Sei sulla pagina 1di 14

OPERATIONS MANUAL Thank you for downloading the Flight Sim Nation Alpha Carrier for SP2/Accelerati on.

We hope you have as much fun operating it, landing and taking off from it as we did making it. Development Team : Vance "Sonic" Dylan -Project Director, Owen "Crazieman" Young -Paints and Textures, Bruce "Delta Whiskey" Fitzgerald -Modeling, Dynamics & Audio. Beta Tes ting by the Flight Sim Nation Display Team. If you need help with the carrier visit our support forums at www.flightsimnatio n.com Section 1: Features Built from scratch model, Custom paint and textures and all new audio. New Air B oss VC with extensive ATC capability, Bridge View, LSO View, Cable Cam View, Hanger Deck View and Fan Tail View. User controlled animated elevator. User controlled animated Jet Blast Doors on all ca tapults. User controlled animated anchor. User controlled meatball that is operated by your joystick and uses our own tracking system to get accurate info to the incoming aircraft. Hardened hanger deck with plenty of parking and is well lit. New lighting package. Improved stability and dynamics. Improved VFX pa ckage. Animated flags and pennants and lots of little details. All working in multiplayer...viewable b y all players. Section 2: Specifications Displacement: Approximately 97,000 short tons (88,000 t) full load Length: Overall: 1,092 feet (332.8 m) Waterline: 1,040 feet (317.0 m) Beam: Overall: 252 ft (76.8 m) Waterline: 134 ft (40.8 m) Draft: Maximum navigational: 37 ft (11.3 m) Limit: 41 ft (12.5 m) Propulsion: 2 Westinghouse A4W nuclear reactors 4 steam turbines 4 shafts 260,000 shp (194 MW) Speed: 30+ knots (56+ km/h; 35+ mph) Range: Essentially unlimited

Complement: Ship's company: 3,200 Sensors and processing systems: AN/SPS-48E 3-D air search radar AN/SPS-49(V)5 2-D air search radar AN/SPQ-9B target acquisition radar 2 AN/SPN-46 air traffic control radars AN/SPN-43B air traffic control radar AN/SPN-44 landing aid radars 4 Mk 91 NSSM guidance systems 4 Mk 95 radars Electronic warfare nd decoys: SLQ-32A(V)4 Countermeasures suite SLQ-25A Nixie torpedo countermeasures Armament: 2 21 cell Sea RAM 2 Mk 29 Sea Sparrow Armor: Classified Handles like a som bitch

Section 3: Controls Throttle : Joystick Throttle Or F2 & F3 for increments or F4 for full power and F1 for zero power. Reverse : Utilizes push back by pressing Shift+P. Steering : Utilizes the rudder control. Jet Blast Doors : Shift+E+1 through 4. Same command for raise and retract. Anchor: Press G. Same command for raise and lower. Lower Elevator : F8 (Animated Only, Does not transport aircraft) Raise Elevator : F5 (Animated Only, Does not transport aircraft) Manual Meatball : Uses joystick pitch (See LSO Section) Bolter Light : Uses strobe on/off key. You may have to map this to a key or joys tick button. Section 4: Views Select F10 to enter the 2D Cockpit. Press A to View the Virtual Cockpit. Press S to switch to the outside views. Pressing A will scroll through the sub views within the external views. T he views available here are Spot, Locked Spot, Flyby and Topdown. Pressing S again will select nearest t ower and it's sub views by selecting A. Pressing S again brings up the internal views and by pressing A you can select the subviews such as Air Boss, LSO, Cable Cam, Hanger and Fantail Views. Exterior views can easily be selected by right clicking the screen and choosing AIRCRAFT the views listed under this heading are AIR-BOSS: an external camera view for watching deck operations from the Pri-fly bridge. This view is identical to the Pri-fly VC but with the exception that gauges are visible but not interactive. Aircraft are visible on deck as this is an external camera view LSO: an external camera view from the LSO station looking aft towards landing ai rcraft CABLE CAM: an external camera view at deck level just behind the 3 wire and used to control the meatball for incoming aircraft landings HANGER DECK: an external camera view located by elevator #4 looking 45 degrees f orward with the hangar deck and elvator #3 in view

FANTAIL: an external camera view at the stern of the ship looking aft 2 views are also available by choosing COCKPIT the views listed under this heading are PRI-FLY: The primary flight control bridge with fully interactive gauges. This i s located on the third story of the island and the same view as the (Aircraft,Airboss) view. Aircraft are NOT visible when they land on deck (aircraft dont land inside your cockpit... ) BRIDGE: this is the Steering Bridge where interactive gauges for piloting the sh ip are located. This is the second story of the island looking forward. Helpful Hint: Opening multiple view windows is especially helpful when skipperin g the boat by yourself. First choose your primary view using one of the above and then open a secondary window {usually cable cam } by clicking on VIEWS at the top command text line select a new window and then select the heading and view of your choice. Section 5: Deck Orientation Section 6: Virtual Cockpit (Pri-Fly) The primary flight control bridge with fully interactive gauges. This is located on the third story of the island and the same view as the (Aircraft,Airboss) view. Aircraft are NOT visibl e when they land on deck (aircraft dont land inside your cockpit) On the big screen behind you is the mai n Radar. You can change the settings with the standard controls located on the far left console. On the right of the Radar Settings is the Session Info Display showing all players online. Selecting a player will show them red on the main radar screen.. You can aslo view the main radar by pressing Shift+1, The Radar s ettings by pressing Shift+4 and Shift+5 will bring up the Session Info window.

Facing the front of the Pri-Fly are the Radio Stacks, Elevator Position Indicato r and Jet Blast Door Controls. Radio stacks work as expected ( an additional stack is provided over h ead) and the Elevator Position Indicator points up when Elevator 3 is raised to the flight deck level and points down when at level with the Hanger. Pressing a JBD button will raise or lower the JBD. When d own the indicator will be green. When raised the JBD Indicator will light red.

On the right hand console there is a fully functional GPS with a 500 mile range. Pressing Shift+6 will bring up a 2D GPS. To the right of the GPS is the compass.

Helpful Hint: Right Click on your game and select Multiplayer and select a playe r. Use the keyboard A button to scroll through players. This view will follow pilots as they land and take off and is a great view for flybys. Use the -and + keys on your keyboard to zoom. Section 7: Bridge Right clicking on the screen and selecting Cockpit > Bridge will bring up the Br ide View. This is the Steering Bridge where interactive gauges for piloting the ship are located and i s the second story of the island looking forward. Starting on the far left is the throttle, Anchor Positio n Indicator, Speed, Compass, Clock and Wheel (spinds with rudder input) Note: Although these gauges to respon d to ships input, You cannot click on or control them from this view. Helpful Hint: When in spot view, focus on the Bridge and turn the rudder with yo ur joystick twist or rudder pedals and you'll see the wheel move from the outside as well.

Section 8: LSO When acting as the Landing Signal Officer, two views are very helpful for this s cenario. One is the actual LSO position where the back of the boat is visible. This is a pannable position so you can spot incoming aircraft quickly. Zoom is also available. The other view needed to bring aircraf t down safely is the Cable Cam View that is located just behind wire 3. You are now presented with a crossh air and two arrows on either side. The crosshair represents the optimal glide slope the incoming aircr aft while the arrows are the Tracking Indicator. The Tracking Indicator glows at night for Night Ops. Thi s is not a pannable camera angle but you can zoom. When an aircraft has reached the back of the boat, the LSO will call touch left or right (from pilots perspective) in order to get the aircraft on center. The LSO should update the p ilot to touch left or right and also start calling if he is high or low of the crosshair. At one mile out th e LSO should tell the pilot to call the ball as it is visible to the incoming aircraft now. Pull back or push t he joystick to move the tracking indicator and line it up with the incoming aircraft. If the pilot is to o high of the crosshair pull back the joystick to raise the tracking indicator and keep it lined up with the incom ing aircraft, This is tied directly to the meatball and the pilot will see he is too high and will make adj ustments. As the plane desecends into the crosshair, follow it with the tracking indicator and the pilo t will now see he is moving into the correct glideslope. Keep advising the pilot to touch left or tight for center and if he's too high or low as the pilot has only one mile to use the meatball effectively. Keep the tra cking indicator on the aircraft until it has passed overhead. There is also a bolter light on the meatball that is mapped to the strobe light. You will have to configure this in your keyboard settings. Mapping it to a joystick button will help you ge t on the bolter light quickly and let the incoming aircraft know when to wave off. Helpful Hint: Zoom out slightly for a clearer view of the wires so you can repor t to the pilot which one they

grabbed.

Section 9: Audio Settings The FSN Alpha Carrier features complety new audio. Features like the Jet Blast D oors, Elevator and Anchor all have sound as well as the general ambience of the ship. The audio was mixed with all the audio sliders in your settings to equal settings. To check on your audio setting s go to Options, Settings and select Sound. Ensure the Engine, Cockpit and Enviroment sliders are all at t he same values relative to each other. You can of course change any of these values to suite your tastes .

Section 10: Dynamics We've spent alot of time ensuring the dynamics of the carrier are the best we ca n make them. Even though the carrier deck looks like steel, it's actually made of a dirt texture a s we've found it to be the best non slip surface so now planes stick better to the deck. You may notice the litt le puffs of brown dust on your wheels as you taxi around the deck. That's the visual effects from the dirt texture.

We've also tweaked the numbers on the dynamics to ensure a very stable ride. Eve n in tight turns. We've added a roll effect to the carrier as it makes sharp turns but the angle i n minimal. Although the carrier is more than twice as stable as our old one, you do still risk getting d umped off the deck in a very tight turn so when a turn is coming, taxi close to the bridge as the center of g ravity is best there.

Section 11: Known Issues Ver 1.0 : The following list are issues we are aware of but didn't have time to fix. They will be addressed in future updates. * Elevator doesn't transport players. Use the map feature to transport to the ha nger and flight deck. * Elevator and Jet Blast Doors are subject to the same issues as doors in multip layer. To correct this, refresh aircraft. * Lights sometimes dissapear.To correct this, refresh aircraft. * Planes not visible on deck in virtual cockpit. * Audio pitches with doppler effect in spot view when panning camera. Thank You A very special thanks to Delta Whisky ( aka Bruce Fitzgerald) and Crazieman (aka Owen Young) who put alot of hours and hard work into the carrier. The Flight Sim Nation Display Team : Aerostar17, Kickdrum, Sonic, Crazieman, Capbar, Paul Olinger, Colewalker111, Moustache & Sly guytoo. Thank you to Shane "Stumpy", Gundam, Doc, Strigata, Pipersix Goose, Cadillac Shane and all the great members at Flight Sim Nation. Eastern Hops, Got Bush & Norcal Props....great groups. FSX Fleet, Simviation, AVSIM & finally our wives and families who put up with our passion for flight si m day in and day out. Thanks baby...now pass me another beer...don't touch my stick...I just trimmed i t.

www.flightsimnation.com

Potrebbero piacerti anche