Product: MV-22 Osprey 1.0
by The Omega Concern
Modeler, Scripter, etc: April Heaney
Support Address: This email address is being protected from spambots. You need JavaScript enabled to view it.
Product Revision Date: 2013-10-11
Manual Revision Date: 2013-10-11

Thank you and congratulations on your purchase of The Omega Concern's MV-22 Osprey V/STOL transport. Please read this manual before further sullying the reputation of this fine flying machine.

The Omega Concern is dedicated to producing quality work at affordable prices, and we support everything we sell. All of our products are designed with the balance of impact on sim performance and ease of use in mind. If you find one of our products to be causing lag, behaving in unexpected ways, or otherwise being a pest, we need to know so we can correct it.

You are eligible for all upgrades on this version, being version 1. Also, your feedback is valued! If there's something you love, hate, or just think would be better if it were just a little different, we want to know. Your input directly influences the course of development and future features of Omega Concern products.

There is a technical support pass phrase in this manual, which you are strongly advised to use when first contacting support about this product. We do this because other people (not you!) don't bother reading the manual which contains the answers to their questions, thus taking our time and attention away from thoughtful questions not answered in the manual, such as yours. As always, emailing the support address above is preferable to offline IMs and notecards, both of which too easily get lost in the shuffle.

About the MV-22 Osprey

The Omega Concern's MV-22 Osprey is a functioning and detailed model of the V/STOL (Vertical/Short Take Off and Landing) transport jointly developed by Bell and Boeing Helicopters for the United States and currently in use by the United States Marine Corps and Air Force.

The Omega Concern is not affiliated with, nor endorsed by Bell-Textron, Boeing, BAE Systems, or any other company involved in the design and production of the MV-22 or its component systems.  All trademarks and copyrights are and remain the property of their respective owners.

Unpacking and Setup

Package Contents

The Osprey comes in a box that's obviously bigger on the inside than on the outside. You will need to rez this box, and select "Open".

Copy the contents of it into your inventory, and you will now have a new folder in your inventory named "MV-22 Osprey (Boxed)" (or similar) which will contain the items above.

The included gestures are bound to keys which are are merely suggested key bindings, feel free to reassign them to whatever works best for you, or not use them at all - they are completely optional. If you are not using a viewer that allows you to bind gestures to the keys these are, editing the existing gestures will not allow you to save with the current letter and number key bindings. You may have other gestures using the same keys as the ones included in this package. To locate and correct these conflicts, press control - G in your viewer and click on the"Key" column header to sort by key assignment.

Rezzing the Osprey

The Osprey is a mesh model, which means you will need a viewer capable of displaying mesh. The standard SL viewer is one such option, as are several others on the Third Party Viewer Directory.

To rez the aircraft, simply drag the object named "MV-22 Osprey 1.0" (or similar) from the folder in your inventory to an open area suitable for take off, bearing in mind that the aircraft is huge, with a body length of about 20 meters and a span (including props) of about 25 meters. You will need 177 prims free on the parcel. This model uses no avatar attachments.

It is best to rez a new copy of the aircraft from inventory for each use and deleting it when done, as opposed to taking one in-world back into inventory and reusing it.

Pilot and Copilot/Gunner Roles

Pilot

The pilot's job is first and foremost to fly the aircraft and to maintain watch over the aircraft's flight systems, communicating with the co-pilot to position the aircraft for the effective deployment of defenses and delivery of all passengers.

Guest pilots may also take control of the aircraft by being the first to board. Guests must have their avatar group tag set to the same group as the aircraft.

Co-pilot

The co-pilot operates the weapons systems and communicates with the pilot for defense and risk mitigation, navigation and troop deployment.

Pilot-Gunner Handoff

The pilot can assume gunner control, or in the case of a two-person crew, can assign it to or withdraw it from the CPG. In the event of pilot death, flight controls will be passed to the CPG, and the weapon systems will go into safe mode, though the CPG (who is now the pilot) can rearm and use the weapons normally. Do note that while the system is set up to handle the sudden absence of the pilot, having the pilot jump out of the aircraft by simply 'standing' is not a supported function and may result in unintended and unwanted behavior.

Flight

Getting in and out

Each person, be they pilot, co-pilot or passenger, boards the Osprey by right-clicking on the aircraft body and selecting "Board" (Some viewers may simply show "Sit Here" which serves the same function). The order in which one boards determines the position (i.e. seat) one will occupy:

  • Pilot: The first person to board the craft becomes the pilot. Congratulations! Normally, this is the owner of the Osprey. However, guest pilots may also take control of the aircraft by being the first to board, but they must have their avatar group tag set to the same group as the aircraft. The pilot is not able to rappel or parachute from the aircraft.

  • Co-pilot: The second person to board becomes the co-pilot/gunner. This person is able to rappel or parachute from the aircraft.

  • Passengers: The Osprey will carry thirteen passengers at once. Each person who boards after the co-pilot becomes a passenger. All passengers are able to rappel or parachute from the aircraft.

Getting back out of the aircraft may be accomplished by simply hitting the "Stand up" button, but this is rather inelegant and makes you look like a noob. All the cool kids use the "EGRS" button on the HUD, which stands for "egress" and is explained below. The other way to get out for all persons except the pilot is either rappelling, or parachuting, which are also explained later in this manual.

Adjusting Sit Position

The pilot and CPG may adjust their seat heights via chat command. "/5 sit 0.10" will move the position up 0.10 meters, "/5 sit -0.10" will move it down 0.10 meters. The adjustment range is from a maximum of plus or minus 0.30 meters.

The HUD/MPD

All of the aircraft's systems are controlled by the HUD/MPD (Head-up Display/Multi-Purpose Display) which is also used to convey information about the aircraft. Upon boarding, if you do not already have it attached, you will be given one if you are the pilot or co-pilot. Locate this object in your inventory, right-click and select "Wear." It will attach to the "Bottom" screen attachment point, and if you are in the aircraft, it will come into view in the lower-left area of your screen. When you get back out of the Osprey, it will hide itself from view. To detach, simply locate it in your inventory, right-click and detach.

Instruments

Airspeed

The airspeed is displayed in actual knots, though the performance envelope of the aircraft is considerably scaled down for the Second Life environment.

Attitude Indicator

This displays the aircraft's pitch and roll relative to the earth using a symbol representing the aircraft as a dot and horizontal "wings" over a moving pitch ladder. With this type of attitude indicator, when the symbol is above the horizon line (blue) the aircraft is nose up. If the symbol is below the horizon line (orange) the aircraft is nose down. When the symbol is on the horizon line (white), the aircraft is in level flight. A roll to the left or right will cause the pitch ladder to roll opposite, keeping parallel with the real horizon.

If you find the fixed symbol and moving horizon ladder confusing, just remember: "Fly the little airplane, not the horizon."

Altitude

The Osprey altimeter is based on a radar altimeter, meaning it will display the distance from the helicopter to the ground, or any obstacle below it such as a building. The long hand indicates 10-foot increments, as delineated by the numbers around the dial. The small hand indicates 100-foot increments, from 0 to 1000 feet.

Nacelle Angle

This graphic shows the angle of the nacelles relative to the aircraft from vertical (shown) to horizontal, with tick marks at the 85, 80, 75, 60, 45, 30, and 15 degree marks between. When completely vertical or horizontal, this indicator will be green, otherwise yellow for angles in between.

The nacelles are adjusted by use of the included gestures.

Compass and Take-off / Landing Point Indicator

Displays the aircraft heading in degrees, which may or may not be the direction in which you are looking, and also indicates the direction and range to your take-off and landing point, where your Osprey may be repaired and refueled.

When you are within 15 horizontal meters of your take off location, the direction arrow and range bar readout will appear green, to let you know that you are within the refueling/rearming radius.


Vertical Speed

Displays aircraft vertical speed from +30 to -30 feet per second. When descending greater than 16 feet per second, the needle will appear red. Impact with the ground or other large objects is likely to cause serious damage at or above this velocity.

Missile Warning Indicator

The missile warning indicator appears where the FLARE button is located in the event of missile launch detection. This is a two-stage indicator, flashing yellow to alert the aircrew to the launch of an infra-red seeking missile, and flashing red to warn them that a missile is currently en route. When Countermeasures (CM) are set to auto, this second stage will trigger the automatic deployment of flares at the rate of four per 1.5 seconds.

Aircraft Collision Avoidance System (ACAS)

ACAS is related to the PWS, but is an active system which will apply control to pull the aircraft up and away to avoid forward flight into terrain or other obstacles. Its look-ahead is three seconds in the direction of flight.

Proximity Warning System (PWS)

The PWS works to alert you to imminent flight into terrain or other obstacles. When moving faster than 6 knots, if the Osprey's current flight path will result in surface impact within 5 seconds, this will appear in yellow and sound an alert. If an impact will happen within 2.5 seconds, this will appear in red and sound another, higher-pitched alert.

The warning threshold is increased to 9.6 knots when the landing gear is extended.

Flight Controls

The Osprey can be flown in or out of mouselook, with slightly differing functions for the left and right keys depending on nacelle position, key modifiers, and mouselook.

Key Control
W or Up Arrow Nose Down
S or Down Arrow Nose Up
A or Left Arrow Bank Left
D or Right Arrow Bank Right
Shift + A or Shift + Left Arrow Rudder Left (Out of mouselook)
Shift + D or Shift + Right Arrow Rudder Right (Out of mouselook)
E or Page Up Throttle Up
C or Page Down Throttle Down

Buttons

Flight Systems
TURB Starts up and shuts down the turbine engines. (Double-click for shutdown.)
GEAR Toggles the landing gear.
AUTO When flying below 6 knots (i.e. the green zone) this will toggle hover assist on and off. When airspeed is above 6 knots, this toggles the heading and altitude hold autopilot.
EGRS Moves you gracefully out of the cockpit so you don't trip and take 50 HP of damage.
LIGHTS Toggles on and off the navigation and prop tip lights.
ACAS Toggles the Aircraft Collision Avoidance System.
CM Toggles the countermeasures suite between Auto and Manual.
DUST Toggles dust effects on and off.
CAM Cycles through preset camera views of the aircraft.
OCS Logo Indicates OCS status, and when clicked, brings up the options menu, explained below.

Starting the Turbines

After boarding, to start the turbines, press the TURB button, which will appear yellow when the turbines are starting up and also when they are shutting down. They will reach full power in about 20 seconds and the TUBR button will appear green, while you'll notice full torque and rotor speed will take a few seconds longer. This is normal. If starting on an uneven surface, applying some collective down (C key or Page Down) can help prevent the aircraft from skidding. Lift off is possible without full torque and rotor speed, but will be sluggish at best.

Lift off

Vertical take-off: Ensure the nacelles are set to vertical. Once torque and rotor speed are up to 100%, apply throttle (E key or Page Up) until you leave the surface and rise into the air. Releasing will cause the Osprey to slow and then stop its ascent. It is, more or less, neutrally buoyant and will neither rise nor fall with no control inputs.

Rolling take-off: Set the nacelles between 60 and 80 degrees. Once torque and rotor speed are up to 100%, apply throttle (E key or Page Up) until you begin to roll forward. Hold the aircraft steady, and once above 30 knots (you may become airborne before 30 knots depending on nacelle angle) ease the nose back and gain altitude.

Flying

Flying the Osprey is a skill that must be learned, and learned with a light touch. While it is much more forgiving than a real aircraft, it will take some practice and familiarity with how the aircraft handles to become a competent pilot. While you may first find it challenging if you are accustomed to the unrealistic "magic carpet" model of aircraft flight, you will earn considerable bragging rights when you master it. (And you will, we promise!)

The Osprey isn't the most agile aircraft when in a hover. It's often useful to tip the nacelles forward 5 degrees for a few seconds (and then back to vertical) to get some forward motion going, which also gives you greater yaw control. (The nacelles are adjusted by use of the included gestures.)

When transitioning the nacelles from vertical to fully horizontal, be careful of the point at which the propellers are delivering reduced lift but the aircraft is not moving forward fast enough to generate enough lift to support itself. Normally this is experienced as an inability to gain altitude, but may cause the aircraft to actually sink for a few seconds, so be aware of any obstacles ahead.

Once in full forward flight, the Osprey handles like a normal airplane.

Transitioning from horizontal to vertical, you'll experience the opposite problem, that being a sudden increase in lift as the nacelles transit. The biggest danger here is usually missing your approach to land, and this can be avoided or mitigated by pitching the nose forward enough to compensate and maintain level flight.

Wind and Turbulence

Second Life regions have wind, and you're flying in it. This aircraft is affected by the regional wind and will display turbulence effects, becoming more pronounced with higher wind speeds and in closer proximity to the ground.

Ground Effect

Within approximately 8 meters of altitude, the Osprey will experience more lift, due to the "cushion" of high pressure air below the wings and propellers and the reduced downward velocity of the air around the rotor. What does this mean for you? It means you will find the Osprey at full power lifts off the ground quickly, then slows its ascent somewhat after it's 8 or so meters up. This is often very useful for overloaded aircraft and short runways, as one can get off the ground and use the reduced friction while being supported by ground effect to increase airspeed until sufficient lift is available for normal ascent and flight.

Autopilot

Hover assist does what it says. It helps the pilot maintain a position above the ground without having to constantly correct for wind and turbulence. It allows the aircraft to freely yaw while suppressing pitch and roll. When yawing to a new heading, release and tap again the left or right control input to indicate the new heading, or alternatively toggle the hover assist off and back on at the new heading.

Hover assist will allow the aircraft to change altitude, a useful feature for "pop-up" target engagement. Do note, altitude changes of less than 2.5 meters vertically will cause the hover assist to return the aircraft to its original position. You may toggle hover assist or move beyond the 2.5 meter range to set a new hover altitude.

Landing

Landing, regardless of it being a vertical or rolling landing, requires a vertical speed under 16 feet per second to avoid damage to the aircraft.

Try to land on flat areas or surfaces, as landing on uneven terrain can cause the aircraft to tip and pull itself laterally, which can easily lead to prop strikes with the ground and loss of prop or props.

Once on the ground, clicking the "TURB" button once will cause it to turn orange, and clicking it again while it is orange (or simply double-clicking while it is green) will begin the turbine shutdown sequence. This is to help prevent accidentally turning off the turbines in flight.

Taking Damage

The Osprey can be damaged in one of two ways: By flight into terrain or solid objects, or by OCS-enabled weaponry. It offers a high degree of protection to the crew against OCS damage. Either or both turbines are subject to damage and failure, as are the port and starboard propellers. Flight performance and handling is degraded as hit points are lost, usually resulting in an aircraft that is just too ornery to land in a controlled fashion. Catastrophic failure, such as experienced from flight into terrain, may result in fire and explosion, which can be damaging to an OCS enabled aircrew.

Turbine Damage and Failures

The turbines may be degraded or disabled by weapon fire or, rarely, as result of mechanical failure. The state of the turbines is reflected in the torque and Np gauges, as explained below.

The aircraft can fly on one turbine, though with reduced performance. Failure of both turbines will turn the Osprey into a not particularly adroit glider.

Parachuting and Rappelling

Jump / Fastrope
CARGO Opens and closes the rear cargo bay door.
ROPE Unfurls or retracts the rope to allow passengers to rappel to the ground.
JUMP Prepares passengers to jump from the aircraft. This is a command prefix, explained below.
RAP Prepares passengers to rappel from the aircraft. This is a command prefix, explained below.
ALL After the command prefix of JUMP or RAP, this will select all passengers and will disembark them by the selected method sequentially.
CP Co-pilot position. After the command prefix of JUMP or RAP, this will select the co-pilot and will disembark them by the selected method.
JS Jumpseat position. After the command prefix of JUMP or RAP, this will select the person in the jumpseat and will disembark them by the selected method.
1-12 Passenger positions 1-12. After the command prefix of JUMP or RAP, this will select the person in the seat number and will disembark them by the selected method.
ALT The maximum distance for the rope is 20 meters. This indicator will show green when the aircraft is within 20 meters of a suitable surface, yellow when between 20 and 22 meters, and red when above 22 meters. When above 100 meters, this will display blue.

The roping and jump page is where the pilot controls which passengers - or even all of them - rappel or parachute from the aircraft.

Rappelling can only be done when the Osprey has hover assist engaged, and the cargo door is open. The rope has a maximum length of 20 meters, and while dropping off the end of the rope is possible, for OCS enabled troops, a significant drop can prove injurious or even fatal.

Parachuting requires the cargo door to be open, but does not place any restrictions on aircraft speed or altitude. However, as the parachutes have a preset auto-open altitude of 60 meters above ground level, a 100 meter minimum altitude is recommended, which will be shown by the ALT indicator turning blue.

The procedure for rappelling or parachuting passengers is as follows:

  1. If you are rappelling passengers, bring the aircraft to a hover within 20 meters of a suitable surface. (The ALT indicator will be green or yellow.)

  2. Open the cargo bay door. (The indicator will go from red to yellow to green.)

  3. Select the command prefix for the action you wish to perform, ROPE or JUMP. The border of the selected command will light and be active for 5 seconds.

  4. Next, while the command is active, press the intended passenger position you wish to rappel or jump from the aircraft. This would be CP, JS, or 1 - 12. Seats that are occupied will be either green, or blue for passengers who have equipped parachutes.

Using the Parachutes

Passengers are offered parachutes upon boarding. To use, they simply "wear" the chute. The parachute has a preset auto-open altitude of 60 meters above the surface, be that the ground or other object beneath the parachutist. The auto-open can be toggled on and off by using the 'C' or Page Down key, and to manually open the chute, use the 'E' or Page Up key.

During freefall, while the parachutist begins to approach the ground, the chute will begin to emit a series of short beeps, which will become closer in frequency until the chute auto-deploys.

The parachute uses gradual braking based on real parachute physics so that the parachutist does not suffer from a sudden deceleration, which for OCS-enabled players would prove fatal.

Once deployed, the parachute acts much like a large wing, and will carry the parachutist forward as well as slowing their descent. It can be steered with the normal movement keys, and use of the up and down (C/E or Page Up/Down) keys will adjust the glide ratio while held down.

Weapons

Interim Defense Weapon System
GUNNR Selects or assigns the active gunner.
IDWS Arms and lowers the Interim Defense Weapon system, a belly-mounted GAU-17 7.62mm minigun with 360-degree coverage for suppression in "hot" landing zones.
TPA Toggles "Third Person Aiming" which is described below.

The IDWS (Interim Defensive Weapon System) can be not just aimed, but fired from third person by enabling TPA (Third Person Aiming)

Once TPA is active, you'll see an overlay, and then clicking on your screen will cause the gun to calculate the position you're clicking over and fire at that point.

With TPA off, the IDWS can be fired in mouselook, or aimed in third person by focusing (alt + click) on something and using the hotkey included in the package, which will give you a two second burst.

Third person aiming in either mode has a few limitations, such as it won't properly aim at "phantom" objects, nor will it work across region borders.

Turbines and System

The turbine and system section of the HUD is where you'll find all the information about the health of the turboshaft engines and your aircraft.

A turboshaft engine is similar to a jet engine, except the exhaust jet drives a turbine which then delivers the power through a rotating shaft. The MV-22 is equipped with two Rolls-Royce Allison T406/AE 1107C-Liberty turboshaft engines, which have two turbine stages each. The first turbine, known as the gas producer (Ng), compresses the air before combustion, and the second which powers the drive shaft, known as the power turbine (Np).

The Np turbine is constructed to run at a constant RPM, and is directly connected to the props through a reducer. The engine itself will attempt to maintain the Np turbine at 100% RPM. The speed of the Np turbine depends on the amount of energy given to it by combustion, and the energy taken from it by the props and associated systems.

TQ (Torque)

Torque is how much force is available to props.

Ng

This is the generator turbine RPM, the first stage of the turbine engines. This turbine stage pulls in air for combustion, which subsequently drives the power stage.

Np

This is the power turbine RPM, the second stage of the turbine engines, and the turbine stage that actually provides the power to the transmission and props.

Nr

Propeller revolutions. This directly represents how much power you have for flight.

HP (Hit Points)

The total OCS hit points remaining for the aircraft, represented with a colored bar, and with 100% indicated by a full green bar. Flight performance and handling is degraded as hit points are lost, and if exhausted, result in the complete destruction of the aircraft.

F (Fuel)

The Osprey burns fuel, and will give you approximately 60 minutes of flight before it runs out, or less if the aircraft is damaged.

Low Fuel Warning:

When the fuel level is at or below 20%, you will receive a warning telling you so, and an estimated remaining flight time, in minutes. In an undamaged aircraft, this will be 12 (twelve) minutes.

The fuel warning indicator will also come on at 20%, slowly flashing and showing yellow. At 10% it will turn red and flash more rapidly.

Refueling and Rearming

Refueling and rearming are accomplished by landing back at the same point from which you took off and shutting down the aircraft. To help you locate this place, the TO/LP markers are integrated into the compass.

Defense and Risk Mitigation

Countermeasures Suite

The Countermeasures Suite is the Osprey's best defense against missile threats. In automatic mode, It detects OCS missile launches against it, and automatically deploys countermeasures. In manual mode, the pilot is warned by a loud alarm tone of the launch, and can deploy flares by using the HUD "CM" button or the gesture included with the helicopter.

Flares/Chaff

The Osprey's flares and chaff confuse a guided missile's seeker, attracting it away from the aircraft. In order for flares to be effective protection, a pilot ideally will maneuver the aircraft to put the flares between the helicopter and the missile threat.

Options Menu

Clicking the OCS logo on the HUD will present the option menu, which allows you to set the following:

  • Speed: Toggles between high and low speed modes. High speed is excellent for cruising, low speed is more suitable for insertions and landings.
  • AutoDel: Auto self-delete. Normally, if you leave the Osprey on land you do not own and leave the region, the aircraft will self-delete. When Auto self-delete is disabled, the aircraft will not do this. This option is intended for those who wish to display the Osprey on land they lease, but are not the technical landowners.

Troubleshooting

The MV-22 has been extensively tested and is free of any known scripting bugs. If you believe you have discovered a bug, please contact This email address is being protected from spambots. You need JavaScript enabled to view it. and provide, with as much detail as you can, step-by-step instructions for reproducing it. Things don't get fixed if we don't know what needs fixing. :)

  • There is a known issue with some viewers such as Firestorm which can cause the textures of mesh objects to take on an unusual appearance. This can be solved by going into Preferences > Graphics > Hardware Settings and disabling "Enable OpenGL Vertex Buffer Objects".

  • Anti-littering Feature: Normally, if you leave the vehicle on land you do not own and leave the region, the vehicle will self-delete. You can turn this off by selecting"AutoDel" from the options menu. (OCS button) When Auto self-delete is disabled, the vehicle will not do this. This option is intended for those who wish to display the vehicle on land they lease or group owned land, where they are not the technical landowners.

  • To rez the MV-22, the parcel in which you are doing this needs to have at least 177 prims/prim equivalent free.

  • If things aren't rezzing for you, such as the gun rounds check your group tag and the group tag of the aircraft to make sure it is harmonious with the area you are in. Some viewers give the option of always creating objects under the group to which the land is set, which may cause you issues if you aren't expecting it and travel to another parcel that requires a different group.

  • If you seem to be doing no damage in OCS, first make sure you are wearing an OCS HUD. The OCS logo near the bottom of the MV-22 HUD will appear orange when OCS is engaged and working.

  • You may have other gestures using the same keys as the ones included in this package. To locate and correct these conflicts, press control - G in your viewer and click on the"Key" column header to sort by key assignment. The keys are merely suggested key bindings, feel free to reassign them to whatever works best for you. If you are not using a viewer that allows you to bind gestures to the keys these are, editing the existing gestures will not allow you to save with the current letter and number key bindings.

  • Sounds, and not being able to hear them: If you're using a Viewer 2 or 3 based viewer, the default sound settings cause sounds to carry a few meters at most, then be unable to be heard. If not already showing, press Control-Alt-Shift-D and make the Advanced Menu appear. From that menu, select "Show Debug Settings." In the box, enter or locate "AudioLevelRolloff" and try setting it between 0.040 and 0.200 for better hearing.

  • Asset corruption happens. Rarely, a copy of something will become corrupt and behave in very strange ways. The first thing to try is to unpack a fresh copy of the item from the box in which it came. If that doesn't solve the issue, you can have another box of the same item sent to you via the service kiosk at The Omega Concern's main store. Failing that, contact the support address and request a new box be sent to you and you will receive it as soon as possible.

Your support passphrase is "Count Chocula."

The End

First, a heartfelt thank you to all The Omega Concern's customers over the years. You guys gave me the sweetest gig in the world, and I love you all for it. I do this all for you. (Yes, even you.)

Big thank yous to Eddison Campbell, Daren Rappaport, Ropemasterdom Skellerjup, Eric Sheppard, and Caete Chevalier for fanatical beta-testing, constructive criticism, and helpful feedback.

As it always has been, and always will be: Fun is the whole point. Do go have some. :)
~AH