission list.

 

I'm confused by the fact that FC3 owners get the individual modules upgrades and docs, but not the single missions? I presume other modules (F-15, Su-27, Su-25, etc.) come with extra quick and SP missions?

i386DX40@42 MHz w/i387 CP, 4 MB RAM (8*512 kB), Trident 8900C 1 MB w/16-bit RAMDAC ISA, Quantum 340 MB UDMA33, SB 16, DOS 6.22 w/QEMM + Win3.11CE, Quickshot 1btn 2axis, Numpad as hat. 2 FPH on a good day, 1 FPH avg.

 

DISCLAIMER: My posts are still absolutely useless. Just finding excuses not to learn the F-14 (HB's Swansong?).

 

Annoyed by my posts? Please consider donating. Once the target sum is reached, I'll be off to somewhere nice I promise not to post from. I'd buy that for a dollar!

Posted
Hmm, my inlet grilles are always deployed by default and I have to remember to get rid of them.

 

Flaps I'm pretty sure have 3 settings, although "half" might be the wrong terminology. There are definitely separate key bindings for "down" and "landing", what I meant by half is don't use the landing setting. They seem to be mostly automatic though so maybe I'm wrong on that.

 

I assume then that the Sea Dragon campaign missions have the ship travelling faster and/or into more wind. As I said, I can take-off fine in campaign with full external stores and 80% fuel, from the No.1 short ramp. It's a bit scary as you dip way below the deck and skim the sea, but if you just hold the attitude she soars eventually.

 

I did a landing last night where I think I got snagged on the cable as described. Initially couldn't taxi straight ahead without being pulled back, but a bit of max nosewheel right wiggled me out of it.

 

The only issue I have with landings is that after I stop, the wire pulls my tail down and I end up sitting on the tailboom for a bit, nosewheel in the air. Doesn't seem to cause any damage though.

 

 

 

 

VC. I lost the weekend before I had time to check the take off routine.

 

 

Left Shift +W, Left Shift +I, then Left Shift +E..after you go full afterburner.

 

 

The wire not releasing is a bug, as far as I am concerned. You shouldn't have to wiggle left and right to un hook it!!

 

 

In the short time I had the module, flying it around the Persian Gulf Map was a nice experience. Albeit a little unrealistically too good. We all know these modules are more for carefree fun flying, rather that ultra realistic flight dynamics from the Hornet and/or A 10c. But there is something really nice about the Russian jets! Especially that HMS in Optical lock mode!!!

 

 

However, I don't fly the Hornet much, since its missing all the Air to Ground ordinance the real aircraft has. Additionally the Air to Air radar is missing nearly all the features....TWS/TWS+RWS/VS/STT. The modes that are there seem bugged? But that's my fault for flying the VRS F/A18e Superbug for a while.....;)

 

 

regards to all.

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