Getting Buffed.

Meanwhile, I've attached an ACS flight plan for KMHR to KMER that I cooked up using Nav30. :wiggle:
I included the Top-Of-Climb and Top-Of-Descent (to prove a point). You can practice how to delete waypoints after you find out why I don't like using them.

Just dump the KMHR-KMER plan file into your ACS "Programs" folder then run the ACS data loader and select the flight plan. Hit "Load To GPS" then "OK". Start FS and load your T-43 at a KMHR parking spot. Bring up your GPS to make sure the new plan is loaded. Check the clock and note the time. Start the engines, lights On, pitot heat On, then contact Ground and request a straight-out departure. Use Progressive Taxi and get to the hammer head. Check your time again and write it down. Contact the tower and tell them you're ready for take off. You've already set up the auto pilot, right? :unsure: Now would be a good time. While we're on the that subject, you wrote down all that data you'll need for Castle, right? Your pattern altitude is 1,000 feet. Make sure your altimeter is calibrated, hit the "b" key just to be safe (later on, your "b" key will be how you set a Combat Altimeter). Set your course on the HSI for 140. Make sure everyone has a barf bag. You'll be flying with ATC so remember your "O-N-E". We'll be flying almost due south so figure out an even altitude plus 500 feet. Did you remember to polish your boots? Too late.. Remember to check the clock when you start rolling and again once you take off.

Basically, take off from Mather and steer to 140. I included the LINDEN VOR (114.80) because its on our route. Set your A/P for something below 20,000 feet and keep your airspeed around 245 KTS. Set the GPS so it's talking to the auto pilot. Stay with the ATC. We're in their play ground. Dial up the LINDEN VOR and notice how well ACS compensates for the wind. From here on out, ACS IS your Navigator. :loyal:

This flight should take less than half an hour. If you goofed something up, you can do it again without too much of a time hassle. Just be sure to recognize when and how you screwed up. Remember how we figured out when to descend to the pattern altitude? Castle's pattern alt is 1,000 feet, same as Mather. Try to get down to your pattern altitude just a little early. Try playing around with the auto throttles to see what works best.

Check in with Castle for a landing as soon as you can. We'll be using what is, essentially, a Combat Break (in an old 737) from here on out. Aim for the AFB at the pattern altitude, gear and flaps down, speed 150 KTS, and fly over the runway, then break to line up with the right glide slope. Remember, the folks in the tower and on the flight line will be watching so try to look classy. Once you're down, request a Gate to taxi to and shut down.

Remember to log your flight time.

If you haven't set up Dan's Castle AFB scenery, at least consider it as a temporary install in your scenery.cfg file. There's some stuff I'd like you to check out that was common to SAC bomber and tanker bases. You'll just need your favorite chopper for the tour.
 

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This thread is turning up some neat videos for me on YouTube. :eagerness:


We'll check out Sawyer and Wurtsmith, the two SAC bases in Michigan, as well as Westover AFB in Massachusetts ( I might be able to get Mick to give the tour). One topic of note is the RBS site, which I also covered.
 
Meanwhile, this happened..

I'm super proud of you folks working together to solve a problem and seeing stoney figure it out. :ernaehrung004: :ernaehrung004::eagerness:

I've mentioned the AI congestion problem in another thread and I really should have mentioned it in this thread, that's my bad.
So, here it goes..

IF YOU'RE TEMPTED TO ADD SOME AI BETWEEN SAN FRANSISCO AND LA, DON'T. THE SKIES ARE ALREADY PRETTY THICK.

Now, we just have to figure out why zwobbie's second FS9 install is being such a bear. :unsure:
 
Once you've made it to Castle AFB, let's take a quick tour. :very_drunk:

This is using Dan's KMER scenery I attached to the thread earlier.
His version of Castle is pretty complete, but I'm starting to think its an FSX conversion which may explain the AI traffic problem. :unsure:

Anyway, load up your favorite chopper and KMER and let's take a look around. Start at one of the MIL-CARGO parking spots. You should wind up at the northern end of the base. Take off and head south. You'll notice the MIL-COMBAT ramp. These are the normal parking spots for the B-52s.
Keep heading south past the tower and Base Ops. You'll notice a large hanger to the south with a red and white checker roof, aim for that.
Just past the hanger, you'll see the B-52 OPS building and beyond that will be the Alert Area. Notice the "christmas tree" parking area. Some folks call it a "herring bone". To us, its the Alert Ramp. While the numbers may change due to world-wide events, there will normally be four B-52s and two KC-135s parked on this ramp. There are also a lot of armed guards carrying M-16s full of armor piecing rounds. The Alert Ramp is a "no screw up zone". This is "no lone zone" and "two man rule" territory where you aren't allowed UNLESS you are on Alert Duty. The tankers are only there to re-fuel the bombers and... the bombers are fully armed with live nukes and are always ready to launch (ie, "Cocked"). We'll get into that some more at the end of this thread. Near the Alert Ramp is the Alert Shack, aka The Mole Hole:

KMER1.jpg

This is the two level building where you'll spend, usually, one week each month. The top floor contains offices where you'll do stuff like mission and flight planning, course work, squadron paper work, etc. while you're on Alert Duty. There's also a 24 hour "on call" galley and TV/Rec room. The bottom level contains sleeping quarters, a laundry room, and a rest room area. One crew is assigned to each bomber and tanker on the Alert Ramp. One other thing to notice, the Alert Ramp is directly connected to the end of the runway. This taxi way is considered "sacred ground" and is NEVER to be blocked (remember the folks with the M-16s?).
 
Just north of the Alert Shack is the OPS building. This is where bomber and tanker crews get briefed prior to a sortie, test their gear and oxygen masks, and catch the bus to their air plane. Its also where the Wing and Squadron bosses hang out. Post-mission, this is also where you'll debrief.
Besides Alert Duty and (weekly-ish) training flights, you'll also have Squadron Duty roughly one (24 hour) day per month plus any secondary squadron and wing collateral duties that are run out of this building.

KMER2.jpg
Note the "bread truck" (maintenance) on the left in front of two crew busses.

A typical SAC wing may contain two bomber squadrons plus one tanker squadron. Each squadron will have ten to 16 aircraft assigned. Roughly, there are three crews for each aircraft. Tanker crews are made up of four people, bomber crews get six. Do the math and you'll understand why SAC crews don't bother with individual call signs or nick names. Its just easier to read the name tag. :dread:
 
I'm jumping the gun a little, but we may as well get this out of the way. Nose Art and SAC planes.

Many of the B-52 repaints I've done feature nose art. That didn't mean I flew them when I was logging hours. :jump:
SAC and nose art got along like oil and water. SAC was ALL about standardization. A bomb wing was short a bomber? SAC would transfer one in. From where-ever they could find one. Likewise, a crew would request a plane to fly a mission. The planes could be considered "modular". A bomber from a south eastern wing could get slotted into a north western squadron with minimal fuss, as long as it was the same model. This is where it seems to get confusing, what about those B-17s (like Memphis Belle)? Didn't the same crew fly the same plane on every mission? Yeah, in WWII. :indecisiveness:

With SAC it was a different story. If anyone besides Gen. LeMay or the taxpayers "owned" a bomber or a tanker, it was that plane's Crew Chief and not the crews. Remember, roughly three crews per airplane. When the (SAC) Bomber Generals were running the Air Force, nose art was defiantly out. Imagine being the General who herded the cats to get a new base built out in the boonies or overseas. Imagine its the opening ceremonies for that base and all the hoi polloi and the local movers and shakers are in attendance. The bomber named "City of [your name here]" winds up with a hydraulic leak and "Miss September" (apparently giving an anatomy demonstration) taxis up to the reviewing stand. :hypnotysed:

You're the guy in charge, explain that one..

Things changed once the Fighter Generals took over and nose art (and tail art) became linked with esprit de corps.
While every plane in the squadron or wing might get a fancy tail (usually a throw back to a wing's WWII heritage or the location of the base), nose art was still tricky.
It was up to that plane's Crew Chief to come up with something that was NEAT and fairly unique. Again, the wing's heritage usually came into play.
From there, the Crew Chief would submit the artwork to the squadron and wing commanders for final approval and line up an artist to sling the paint. Nose art, also, only lasted until the plane went into Phase Maintenance where everything got sand blasted and repainted.

Getting back to the crews, usually early in the weeks when a crew was not on Alert Duty they would send one of their junior guys ("Hey, Nav..?") to the squadron office to "buy" a mission from a list of available IR routes and training packages. The AC, RNAV, and squadron commander would come up with a consensus on what the crew needed to work on. From there it came down to what planes were available (not in maintenance or on Alert Duty).
 
One quick update on Dan's KMER scenery.
It really does look like it was either converted over from FSX or was compiled with an FSX-based program.
With the AI traffic, no wonder stoney got burned. :dizzy:
I wasn't a big traffic fan when I first installed this scenery so I took apart the traffic files today and, check out the "airports" text file:

*#@ ,N0* 0.00',E0* 0.00',0
KADW,N38* 48.64',W76* 52.02',279
KBAD,N32* 30.11',W93* 39.75',167
KBIF,N31* 50.97',W106* 22.79',3947
KDYS,N32* 25.24',W99* 51.27',1788
KEDW,N34* 54.33',W117* 53.02',2303
KLTS,N34* 39.83',W99* 16.43',1381
KMER,N37* 22.82',W120* 34.09',190
KMIB,N48* 24.92',W101* 21.45',1667
KMUO,N43* 2.62',W115* 52.34',2995
KSUU,N38* 15.75',W121* 55.65',62
KTCM,N47* 8.26',W122* 28.58',322
O68 ,N37* 30.64',W120* 2.51',2251
XMER,N37* 22.24',W120* 34.12',190


That first airport doesn't look too kosher. At least not for FS9. :unsure:
The last two, I really want to verify what they are.

The good news, if you want the traffic I can fix the text files and re-compile them.
I'm not sure if you're supposed to run both of the traffic files at the same time?

You folks want me to fix it?
 
The scenery itself is pretty good.
I'm just wondering if its worth $30 so I can edit some of the parking spots?
Anyone running AFX?

With the included traffic, the flight plans are a little complicated. I think it would be a lot more accurate to just have the B-52s fly up to Fairbanks Alaska then turn around for home. That would take about 12 hours. :unsure: Two hours worth of touch and go's would also be a good addition.
There are newer AI B-52Gs and Hs plus some nice KC-135s kicking around. What ever I do with the AI aircraft and the flight plans, it doesn't change the basic problem of Cali just being too AI-congested.

Decisions, decisions..
 
I realize that to many, the addition of AI definitely adds to the Realism and Immersion factor in the Sim. However, it's one aspect of Simming I never really embraced just because it was one of those subjects I found very complicated to wrap my head around, like Repainting or Scenery Design. Plus, I found that those who knew the 'ins and outs' were not very keen on divulging their 'secrets' about said subjects. It's very difficult to find a comprehensive yet simple explanation (Tutorials, or "xxxx For Dummies") that a Beginner could follow along with and learn each step easily. The 'tutorials' found on YouTube are much the same way in that they jump around to involved Procedures and Terms that are not fully explained, so one attempting tends to get lost and frustrated within the first few minutes. Excludes, Alpha Channels, Mips and BGL's... :dizzy:

So, I subscribe to the 'KISS' method; keep the Sim simple and just use what's included. Besides, I also don't have the best Processor speed or Graphics Card capabilities at my disposal so the KISS method is the order of the day. Mather, Castle and Barksdale are all depicted as Default Scenery, so that's what I'll use for the exercise. :)
 
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