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Special Aircraft Service

The SAS Factory - Tech Help, Ancient Mods etc. => C.U.P. Downloads => Community Universal Patch (C.U.P.) => The Keepsake: Old Mod Packs, Game Versions and Guest Mods => Module 4: JTW (The Jet Age) => Topic started by: SAS~Monty27 on August 11, 2015, 09:48:32 PM

Title: C.U.P.- Module 04 - The Jet Age Pt-07
Post by: SAS~Monty27 on August 11, 2015, 09:48:32 PM
C.U.P.- Module 04 - The Jet Age Pt-07

JTW - Pt-06B is superceded/included in Pt-07. 

INSTALL - If you are up to date, as far as JTW-Part-06 or JTW-Part-06B - Simply UnZIP/UnRAR to your main Il2 Directory and over-write.

(http://i.imgur.com/IQjM7Ti.jpg)

NEW VIPERS

F-16 beta v5 - Ranwers
https://www.sas1946.com/main/index.php/topic,46374.0.html

Ranwers latest update gives us FIVE new F-16s, for a total of SEVEN Variants!  The Vipers all get a weapons overhaul; becoming proper bomb-trucks as well as BVR Fighters with AGM65 Mavericks adding stand-off SEAD capability too.

(http://i.imgur.com/sNChYY7.jpg)

Modern jets in Il2 MODS have come a long way.  Like the MiG-21, Su-25, F/A18 and AV8B, the F-16 has developed into a fully functional modern combat fastjet with a full suite of avionics and weapons for the modern battlefield.

Until now, only Falcon-4 fully illustrated the F-16 and remained the best simulation if you really wanted to fly and fight with the Viper.  Other sims offered nice eye-candy models, I know, I have them all, from Strike Fighters SFP1, Digital Integration, DiD, FSX to DCS... 

(http://i.imgur.com/uo4dk0r.jpg)

Nevertheless, for function; dogfighting, SAMs, CCIP, LGBs, Mavs etc, Falcon-4, and its derivatives, remained the benchmark if you actually wanted to take a Fighting Falcon into combat - Until now!

CUP JTW presents a full mission builder environment, with many other star aircraft, ships, tanks and vehicles, a host of supporting players and a massive set of maps; making this the ultimate F-16 Sim!  I could not be happier!

(http://i.imgur.com/SuSgd3h.jpg)

NEW QMBPRO FOR THE JET AGE
As another bonus we have included the Hangar-19 setup for Edwards AFB.  This is a QMBPRO scenario used for testing fast-jets and UFOs.  Now you can have it too, look for JTW-Edwards_AFB.  There are two Red-Team Scenarios; In Flight and Parked, and one Blue team scenario, called Aggressors. 

If you start in-flight a Secondary recon-point (green) will help you orient and locate KEDW.

This will be the basis for a Top-Gun training campaign and mission Set.  Try them out now in the incredibly flexible QMBPRO.  We are still building ever more elaborate and detailed scenery for the place, look out for for more updates soon.

(http://i.imgur.com/PoBgTOO.jpg)

Also included is another QMBPRO for JTW-Navy Trials:  This scenario set allows for instant setup on-deck for Colossus Class and larger angled deck carriers for modern take-off and recovery tests.  Select your flight and hit autopilot to see the aircraft start and set itself up on the steam powered cat.  All scenarios include a Plane-Guard, the SAR Helo, that overflys the launch and recovery pattern during those phases.  These are setup for the Red Team...

(http://i.imgur.com/4g1lKig.jpg)

Also included is another vintage classic:

DH112 Venom and Sea-Venom - OC-Tiger - Development of Gio963tto's DH Vampire. - Full Readme and Credits included:

(http://i.imgur.com/aLa28ER.jpg)

1 - Gio1963+ / CW / Edlor ... For the Vampire
2 - CW / Ghost ... FM work
3 - CW / Ghost / Slipper ... Classfile work
4 - CW ... New slot
5 - Barnsey12 ... New wheels / New Pilot 3d
6 - Ghost / OC-Tiger ... New Venom 3d additions
7 - OC-Tiger ... New Template / Skins (16)
8 - Hamm66 / Slipper / Tofolo ... Test Flying / Bug hunting

ITS ANOTHER EASY DROP-IN INSTALL!

Compressed to SFS format, uniquely for C.U.P.- Module 04 - The Jet Age.  We're having fun now Morg!

C.U.P.- Module 04 - The Jet Age Pt-07
https://www.mediafire.com/?09l372lirqaeodi

CUP Manual V05
https://www.mediafire.com/?1mz323ft5kksz6l

SAS~Monty27
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-07
Post by: Forager on August 11, 2015, 10:07:38 PM
Thank You, again.
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-07
Post by: Peter Lynn on August 11, 2015, 10:46:45 PM
Thank you for this! Most intriguing, especially with the Sea Venom!

Peter Lynn
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-07
Post by: ggrewe on August 12, 2015, 12:04:33 PM
Awesome Simon - always like it when we don't hear from you for a while, as normally means you are slaving away behind the scenes bringing us amazing goodies  8) Thanks very much for latest installments!   
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-07
Post by: timmy1963 on August 13, 2015, 04:01:37 PM
Thank you for more great stuff.A few years ago i test drove cars for Hyundai/Kia which is next door to Edwards.If you look at a satellite map you can see the track layout slightly northwest of Edwards.While on the oval track doing 100 mph i had a B1 come straight at me at low level which was awesome and i got to see the B2 a couple of times flying low level.I worked 3rd shift for a bit and the only lights allowed on (per request from Edwards) were around the main building area.Saw some lights in the night sky that moved in ways that i cant explain.We even got buzzed by a blacked out helicopter while going to our cars one night.Scared the shite out of me!One of our drivers had been on the team that made the SR71 and he brought in some albums full of pictures of the project which was really cool to see.When i saw you made a Edwards AFB map i just had to share some of my experiences working in that area.Thanks again for all your hard work to make this sim the best. :) :) :)
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-07
Post by: SAS~Monty27 on August 13, 2015, 05:23:27 PM
Thank you for more great stuff.A few years ago i test drove cars for Hyundai/Kia which is next door to Edwards.If you look at a satellite map you can see the track layout slightly northwest of Edwards.While on the oval track doing 100 mph i had a B1 come straight at me at low level which was awesome and i got to see the B2 a couple of times flying low level.I worked 3rd shift for a bit and the only lights allowed on (per request from Edwards) were around the main building area.Saw some lights in the night sky that moved in ways that i cant explain.We even got buzzed by a blacked out helicopter while going to our cars one night.Scared the shite out of me!One of our drivers had been on the team that made the SR71 and he brought in some albums full of pictures of the project which was really cool to see.When i saw you made a Edwards AFB map i just had to share some of my experiences working in that area.Thanks again for all your hard work to make this sim the best. :) :) :)

That's wonderful timmy1963!  My favourite KEDW layouts are in Orbiter and FSX where I spend a lot of time flying the X-15 and landing the STS.  I have often seen that racetrack on approach.  We have the start of a basic layout on the desert map and the geography is similar.

Next I would like to add more outbuildings, moving scenery, lights and sound.  Don't forget that you can open the mission from QMBPRO directly into FMB and go populate the mission scenery as you see fit.  Its well worth playing around in there with FMB and I expect we could share a number of versions.

As eMeL pointed out over the weekend, we really need some modern hangar objects.  Different time periods would also be interesting.  It is so easy to open it up in QMBPRO then FMB and have a go at it yourself.  We need to do the parking lot and I want to put a few more hangars in there too, maybe with some retro-fitted UFOs and such...

Title: Re: C.U.P.- Module 04 - The Jet Age Pt-07
Post by: timmy1963 on August 13, 2015, 05:58:16 PM
That is cool you can see the oval track!I'll have to try and populate that map.The satellite image of Edwards is a big help for placement of objects.I'll give it a go and let you know.
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-07
Post by: SAS~Monty27 on August 14, 2015, 02:42:00 AM
(http://i.imgur.com/ZMNENIf.jpg)

Here's the Bell X-1A SG in FSX.  Took these on the weekend.  Maybe one day...

(http://i.imgur.com/y8KoFCF.jpg)
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-07
Post by: dpeters95 on August 14, 2015, 10:03:57 AM
First of all, thank you Simon and the developers!

Now, can someone explain to me how to take off the carriers with the F-16?  I launch with full afterburner and 28 degrees of flap and end up in the water?  Also, on the ski jump carrier I just run into the ramp and explode?  However, the autopilot has no problem on any of the carriers????

TIA
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-07
Post by: kingsley on August 14, 2015, 11:13:12 AM
First of all, thank you Simon and the developers!

Now, can someone explain to me how to take off the carriers with the F-16?  I launch with full afterburner and 28 degrees of flap and end up in the water?  Also, on the ski jump carrier I just run into the ramp and explode?  However, the autopilot has no problem on any of the carriers????

TIA
Well I could say pratice makes perfect but what is the cats set to 25/35 or 45. The autopilot automatically sets things right and off you go wild blue younder. Now also what cv are you using for the16
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-07
Post by: dpeters95 on August 14, 2015, 01:42:20 PM
First of all, thank you Simon and the developers!

Now, can someone explain to me how to take off the carriers with the F-16?  I launch with full afterburner and 28 degrees of flap and end up in the water?  Also, on the ski jump carrier I just run into the ramp and explode?  However, the autopilot has no problem on any of the carriers????

TIA
Well I could say pratice makes perfect but what is the cats set to 25/35 or 45. The autopilot automatically sets things right and off you go wild blue younder. Now also what cv are you using for the16

I have tried all 4 of the carriers in the QMB mission "Navy Trials" that came with this new update.  Here is what is in my "conf.ini" in the "Mods" section pertaining to catapults:

CatapultAllow=1
CatapultAllowAI=1
CatapultBoost=1
StandardDeckCVL=1
CatapultAI_CVE=1
CatapultAI_CVL=1
CatapultAI_EssexClass=1
CatapultAI_LexingtonClass=1
CatapultAI_AkagiClass=1
CatapultAI_IllustriousClass=1
CatapultAI_CasablancaClass=1
CatapultAI_ShokakuClass=1
CatapultAI_GrafZep=1
FastLaunchAI=1
CatapultPower=22.0
CatapultPowerJets=45.0

Note:  I can use the ski jump with a Harrier without exploding and I can takeoff.  I can also takeoff of the other 3 carriers with a harrier (using the cat).
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-07
Post by: SAS~Monty27 on August 14, 2015, 10:50:57 PM
It may be your realism settings in 'Difficulty'.

Accessed through QMB prior to launch - realistic landings.

Or, could it be?  You ain't launching with the Steam Cats!!!!!!!@#@$@%@^@&

Check the rough guide below...  8)

(http://i.imgur.com/OWs1Mfd.jpg)

Once you find yourself on-deck in the scenario your options are:

Manual Launch
1-Start and spool-up
2-Un-Chock and taxi to the cat
3-Stop and re-chock
4-Check the position on the cat

The aircraft should 'snap' into position ready for launch.

5-Wingfold down - if necessary.
6-Flaps to takeoff
7-Final turn-up - full power
8-trim up a little
9-Un-chock launches the steam-cat
10-wwwwwwwwwwwwwwwwwwwwoahooooooo

Semi Autolaunch:
1-Hit Autopilot.
2-Auto starts - Spools - positions you on cat when ready.
3-Cut Autopilot just before launch and take control.

Full Autolaunch
1-Hit Autopilot
2-AP Does everything
3-Wake me up when we are airborne

Ski Jump launch for VTOLS
1-Start and spool-up
2-Wing Incidence to 45`
3-Flaps to takeoff
4-Power to full military
5-Un-chock and run at the ski-jump

(http://i.imgur.com/GgLMUbd.jpg)

Here are some updates and expansions for The Jet Age QMBPRO

Now with six types of Carrier to try out

UnZIP/UnRAR Direct to your main Il2 install directory and overwrite

MORE CARRIERS IN QMBPRO
https://www.mediafire.com/?pj7v6ekf8um39z3

Title: Re: C.U.P.- Module 04 - The Jet Age Pt-07
Post by: dpeters95 on August 16, 2015, 04:36:19 PM
Ok, I guess I need help with my takeoff checklist.  I have always done the following as Simon described in the previous message:

Manual Launch
1-Start and spool-up
2-Un-Chock and taxi to the cat
3-Stop and re-chock
4-Check the position on the cat

The aircraft should 'snap' into position ready for launch.

5-Wingfold down - if necessary.
6-Flaps to takeoff
7-Final turn-up - full power
8-trim up a little
9-Un-chock launches the steam-cat
10-wwwwwwwwwwwwwwwwwwwwoahooooooo


But I end up in the water!!!

However, If I do the following:


Semi Autolaunch:
1-Hit Autopilot.
2-Auto starts - Spools - positions you on cat when ready.
3-Cut Autopilot just before launch and take control.

The F-16 jumps off the end of the carrier???  It is obviously doing something automatically that I am not doing manually.  But what?  Visually, my manual pre-takeoff F-16 control surfaces appear identical to the Semi-Auto pre-takeoff F-16.

Any ideas anyone?
TIA
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-07
Post by: SAS~Monty27 on August 17, 2015, 07:36:07 AM
Can we confirm a few things?

Are you certain your Steam Cats are functioning and the AI use them OK?

Do your difficulty settings include realistic takeoff and landings?
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-07
Post by: bergkamp on August 17, 2015, 09:43:23 AM
May I butt in and make a suggestion? I was getting the same result as dpeters95, then doh!, light bulb moment. In FMB under "configure/conditions", I had left mission date as 1940 . Reset date (in my case,1960) and to quote Monty "whooooosh", got an F-4D Phantom to take off from carrier with full load.

Hope this helps.

Bergkamp
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-07
Post by: markino on August 17, 2015, 10:49:06 AM
Hi Simon, anything to disable in jsgme for addons #7 and #8?

Ciao!

Marco
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-07
Post by: bergkamp on August 17, 2015, 10:53:08 AM
As an aside, I tested the jet launch on a few of the Essex class angled deck carriers and found a problem with the USS Essex cv9/1965 in so far as, at mission launch, my aircraft is in the drink, with no carrier showing up on screen. Logfile :-

Code: [Select]
'FlightModels/F4D.fmd:F4E' is being loaded from File: 'f4e'
FM called 'FlightModels/F4D.fmd:F4E' is being loaded from Alternative File: 'f4e'
FM called 'FlightModels/Jets:F4E.emd' is being loaded from File: 'f4e'
FM called 'FlightModels/Jets:F4E.emd' is being loaded from Alternative File: 'f4e'
FM called 'FlightModels/Jets:F4E.emd' is being loaded from File: 'f4e'
FM called 'FlightModels/Jets:F4E.emd' is being loaded from Alternative File: 'f4e'
Flight Model File FlightModels/F4D.fmd:F4E contains no Mach Drag Parameters.
FM called 'FlightModels/F4D.fmd:F4E' is being loaded from File: 'f4e'
FM called 'FlightModels/F4D.fmd:F4E' is being loaded from Alternative File: 'f4e'
INTERNAL ERROR: HierMesh: Can't find chunk 'Radar5'
Ship creation failure:
INTERNAL ERROR: HierMesh: Can't find chunk 'Radar5'

java.lang.RuntimeException: INTERNAL ERROR: HierMesh: Can't find chunk 'Radar5'

at com.maddox.il2.engine.HierMesh.ChunkFind(Native Method)
at com.maddox.il2.engine.HierMesh.chunkFind(HierMesh.java:285)
at com.maddox.il2.objects.ships.BigshipGeneric.initMeshBasedProperties(BigshipGeneric.java:2587)
at com.maddox.il2.objects.ships.BigshipGeneric.<init>(BigshipGeneric.java:2963)
at com.maddox.il2.objects.ships.ShipEssexs$USSEssexCV9_1960.<init>(ShipEssexs.java:58)
at java.lang.reflect.Constructor.newInstance(Native Method)
at com.maddox.il2.game.Mission.loadChiefs(Mission.java:1905)
at com.maddox.il2.game.Mission._load(Mission.java:769)
at com.maddox.il2.game.Mission.access$600(Mission.java:120)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:463)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Mission: Can't create chief '0_Chief' [class:ships.ShipEssexs$USSEssexCV9_1960]
1>mp_dotrange FRIENDLY DOT 6.0 COLOR 6.0 RANGE 6.0 TYPE 6.0 ID 6.0 NAME 6.0 ALTICON 0.1 ALTSYMBOL + ALTCOLOR 0
1>mp_dotrange FOE DOT 12.0 COLOR 10.0 RANGE 10.0 TYPE 8.0 ID 6.0 NAME 0.0050 ALTICON 0.1 ALTSYMBOL + ALTCOLOR 0
Mission: Single/JetCarrier.mis is Playing
warning: no files : music/takeoff
-------------------------------- MISSION FAILED ---------------------
warning: no files : music/crash
ObjState.finalize: Object of com.maddox.il2.objects.ships.ShipEssexs$USSEssexCV9_1960 NOT destroyed
Month = 0 , Hour = 12
Temperature -     0m = 27.0 .
Temperature -  1000m = 20.51001 .
Temperature -  2000m = 14.019989 .
Temperature -  3000m = 7.529999 .
Temperature -  4000m = 1.0400085 .
Temperature -  5000m = -5.450012 .
Temperature -  6000m = -11.940002 .
Temperature -  7000m = -18.429993 .
Temperature -  8000m = -24.919998 .
Temperature -  9000m = -31.410004 .
Temperature - 10000m = -37.899994 .
Temperature - 11000m = -44.39 .
Temperature - 12000m = -50.880005 .
Loading map.ini defined airfields:
WARNING: ObjectVACache_Clear()
WARNING: * Buf0 : Obj: 21,  Vert 1119,  Ind 4620
WARNING: * Buf1 : Obj: 183,  Vert 67349,  Ind 133425
WARNING: * Buf2 : Obj: 5,  Vert 6783,  Ind 17976
Load bridges
Load static objects
No Name for Mission
No Short for Mission
No Description for Mission

The problem seems to stem from the last section of the Essex ships .ini

Code: [Select]
// Radar

[USSEssexCV9_1960:Part57]
BaseChunk                 Radar1
strengthBasedOnThisSection strength_GunSmall
NowRadar
HeadMaxYawSpeed         -30.0

[USSEssexCV9_1960:Part58]
BaseChunk                 Radar2
strengthBasedOnThisSection strength_GunSmall
NowRadar
HeadMaxYawSpeed         -50.0

[USSEssexCV9_1960:Part59]
BaseChunk                 Radar3
strengthBasedOnThisSection strength_GunSmall
NowRadar
HeadMaxYawSpeed         -60.0

[USSEssexCV9_1960:Part60]
BaseChunk                 Radar4
strengthBasedOnThisSection strength_GunSmall
NowRadar
HeadMaxYawSpeed         -60.0

[USSEssexCV9_1960:Part61]
BaseChunk                 Radar5
strengthBasedOnThisSection strength_GunSmall
NowRadar
HeadMaxYawSpeed         -45.0

The Essex cv91957 works fine. Tested on a vanilla CUP install - no mods added.

Title: Re: C.U.P.- Module 04 - The Jet Age Pt-07
Post by: dpeters95 on August 17, 2015, 02:03:20 PM
Can we confirm a few things?

Are you certain your Steam Cats are functioning and the AI use them OK?

Do your difficulty settings include realistic takeoff and landings?

Simon, as far as I know the cats are functioning properly.  The F-16 snaps to the cat prior to launch.  I then add trim up and full power and then hit Ctrl+C.  I can't keep it from the water.  I can takeoff in semi-auto just fine.  When I hit Ctrl+C it jumps off the deck.  In fact, in semi-auto, after I take control on the cat, I can retract flaps and level the elevators and then Ctrl+C, and it still will takeoff fine!!!

Yes, I have realistic takeoff and landings set.  I do not have "Complex Engine Management" set.  So it shouldn't be an engine type problem.

Something is being done automatically before the aircraft moves to the cat that I must not be doing manually???

Title: Re: C.U.P.- Module 04 - The Jet Age Pt-07
Post by: dpeters95 on August 17, 2015, 02:06:54 PM
May I butt in and make a suggestion? I was getting the same result as dpeters95, then doh!, light bulb moment. In FMB under "configure/conditions", I had left mission date as 1940 . Reset date (in my case,1960) and to quote Monty "whooooosh", got an F-4D Phantom to take off from carrier with full load.

Hope this helps.

Bergkamp

Thank you for the suggestion but I thought of that also except that in semi-auto I wouldn't think that it would work if that was the case, but it does.  I am using the QMBPRO missions, Navy Trials.  I checked those mission files and they are set to 1960.

This is really driving me nuts!
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-07
Post by: bergkamp on August 17, 2015, 04:10:53 PM
Just so you know you are not alone, in 10 attempts, I could not get an F16 off the Oriskany's flight deck in QMB Pro. Similarly, I tried with a Phantom F-4J, full load, and finished up in the drink, 10 times of trying.

Strangely, though, in a mission I set up in FMB, again using the Oriskany, I got the Phantom off every time in 10 attempts. No luck with the F-16, though. Got wet every time.

Bergkamp
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-07
Post by: dpeters95 on August 17, 2015, 05:11:38 PM
Just so you know you are not alone, in 10 attempts, I could not get an F16 off the Oriskany's flight deck in QMB Pro. Similarly, I tried with a Phantom F-4J, full load, and finished up in the drink, 10 times of trying.

Strangely, though, in a mission I set up in FMB, again using the Oriskany, I got the Phantom off every time in 10 attempts. No luck with the F-16, though. Got wet every time.

Bergkamp

Thanks for the confirmation!  I'm really stumped.  I even checked all the gauge and switch settings in the cockpit but they were identical in semi-auto and manual mode?????

I have not flown many jets in the past.  I'm mainly a prop fighter kinda guy but I would like to get this resolved.
I hope some one leaves a message saying here is what you are doing wrong rookie!  :P
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-07
Post by: SAS~Monty27 on August 18, 2015, 01:24:51 AM
I never had any such problems.  Here is the F-16, fully loaded, leaving the Clemenceau in QMBPRO...

(http://i.imgur.com/OWs1Mfd.jpg)

I will have to test these scenarios again, along with my special crash test dummy squad, to see if we can replicate your conditions!
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-07
Post by: markino on August 18, 2015, 04:28:04 AM
Hi Simon, anything to disable in jsgme for addons #7 and #8?

Ciao!

Marco
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-07
Post by: SAS~Monty27 on August 18, 2015, 05:42:17 AM
No special instructions Marco, just throw them into place, C.U.P. easy! ;D
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-07
Post by: bergkamp on August 18, 2015, 05:50:49 AM
I never had any such problems.  Here is the F-16, fully loaded, leaving the Clemenceau in QMBPRO...

Something else I found. Flying an F-18 off the Oriskany in the QMBPro scenario, I can launch the jet every time, though the plane does tend to nose up rapidly on take off. This may be something to do with my stick settings as I tend to fly props and early jets. One thing, though, I don't seem to have any manual control over the flap position at take off. I have read the manual re the F-18C and this seems to suggest there is a degree of manual flap control before auto control takes over. Neither aircraft seem to respond to my flap or trimming control key binds when on the deck.

Code: [Select]
i. F/A-18 Hornet:
Auto Flaps control system:
AUTO: Flaps control system (FCS) is in auto flap up mode. Leading and trailing edge flaps are scheduled as a function of the AoA
HALF: FCS in in takeoff and land mode below 590kph. Above 590kph FCS is in auto flaps up mode. Leading edge flaps are scheduled as a function of the AoA. When on Ground, their are set to 12°. Trailing edge flaps are set to 30°.
FULL: Same as in HALF mode. Leading edge flaps are scheduled as a function of the AoA. When on Ground, their are set to 12°. Trailing edge flaps are set to 45°.
The Auto flaps is actually use to enhance Flight model and avoid bleeding too much speed or getting jammed during flight. You can start using flap normally when gears is down. Either when you're taking off or landing. When take-off, use normal procedure, then rise the gear, the flap will automatically raised for you. After that it's in AUTO mode, which changed as a function of AOA, you can't change them manually. When landing, just slow down a bit, release your gears first, then deploy flaps to landing mode.
Auto retracting speed brake when:
-The aircraft is at or above 6.0 Gs.
-The aircraft is at or above 28.0 degrees AOA.
-The aircraft is below 250 KIAS, and the flaps are extended beyond 20 degrees.
Auto take-off flap and trimming:
The aircraft is designed to be a hand off stick take off. So you only need to deploy flap to take off then full power. The aircraft will takeoff by itself. If not confident, you can try slight control input for correction.

Sorry to keep labouring this topic and I'm doing something stupid, but like dspeters, I don't fly fast jets and this is bugging me.

Regards,

Bergkamp 
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-07
Post by: markino on August 18, 2015, 06:29:36 AM
Many thanks Simon!

Ciao!

Marco
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-07
Post by: creature on August 18, 2015, 05:48:13 PM
Quote
We're having fun now Morg!
 

A man after my own heart. :))))

Speaking of that, I did see an A-6 on some ones post once.  Is there one out there soon to be in CUP??

C
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-07
Post by: dpeters95 on August 18, 2015, 05:49:59 PM
I never had any such problems.  Here is the F-16, fully loaded, leaving the Clemenceau in QMBPRO...

I will have to test these scenarios again, along with my special crash test dummy squad, to see if we can replicate your conditions!

Thanks Simon.  Yes, please do have them test the QMBPRO missions with the F-16.  I really want to know what's going on.  If I could not get the plane airborne at all I would think it's just underpowered (or just me) but in Semi-Auto it jumps off the deck nicely!

Thanks!
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-07
Post by: bergkamp on August 19, 2015, 05:35:29 AM
Hi, Monty.

I don't know if you had a chance to look at my reply#16 regarding the Essex CVL1965 not showing up in mission. I looked at it further and found that removing the last part of the Essex in ships .ini:

Code: [Select]
[USSEssexCV9_1960:Part61]
BaseChunk                 Radar5
strengthBasedOnThisSection strength_GunSmall
NowRadar
HeadMaxYawSpeed         -45.0

the Essex now shows up. You may want to look at it further, as I don't know what effect this last part may have on the in game working of this ship.

Regards,

Bergkamp
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-07
Post by: Gemini on September 12, 2015, 01:42:16 PM
Okay I know this isn't related to this new part of the Jet Age but I installed it yesterday and each time I try to take out a plane I get a "Data File Corrupted"
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-07
Post by: edc1 on September 13, 2015, 12:34:16 PM
Hi Bergkamp,
I have the same problem with USSEssex CV9 1965 it showed up on the FMB map when placed but it did not when
I ran the test mission, the aircraft I placed on the deck to take off ended in the drink!
So I removed the last section as you did, the ship now appears when I run the test mission, but the aircraft
I am using appears inside the carrier?
One for Monty's mod team
cheers edc1 (stan)
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-07
Post by: bergkamp on September 20, 2015, 04:31:29 AM
Hi Bergkamp,
I have the same problem with USSEssex CV9 1965 it showed up on the FMB map when placed but it did not when
I ran the test mission, the aircraft I placed on the deck to take off ended in the drink!
So I removed the last section as you did, the ship now appears when I run the test mission, but the aircraft
I am using appears inside the carrier?
One for Monty's mod team
cheers edc1 (stan)

Apologies, I missed this before. I looked at this again and the jets I tested all show up on deck and launch off the cat as would be expected (not withstanding the F16 question), so I'm guessing it's not a problem in CUP. What plane are you using? Is it an added mod?

Bergkamp