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Carrier command 2 trainer
Carrier command 2 trainer






carrier command 2 trainer
  1. Carrier command 2 trainer full#
  2. Carrier command 2 trainer plus#
  3. Carrier command 2 trainer simulator#

(ii) Engine-out procedures and maneuvering with an engine out while executing the duties of pilot in command and

Carrier command 2 trainer full#

(i) Three takeoffs and three landings to a full stop as the sole manipulator of the flight controls

Carrier command 2 trainer simulator#

(2) Except as provided in paragraph (g) of this section, performed and logged pilot time in the type of aircraft or in a flight simulator that represents the type of aircraft for which second-in-command privileges are requested, which includes. (iii) Normal, abnormal, and emergency operating procedures.

carrier command 2 trainer

(ii) Performance specifications and limitations. (i) Operational procedures applicable to the powerplant, equipment, and systems. (1) Become familiar with the following information for the specific type aircraft for which second-in-command privileges are requested. (b) Except as provided in paragraph (e) of this section, no person may serve as a second-in-command of an aircraft type certificated for more than one required pilot flight crewmember or in operations requiring a second-in-command unless that person has within the previous 12 calendar months: (3) At least a pilot type rating for the aircraft being flown unless the flight will be conducted as domestic flight operations within the United States airspace. (2) An instrument rating or privilege that applies to the aircraft being flown if the flight is under IFR and (1) At least a private pilot certificate with the appropriate category and class rating and (a) A person may serve as a second-in-command of an aircraft type certificated for more than one required pilot flight crewmember or in operations requiring a second-in-command pilot flight crewmember only if that person holds: Add resource and production capacity to the islands.§ 61.55 Second-in-command qualifications. The minus side of Gaia mission were that the ♥♥♥♥♥♥♥ blueprints existed at all outside of the asinine "campaign game" and the fact that if your carrier wasn't parked by an island, said island didn't really exist.ĭrop the blueprints.

Carrier command 2 trainer plus#

The plus side of Gaia mission was that it had beautiful islands, the ability to launch multiple aircraft and ground vehicles at the same time, and a production system that looked at production capacity and resource availability after you found all the blueprints. I haven't played that much of Carrier Command 2 since the ocean currents don't allow my carrier to approach certain islands near my start point (unlike my machine counterpart, who spawns with no interfering currents that I can tell from the map) and since it's an absolute crapshoot about what I may or may not be able to build after I conquer any given island, I have no idea what I'll gain from the resources I'll expend (ammo of various types and fuel, if nothing else) to take that island over. In terms of manufacturing, the Carrier Command 2 devs managed to take the worse aspects of the original Carrier Command and the Gaia Mission version. () You won't even have the blueprints to build more of the stuff that nonetheless was magically part of your carrier's initial load, which is really messed up. You might not get any blueprints at all when you conquer an island.

carrier command 2 trainer

The system desperately needs to be changed. When most islands could either contain something incredibly useful or something totally useless (or nothing at all) then there is no longer any meaningful decision to be made about which to attack, it's just blind luck.Īnd even if you don't want to tell the player what an island has, there are so many ways you could resolve the problem, shuffle in duplicate blueprints, offer the player a choice of blueprints when they conquer an island, allow the player to purchase blueprints using credits, associate blueprints with each other so you're more likely to find related blueprints together (eg: in the distribution of the blueprints, increase the likelihood that the 40mm ammo will end up close to the 40mm cannons). Currently you're just flailing in the dark, a small munitions island might give the incredibly useful in any scenario 20mm ammo, or it might give you smoke ammo when you have no smoke launchers (and the blueprint for them is on the opposite end of the map). If you're going to have a pre-ordained distribution of the items across the islands, then you should at least tell us what's on a given island so we can create some sort of plan of attack. Good game, like it a lot, but the blueprint system is so terrible that it almost ruins the whole thing.








Carrier command 2 trainer