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Kurze Frage zwischendurch......:
Wie öffne ich das Radom, die Leiter, und gibt es auch die ganzen covers für die statics und die remove before flight- tags??
und das würde ich gerne auch mit Jon abklären wollen (wir haben gerade die F-18 als Review in der Mache und ich bin im Kontakt mit ihm)
Frage:
Wie stelle ich mir die Tanker ein, damit ich diese auch finde, diese auch erscheinen. Die Einstellungen zu AI Verkehr im Flusi als auch die settings im ACM??
Sorry Peter, ich habe auch nichts gefunden
Hallo Sir Roma
Was meinst du mit Träger nutzen.... meinst du Katapultstart oder Landen oder Überhaupt Finden?
Währe Super wenn du mehr Info hättest.
Gruß
Andy
Zitat
I have some results that should clarify the situation regarding A/A refueling.
I've read many of the previous threads on this topic, paying particular attention to when other people successfully hook up and receive fuel from a tanker. I also spent a few hours in FSX flying both single/multiplayer free flight and multiplayer missions, using a KC135T for FS9[1], KC135T for FSX [2] and a A330 MRTT for FSX [3]. Aircraft loadout was 1 external tank and full fuel set in ACM. TACAN channels were 100X for both the KC135T and MRTT, as set in the ACM. No other refuelling gauges or utilities are installed, I run a fairly basic FSX install. Once airborne, I dumped some fuel to facilitate refuelling later on.
Single player free flight was tested using both FS Recorder[4] and AI Flight Planner[5].
Using FS Recorder to record a KC135T in straight and level flight, then replaying it back as traffic whilst I was in the VRS superbug, I was not able to receive any fuel from the tanker, nor was I able to get the TACAN signal from it either.
Using AI Flight Planner I setup a KC135T to fly from YBBN to YSSY at FL300. With myself in the VRS bug I was able to receive the TACAN from the tanker, used that to intercept it, then proceeded to fill up my tanks from the KC135. I tried the TACAN in both T/R, A/A modes or OFF, but could only receive fuel when set to ON and in A/A mode. Refuelling rate was slow and took between 30-60seconds depending on fuel state.
Multiplayer free flight was tested with a friend flying the KC135T or MRTT.
With a friend in either tanker, in straight and level flight, I set the TACAN to the correct channel and A/A mode, intercepted the tanker and filled up my tanks. No fuel flowed when TACAN was in the T/R mode or OFF. Refuelling rate was slow and took between 30-60seconds depending on fuel state.
Multiplayer mission was tested using the Carrier Quals mission[1].
I hosted a session using this mission, took off from KNTU and selected Tanker in the top left corner of the screen. I also set my TACAN on, 100X and A/A mode but did not receive a signal from the tanker in the mission. Using the compass guidance in the top left of the screen I intercepted the tanker, and successfully filled my tanks rather quickly. TACAN settings did not have an effect on refueling. Refuelling this time took only a few seconds from 50% fuel state. I also flew this mission in the default FSX:Accel hornet and also refuelled from the tanker at the same, fast rate.
From my testing above and the various threads on this subject, I found two main scenarios where tanking worked for people:
1. Using the Carrier Quals MP mission, flying behind the supplied KC135T, refuelling only takes a couple seconds to complete.
2. Using any three of the tankers mentioned in either single player or multiplayer free flight, refuelling takes some time, about 30-60seconds (roughly) depending on fuel state.
Scenario 1 DOES NOT use the aerial refuelling function of the VRS Superhornet. It relies on coding of the mission to create a refuelling box behind the included KC135T. ACM, TACAN, aircraft.cfg[6] settings do not have an effect on the ability to take on fuel in this mission.
Scenario 2 DOES use the Aerial Refuelling function of the VRS Superhornet. You need to have several things setup correctly for this to work:
1. Tanker installed successfully.
2. ACM setting for 'ATC MDL" must be the same as "atc_model=" listed under [General] in the aircraft.cfg file of the respective tanker.
3. Your TACAN must be ON (boxed), set to the matching channel in the ACM, and in the A/A mode for you to receive a signal from the tanker.
4. TCN must be boxed on the HSI.
5. In Multiplayer someone else flying the tanker or appearing to you as a tanker. In Singleplayer you must have an AI flightplan using a tanker installed, ie a Traffic_****.bgl file in \Scenery\World\Scenery folder. (FS Recorder will not work)
6. Extend the in flight refuelling probe.
7. Finally when 'plugging in' to the drogue, you need to approach slowly from behind the drogue and push forward until fuel starts to flow. Once it does flow, stabilise 'in the box' and watch your total fuel increase.
One other important piece of info is the fuel setting in the ACM. You will only receive enough fuel to return you to the total ammount set in the ACM. In order to completely fill your tanks in the air, you must set all tanks to full in the ACM. If you have reduced the fuel state to something less than full, it will not keep filling to full (14492lb internal + 3200lb/external tank). An example of this is if you have EMPTY external tank(s) fitted and FULL internal tanks, then you will only fill the internal tanks and not the external tank(s).
I bring up the FUEL page on the left DDI during tanking, but it is not a requirement to be able to receive fuel. Watch the TOTAL fuel number in the top left of this page. You can also Ctrl + Z twice and watch the fuel percentage too. When either number stops increasing, then you have
I hope this explains the different results people have been getting, and definitively outlines how to refuel using VRS's inbuilt function. I have delibrately not covered the setup of drouge offsets and couple/uncouple settings as they are tanker model (and view) specific, I will leave that for another thread or others to work out.
[1] KC135T for FS9: This came with the Carrier Qual MP mission by OneShot2010 found in this thread
[2] KC135T for FSX: This is the file "kc135t_navy_drogue.zip" from http://www.flightsim.com
[3] A330 MRTT: This is the file "toma3mrt.zip" also from http://www.flightsim.com
[4] FS Recorder version 2.0 beta 4 from http://www.fs-recorder.net/
[5] AI Flight Planner version 1.6.35 from http://members.shaw.ca/aifp/
[6] aircraft.cfg settings meaning the atc_model= entry under [General] heading
EDIT 1: Added IFR probe to list.
EDIT 2: ACM fuel settings.
Zitat
VRS Varmint wrote:
Guys, there are a number of things that are still in development here, so it's impossible to fully outline what will or will not be available. Features are definitely subject to change, but for the most part all of the following features are planned and for the most part working.
Any and all AI can be destroyed both in the air and on the ground though true weapon objects including AAMs with guidance systems and guns.
Destroyed and damaged aircraft will realistically spiral out of control (or attempt to maintain it). Upon impact with the ground, they will leave persistent impact craters.
Air-to-ground missiles such as Mavericks, HARMS and Harpoons will all become real objects capable of targeting and destroying simobjects
Bombs of various types (dumb and LGBs) can be employed and will destroy ground objects (simobjects, not structures). Even splash damage to nearby simobjects is simulated.
Multiplayer aircraft can also be destroyed and damaged and radar warning receiver and countermeasures functions will operate to some extent (WIP).
Air to ground radar will be fully modeled including MAP, Ground Moving Target, Sea Surface Search, Fixed Target Track and Ground Moving Target Track modes.
Air to air radar will be improved with additional functionality and true-to-life fidelity. The AA radar changes will be rolled into SP1 as well.
Air to air refueling via on-demand in-flight menu system similar to the way AI carriers works. Call tankers any time, any place. Tankers will assume realistic orbits, and in the case of tankers spawned near carriers, their orbits will follow the fleet. In addition it will be possible to call target drones. We do not yet know how viable it will be to create dogfight partners, but they are still on the table.
Details concerning price, availability and third-party licensing are still to be determined. Again, this is a work in progress...
Zitat von »VR Simulations«
[...]
VRS RELEASES F/A-18E SUPERBUG X SERVICE PACK 1
VRS today released Service Pack 1 for their award-winning F/A-18E Super Hornet simulation for Microsoft Flight Simulator X. SP1 contains over 200 changes, features and fixes spanning 10 incremental point releases over approximately 4 months. SP1 will be automatically delivered via the VRS Aircraft Manager for any version. Customers wishing to download the SP1 update manually, or to review the changelog, may do so via the VRS Support forums at http://www.vrsimulations.com.
Note that all third-party liveries should be exported via the ACM and then deleted (also via the ACM) before performing this update. They may then be re-imported normally after the update is completed.
Major Changes and Additions:
- Dozens of avionics changes based on recently obtained data and first-hand actual simulator time.
- Complete fuel system rewrite.
- Dedicated multiplayer model options (available via ACM preferences) which offer higher performance through LODs and now accurately reflect other player's loadouts.
- Improved master caution logic.
- Improved Autothrottle response and accuracy.
- Improved Autopilot function, particularly RALT and BALT.
- Rewritten radar backend will now display all simulated aircraft, including those in FSHost/SquawkBox/IVAO sessions and those created by FS Recorder.
- YCAS rewritten to deal with the uncorrected oscillatory nature of FSX wind gusts. The YCAS controller is more responsive and significantly stronger.
- Frame rate improvements in the external model (should help in SP when in an external view, and help greatly in MP).
- VC gauge resolution increased.
- Enhanced HUD appearance and more closely matched geometry.
- Refined DDI appearance and higher resolution symbology, particularly in radar displays.
- Introducing RapidRaster (WIP). A new map rendering technique (ACM settable) which will eventually allow streaming sectionals and SRTM data.
For the complete change log, click here.
[Quelle: VRS Support Forums]
Forensoftware: Burning Board® 3.0.24, entwickelt von WoltLab® GmbH