Until they fix this, it’s pretty much exactly the same every time… Winds are way off, which means expected time will be off if they fix it without changing elapsed time. But for the current bug-fest:
Note that wind may show 6kt on the ground but will invariably get to 17-21 at altitude in a torrent, completely unacceptable conditions but here we go…
I’m not sure if they score the ENTIRE time but I pretty much pin them full points each time.
-Try to be speedy with the walk around(don’t start up and forget that left tire/strut!)
-Try to get lit up and start right AFTER you signal for jumpers to speed things up a little before the little cinematic arrival loads. If you start before the ‘call’ you can’t call the jumpers.
-Try to avoid the mysterious speeding ticket on taxi and figure out where youre pointed because half the time it doesn’t tag the climbout until you figure out what the runway actually is
-Climb out like a banshee, the squares are at a lowly 500fpm. Maintain X climb note they give you a hella tailwind so you can get a mighty 2000fpm at times(in a 172!-it’s not study-level on these). If you go for Y climb or follow the full path you will be WAY too far away from the jump point to make it level off within any time that will earn you a ‘score’.
-Bounce your way up as quickly as possible. If using the boxes, look for a convergence of altitudes. Usually turning at ~6800’ and maintaining a 1000fpm climb you can ‘catch up’ to the indicated angle right at the last minute. Note your climb will reduce quite a bit into the hurricane winds and you will need to watch RPM to lean proactively as you go above 7K’
-Get your heading bug in line as you climb to 10k’ and line up
-Lower your speed to ~65-68kt, one notch flaps, use AP heading/altitude around 10,100’(bounces a bit up/down). Fly the heading bug and maintain careful speed below 72kt.
-Look in amazement your unbuckled companion has not been already ejected and the rear passengers don’t have head trauma from the climbout.
-Steady as she goes, let them jump, confirm the jump.
-Throw full flaps and full right rudder into a parachute crab, cut throttle. Maintain maxium decent holding this crab without overspeeding. Dip the left wing holding right rudder full to control decent, trim close to neutral. up to 2200fpm is possible to maintain. Use the wings more than the elevator to control the decent. I do right rudder crab as the ‘final’ will usually be to your left and you can watch it at about a 35 degree angle from forward flight like a creeping helicopter. Fly this crab around to hover as close to final as possible.
Ease out of it and get aligned to hit the final ‘box’ if using those and get straightened up for the landing. Boxes will change to approach. Make sure to hit all your callouts on the ‘radio’.
Make a standard approach, come out of full flaps if too slow, yada yada, land it. Try to pretty it up. You’re not graded on the approach so you can go below it(it’s a bit lanky using the ‘boxes’). You ARE graded on the landing itself. Make an educated guess as to what patch they consider ‘the runway’ or you’ll get dinged.
Try to figure out what they consider the runway or taxiway and watch speed to avoid all the dings.
Should get a fairly decent paycheck/score.
**I will say I have stopped doing career as I want to enjoy the ‘experience’ but you’re playing through so many bugs and cheats I’ll wait it out until they fix everything. This is more like aircraft platforming to beat the boss. At some point I’d love to beta dive bomb a PC6 after dropping divers, but climbing a fully laden 172 at up to 2000fpm and then a near vne dive in a 172 and STILL not hitting the allotted time is just a joke. Even the time window expected for using a 172 a skydiving platform is borked.
And usually you’re going to see a C182 in this role and at least 20 minutes to 10,000’