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Quick Start
Six steps, about a minute. The Pilot Guide explains each one properly.
Before you start: carry a CARP Computer (it is in the Arsenal), and be in an aircraft. See Installation if TLB CARP is not on your interaction menu.
Sit in the aircraft and press your ACE Interact key → TLB CARP.
There is also an Open TLB CARP keybind under Options → Controls → Configure Addons → TLB CARP.
SET ON MAP and click your point, or pick a DZ_* marker from the list.
Type TARGET AGL and TARGET GS — the height and ground speed you intend to run in at — and press APPLY.
These are a plan, not a constraint. Arrive higher or faster and the release point moves to match.
Roll out on the heading you intend to drop on, let the aircraft settle, then press RUN-IN.
CARP takes the direction you are actually travelling at that moment and makes it your final drop heading. Lock in a turn and you have told it your run-in is halfway through a turn. This is the step people get wrong.
ARM GUIDANCE lights the HUD. Fly it like an ILS: centre XTK, get TRK
to HOLD.
AP will fly it for you, and hands back the moment you touch the controls.
AUTO DROP releases at the right instant — or leave it off and release on the cue yourself.
It will refuse a bad pass and tell you which limit failed. That is deliberate: a load released off the line misses by about as much as you were off.
The HUD keeps tracking the load: RELEASED → CHUTE → ARRIVED, with the time on target
rebased on the real canopy event rather than the prediction.
- Pilot Guide — the whole procedure, in order
- The HUD — every row and state explained
- Cargo — loading, sticks, and the four cargo sources
- Guided Cargo — canopies that steer themselves onto the DZ
TLB CARP by TLB MilSim · Repository · Report an issue · APL-ND
Figures in this wiki are measured, not estimated. If something here disagrees with the mod, the mod is right — please open an issue.
Getting started
Flying it
The job
Reference
Project