Ff you could have one thing in the next update it would be…
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Again we do all that and it works fine
if you respect the sequence
You can request fuel, call done without even take fuel. then let your flight member who’s in dire need of fuel get on the boom first
Then lead who is less emergency fuel request fuel again and take his shareThe element thing works equally fine. We did that as well and there is absolutely no problem with current implementation
So as the saying goes, anything is possible provided time is available in large quantity and if the need for the change is worth it.
In this case, I’d say it already is possible so the investment to change the current way is not worth it. But that’s just my opinion -
Worst thing is confused flight members typing tanker menu commands without knowledge. Computers are notoriously picky. The reason for specific process is fluid integration of human and AI in the process with logic and reliability. Almost certainly there is a very good reason for “why can’t I do something unusual at this step”. Propose such a question and I’ll see if I can be helpful with why not or maybe it is possible.
A four-ship of humans refueling from tanker goes like this:
Cowboy 1 all members within 10nm tanker
Cowboy 1-1 Y-1
Cowboy 1-1 fly pre-contact, contact as directed for fuel
Cowboy 1-1 Y-3
Cowboy 1-2 fly pre-contact, contact as directed for fuel
Cowboy 1-2 Y-3
Cowboy 1-3 fly pre-contact, contact as directed for fuel
Cowboy 1-3 Y-3
Cowboy 1-4 fly pre-contact, contact as directed for fuel
Cowboy 1-4 Y-3Cowboy 1 all members exit proximity from tanker ~1nm
RepeatEach person uses Y menu once per refuel with the exception of flight lead which uses it twice. AI fuel without any additional Y menu interaction beyond what you would use if they were absent.
Correct.
I do not see what is confusing for some ppl ? … everything is perfectly explained in BMS Manual IMO.
And talking about comm’s Tanker menu (this question doesn’t applies to BMS dev) … would that be more “self-explain/intuitive” to you or not? :
“Y1” - Request Join Up
“Y2” - Request Contact
“Y3” - Report Reform AreaKnowing that:
“Y1” - Request Join Up -> only leader has to request the Join-up for the entire flight.
“Y2” - Request Contact -> is only necessary once ready on an astern postilion after an intentional or unintentional disconnect (can be used anytime without consequences , but has no effect on the first presentation).
“Y3” - Report Reform Area -> by each players once in reform position.?
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“Y1” - Request Join Up
“Y2” - Request Contact
“Y3” - Report Reform AreaNo
current system works, no need to change the phrases, especially if it will make it more confusing for no apparent reason- request join up to me means go left observation as you rejoin on the tanker, nowhere does it induce a precontact position as it is implied in the code
- request contact will be widely used by all who can’t maintain precontact and they will hit that Y2 constantly trying to force the tanker to clear them to contact
- Report reform area means report when you’re right wing of the tanker, nowhere will it induce a mandatory call for done refuelling as the code expects
So changing the wording will confuse ppl even more
Actual system works perfectly, no need to change it, especially making it more confusing than now -
Correct.
I do not see what is confusing for some ppl ? … everything is perfectly explained in BMS Manual IMO.
And talking about comm’s Tanker menu (this question doesn’t applies to BMS dev) … would that be more “self-explain/intuitive” to you or not? :
“Y1” - Request Join Up
“Y2” - Request Contact
“Y3” - Report Reform Area?
IMHO - no, it would make no difference. The crux of the matter is, people forget to call Y-3 once disconnected. Changing a label on a menu will make no difference whatsoever.
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Malc,
I agree Y3 is the key to getting others onto the tanker once you have finished - as I said in post 1992 ;0)
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@Red:
Actual system works perfectly, no need to change it, especially making it more confusing than now
BMS dev right? I do already know your POV thanks. (Not saying you are not right)
Thank you Malc.
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This post is deleted! -
@Red:
Again we do all that and it works fine
if you respect the sequence
You can request fuel, call done without even take fuel. then let your flight member who’s in dire need of fuel get on the boom first
Then lead who is less emergency fuel request fuel again and take his shareThe element thing works equally fine. We did that as well and there is absolutely no problem with current implementation
You have to do all that to shuffle the sequence? I think it would be nice if it worked like this:
Y1 - Lowers the boom for everyone. Nobody is automatically cleared to precontact. The tanker waits for a Y2.
Y2 - Initiates a request to precontact. Anybody can request, even out of order.
Y3 - Raises the boom for everyone and releases the tanker.
Y1 - Re-lowers the boom even without having to leave proximity.A four-ship of humans refueling from tanker goes like this:
Cowboy 1 all members within 10nm tanker
Cowboy 1-1 Y-1
Cowboy 1-1 fly pre-contact, contact as directed for fuel
Cowboy 1-1 Y-3
Cowboy 1-2 fly pre-contact, contact as directed for fuel
Cowboy 1-2 Y-3
Cowboy 1-3 fly pre-contact, contact as directed for fuel
Cowboy 1-3 Y-3
Cowboy 1-4 fly pre-contact, contact as directed for fuel
Cowboy 1-4 Y-3Cowboy 1 all members exit proximity from tanker ~1nm
RepeatWait, so you do have to leave proximity of the tanker to do a second AAR? That would explain why my group flights have had trouble getting the boom to come back down after we accidentally order the tanker to pull it up. This is part of what I’d like to see changed. Can we not just have an easier way to re-lower the boom without being required to leave proximity?
In regards to others suggesting a larger precontact area, I don’t think the size of the precontact area needs to be larger as some are suggesting. I know where precontact is for the F16 and 18. It’s not hard to stabilize there. However, sometimes the tanker is inconsistent about how long it wants you to hold position there. Sometimes it clears you in for contact immediately and sometimes it can take a very long time. On occasion I have to stabilize up to a few minutes in precontact. And trust me, I’m in the right place. I don’t know why that happens.
When it takes a long time in a group AAR doubt can begin to creep in and you start to question if a wingman missed a step or if the tanker is expecting some one else next in the cue. In real life a tanker crew would not hold the boom down with zero communication for so long. They would say something like, “sir I cannot in good conscience clear you to contact if you can not demonstrate stabile flight at the precontact position, sir.” Or they would say, “Cowboy14 move clear of precontact position we are waiting for Cowboy13.”
I’m suggesting a repeat of the scripted communication if the pilot in the cue is not within the parameters of precontact. Maybe the tanker could just repeat “Cowboy13, move to precontact position” every 15 seconds or so if Cowboy13 is outside of parameters. This would let everyone know that the tanker is functioning properly and the onus is on Cowboy13 to move into proper position and stabilize. Kind of like how the tower will periodically repeat for you to clear the active if you take too long. It would also let Cowboy14 know to move out of the way if he moved into position initially by mistake.
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Or to simplify even more…
Y1 - Lowers boom and takes ownership for the flight.
Y2 - Takes ownership for the specific ship.
Y3 - Relinquishes ownership for the specific ship.
Y4 - New command, relinquishes ownership for the flight and raises the boom. -
I would like to see animated GSE and/or servicing crews.
I also think an option to add to the ramp start would be to complete a walkaround the jet prior to getting in for the ramp start.
Cheers!
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I would like to see animated GSE and/or servicing crews.
I also think an option to add to the ramp start would be to complete a walkaround the jet prior to getting in for the ramp start.
Cheers!
And then, when you find a fault during the ramp start, you get out, walk over to the spare which was also prepped by the weapons guys, and get in that jet and ramp it - hopefully in time to takeoff with the flight as fragged.
You did frag a spare, right?
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lol
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I would like to see animated GSE and/or servicing crews.
I also think an option to add to the ramp start would be to complete a walkaround the jet prior to getting in for the ramp start.
Cheers!
already implemented
press “0” to exit the coclpit then move with mouse or keyboard arrows.
Press “2” or “3” to re enter the cockpit
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already implemented
press “0” to exit the coclpit then move with mouse or keyboard arrows.
Press “2” or “3” to re enter the cockpit
What a GREAT Easter egg! … I love that kind of hidden features in our favorite sim!
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What a GREAT Easter egg! … I love that kind of hidden features in our favorite sim!
Works way better than Ctrl-E i was using before!
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already implemented
press “0” to exit the coclpit then move with mouse or keyboard arrows.
Press “2” or “3” to re enter the cockpit
Sarchasm noted!
:rolleyes:
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? …
If the receiver can’t stay stable in astern, the boomer won’t clear him for contact. Period. IRL, when I am clearing a fighter for contact, he has to prove me before that he won’t kill us (we do not have ejection seat … just a more or less useless parachute.)
In game, if your n°4 is low fuel about to reach the bingo (whitch means, aborting the AAR and divert) and you want him to take fuel in priority, you can skip your turn, abort n°2 by ordering him a Rejoin, let the n°3 refuel and then you will have accelerated the sequence. Then, once 4 is safe, re-initiate the sequence for you and your n°2 …
Ok, realized you were strictly speaking of solo situation.
What about multiplayer, what is recommended to skip a plane, Y-3 I suppose? Then if you want to restart a sequence, how far should we take distance from the tanker (if that’s the factor)?
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Please make tree particle model modable in the next version (or tell me where i can change it).
For example I want just two colored triangles in my theater.
Now it is opacity textures based (maped on two or three squares?) - it is very damanding and my laptop is burning. Opacity textures are one of the worst thing regarding FPS.
Thanks in advance. -
Hi All,
I am relatively new to BMS and lovin’ it!
Maybe this has been brought up before, but I couldn’t find the topic in a search…
I noticed that AI pilots of every skill level can make a few turns but (especially in Mig 21’s) they quickly deplete energy and wind up trapped in a very low, slow, and nose high situation. Often they gently float into a hillside and explode. I am excited to install some 80’s theaters that will have lots of Mig-21’s and I’m hoping they can stay aloft and fight me, or at least run away…
Can this be fixed in the next version? Maybe a crutch for the flight model of AI planes that would allow them to double their thrust (or halve their drag) when they are low, slow, and nose high?
Even better would be improved AI pilots that will choose to run away fast and low when defensive, rather than make a break turn when they are under 5000 feet and 300kts.
I’m sure the community has other ideas of how to make the AI’s more air worthy…
Thanks again! Absolutely thrilling Sim!!