Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
SIMULATION USE ONLY - DO NOT USE THIS DOCUMENTATION ON A REAL AIRCRAFT
Crash detection must be turned off at all times.
Flight Assistance settings must be at Medium or Higher
Pausing the sim does not pause the movement of the carriers (moving carriers only)
This product is fully compatible with any other Carrier product in the market.
Welcome aboard the first Studio-Level Functional Aircraft Carrier Pack for MSFS.
At Miltech Simulations, we have been developing the necessary tech for functional Aircraft Carriers for the past three years. This product is the result of extensive research and development of proprietary tech to enable all the real-life systems and operations that you may find in US and in international Aircraft Carriers.
Check our Guide for a quick introduction to the Carriers
We've put together some helpful guides for you to get set up with our product quickly and easily.
Although this simulated product resembles its real-world counterparts in many aspects, the product does not accurately represent (nor intends to accurately represent) the performance, systems, design, and/or features of the real-life counterpart. It is for entertainment and educational purposes only, and shall not be used for real training or any other professional application. This product is not endorsed, supported by, related to, certified by, or in any way connected to Navy or any aircraft or ship manufacturer or operator. The product has been exclusively inspired by readily available information. This product falls into Fair Use of all applicable copyrighted and trademarked materials, as a transformative work inspired by the real vessels.
Joystick Controller (Recommended) or Xbox controller
CPU: Quad-core processor or better.
GPU: At least 6GB of dedicated memory, Nvidia 1060 or better.
RAM: 8GB Minimum.
Hard Disk: At least 4GB Recommended.
Microsoft Flight Simulator in-game Marketplace
Click on "Downloads". Your products will download and install automatically.'
Search the product
Click “Install” and wait for the product to install successfully
Close ORBX and launch Microsoft Flight Simulator By default the product is installed on: (User)\AppData\Roaming\Microsoft Flight Simulator\Packages\Community\miltechsimulations-supercarrier-pro
Install the freeware Top Gun Expansion from the MS Marketplace
Click “Install” and wait for the product to install successfully. The product is by default installed on: (User)\AppData\Roaming\Microsoft Flight Simulator\Packages\Official\miltechsimulations-supercarrier-pro
Install the freeware Top Gun Expansion from the MS Marketplace
Welcome aboard the first Studio-Level Functional Aircraft Carrier Pack for MSFS.
At Miltech Simulations, we have been developing the necessary tech for functional Aircraft Carriers for the past three years. This product is the result of extensive research and development of proprietary tech to enable all the real-life systems and operations that you may find in US and in international Aircraft Carriers.
Beautifully Modeled Ships: four ships included on initial release, Ford-Class CVN-78, Nimitz-Class CVN-76, Arleigh-Burke Destroyers and Ticonderoga Cruisers. Great attention of detail, both on the deck area, as well as the hangar.
Roadmap: Additional ships, such as Independence-Class Ships and French Carrier Charles de Gaulle planned for free future updates. Other ship packs may be released as expansions.
Moving and Static Ships: A total of 14 moving locations and 14 static (anchored) locations are included.
Miltech Simulations Supercarrier Pro Toolbar: In-sim toolbar for full control of the carriers
Universally-compatible Arrestor Cables and Catapults: This product was developed in in such a way that any aircraft, stock or 3rd party, can use the catapults and arrestor cables without any modification, and regardless if the aircraft has a tailhook or not.
Full Xbox Support: All features are fully supported on Xbox. Carriers have been optimized for excellent performance on Xbox.
FLOLS and LRLS: Functional Optical Landing Systems to safely guide your aircraft to the deck - follow “the Ball”
Landing Signal Officer: Fully-functional Landing Signal Officer, with functional audio callouts to guide the aircraft on landing and feedback scoring based on real naval operations.
Animated Crew, Jet Blast Deflectors Flags and Elevators
Fully Accessible Hangar (moving and static ships)
Navaids: ILS and TACAN are available on static carriers
Exclusive Discord Community to foster group flights, events and interaction among players. Invite is available on the Toolbar
Carrier Comms: UNICOM and ATIS are available on static carriers. Carrier ATC Voice channels available over Discord for all locations.
Full Multiplayer Support: Both moving and static carriers are fully compatible over multiplayer.
Full VR Support: The entire product is self-contained within the game.
Extensive Documentation covering equipment, systems and procedures.
Teleport (Experimental Feature): teleport your aircraft to the carrier hangar, approach or deck using the teleport feature. Aircraft will change state according to where is teleported to.
We hope you enjoy our product,
Miltech Simulations
This issue seems to be related to Navigraph and similar software that replaces the stock Navigation data. It seems that Navigraph and similar apps that replace the default nav data will also override any custom TACANs and ILS for airports not in the database.
A solution/Workaround is under investigation.
All support for this product will be handled initially by Miltech Simulations. Support is available via our support forum: https://miltechsimulations.talkyard.net/latest
Our support is also offered via email in a 1-to-1 manner, through our Email Address: [email protected]
Emails are typically replied to in under 24hrs. Please check our FAQs before emailing:
For company/business inquiries, please contact [email protected]
The Arleigh Burke-class destroyers are a formidable class of warships in the U.S. Navy. These vessels, measuring approximately 500 feet in length and weighing thousands of tons, play a crucial role in protecting larger ships like aircraft carriers and conducting a wide range of missions. They are equipped with advanced missile systems and guns for defense, making them a formidable force in naval combat. Additionally, they excel in anti-submarine warfare and air defense, thanks to their cutting-edge technology. With their high speed and versatility, Arleigh Burke-class destroyers are vital assets for the Navy's global operations, ensuring maritime security and deterrence.
PDF Manuals may not be up to date with the latest product information. Using this web manual is recommended over the PDF version.
A PDF Version of this manual is available for download here:
This generally occurs when Supercarrier Pro has not loaded correctly. Closing and restarting the simulations should fix the issue.
However, if the issue persists, please contact us.
The Ticonderoga-class cruisers are a formidable class of warships in the U.S. Navy. These cruisers are about 567 feet long and displace thousands of tons, making them significant assets in naval operations. They are equipped with advanced missile systems and artillery, providing formidable firepower for both offensive and defensive missions. Their versatile Aegis combat system enables them to engage threats from the air, surface, and subsurface. These cruisers play a vital role in fleet protection, command and control, and anti-air and anti-missile operations. Known for their adaptability and advanced technology, Ticonderoga-class cruisers are essential components of the U.S. Navy's modern naval strategy.
Multiplayer Sync may freeze your simulator if the flight has been restarted. This is because restarting a flight does not reload all the objects again, instead, it just teleports the aircraft to the runway.
Do not restart your flight using the "Restart" button to avoid this issue. Instead, exit the flight, return to the WorldMap, select the carrier, and start a new flight.
Enable Modern Arrestors: Modern Arrestors enable arrestor cable functionality to any aircraft, regardless of whether the aircraft has a tailhook or not. It is recommended to use Modern arrestors, even with aircraft that do feature a tailhook, as the stock MSFS tailhook may not be effective at certain locations. For more information, check Arrestor Cables
To enable modern arrestors, click the button in the Approach tab on approach. The arrestors will engage upon contact with the flight deck. Modern arrestors remain active until manually deactivated.
Modern arrestors can be toggled "always on" on the settings tab. The "enable modern arrestors" button on the Landing page will disappear if "Modern arrestors always on" is enabled on the settings tab.
Fresnel Lens Optical Landing System (FLOLS): Type of Optical Landing System (also commonly referred as "ball") used to give glidepath information to pilots in the terminal phase of landing. This information can also be visible on the FLOLS lights on the port side of the carrier. For more information, check
Long Range Laser Lineup System (LRLLS): Uses color-coded lasers to provide horizontal lineup information of approaching aircraft. The color and flashing rate of the laser indicates the angle with respect of the centreline. For more information, check
Scoring: Provides a score from 0-5 (EASY MODE from 0-10), as well as LSO Feedback, based on the accuracy of the landing. There are two modes available: Regular and Easy, configurable on the Config Tab. For more information, check
Scoring Details: Opens on click of the (i) Icon. Provides details on the scoring, such as Altitude, AoA and Alignment scoring, as well as cable caught.
Information: Provides brief information on the functionality of the Toolbar.-
Teleporting can be used on moving ships to quickly spawn on the carrier's deck after starting a flight in the air. Teleport is currently possible to:
You may see misplaced crew, teleport may fail or quick taxi may fail if the flight has been restarted.
Do not restart your flight using the "Restart" button to avoid this issue. Instead, exit the flight, return to the WorldMap, select the carrier, and start a new flight.
We are still investigating what is the root cause of this issue.
If you have experienced a bug on moving ships in which the carrier/camera "shakes" (moving ships only) - Congrats, you have a very powerful PC.
This issue occurs when the simulator runs at a very high and unstable framerate, higher than the rate of update of the ship's position. The violent framerate deviations cause the ship to accelerate and decelerate at uneven intervals, resulting in this flickering bug.
The refresh rate of the ship is approximately 50 times a second, so to solve this issue, we must limit the framerate just under this figure:
If you look closely at the arresting gear, you may see these "shimmering bounding boxes" around them. This has unfortunately been a long-time MSFS bug, and has been reported to Asobo many times by us and other developers.
These are the stock Asobo arrestor cables. Any carrier ships using the stock arrestor cables have these bounding boxes that represent where the cables should be located. If you catch one of the cables (when using an aircraft with tailhook) you will see how these “bounding boxes” attach to the tailhook as the cables should.
Unfortunately, this bug has been around since the Top Gun expansion was released, and was never fixed. In general, Stock arrestors are a hit-or-miss - not only the visible texture issues, but also they can be more or less effective depending on the carrier location. For that reason we have developed the “modern arrestors”, that replace and improve upon the functionality of stock arresting gear, but decided to also keep the stock arrestors for those who prefer using them.
Luckily there is a (partial) solution to this issue - you can easily remove the stock arrestors, and get rid of the “bounding box shimmering effect”:
Our FRENCHCDG ship is not, nor intends to be, an accurate depiction of any real-world ship, and only intends to simulate aspects of design of French-built aircraft carriers.
The FrenchCDG is a carrier based on France's Nuclear Carrier Designs. As the only nuclear-powered aircraft carrier outside of the United States Navy, nuclear carriers are a key asset for France, providing it with a powerful and flexible tool for national defense, power projection, and as a deterrent in international waters.
Hangar
Cold&Dark. Only available on moving ships. Quick Taxi is recommended to navigate around the hangar.
Parking
Cold&Dark.
Runway
Ready to Fly.
Approach
On approach, aligned with centreline and on glideslope. Aircraft configured for landing (eg. landing speed, flaps out, gear out, tailhook deployed)
delete reference_points.cfg on both
miltechsimulations-supercarrier-pro\SimObjects\Boats\Miltech CVN78
miltechsimulations-supercarrier-pro\SimObjects\Boats\Miltech USS76.
However, if you decide to do that, you must use “Modern Arrestors” on all landings - regardless if the aircraft has a tailhook or not.



Aircraft Jitter on Elevators This effect is most noticeable when the aircraft is positioned on static platforms. Moving carriers tend to mitigate the issue to some extent. The behavior results from a core simulator limitation: the physics engine in MSFS is not fully designed to handle this type of movement smoothly.
Aircraft Jitter in Other Conditions Outside of elevators, similar jitter can occur across MSFS 2024 due to wind effects. The updated wave simulation interacts poorly with ships, causing exaggerated sway that impacts aircraft. Reducing the wind speed usually resolves the problem. This behavior has been reported to Asobo.
This is unfortunately an MSFS limitation with VTOL aircraft. A similar situation occurs with the Harrier and possibly the F-35B as well. VTOL aircraft will only grab onto the runway at low throttle/low speeds. There is a threshold in which the gear detaches as the VTOL code takes over, and it does not account for the movement of the ship. Essentially the ship will continue moving but the aircraft does not react to inertia There are a few ways around this issue:
Land with nacelles 60-75deg instead of VTOL landings when operating on moving carriers. This will give you some more control. After landing, throttle to IDLE and apply braking
Use quick taxi/taxi assist when taxiing on the deck on moving ships, OR taxi at low speed/low throttle
This issue does not occur at static ship locations.
Unfortunately, the Harrier Flight Model is not compatible with any moving ship at this time. We are working with DC Designs to find a solution to this issue.
Verify if you have a GSync-enabled monitor. If you do, disable GSync.
On Simulator Graphic Settings menu, enable VSync. Set VSync to 33% or 50% of the refresh rate of your monitor. This will limit your FPS as well - find the best compromise between framerate limiting and reduction of the flickering issue.
Launch the carrier. Change the settings until the carriers and the simulator run smoothly.
Close the Simulator
Launch Nvidia Control Panel or AMD Equivalent
Under "program settings", select Microsoft Flight Simulator
Under "Max Frame Rate", set it to exactly 48 FPS
Relaunch the Simulator. Problem should now be fixed.
ILS
Instrumental Landing System
ICLS
Instrumental Carrier Landing System, similar to ILS
FLOLS
Fresnel Lens Optical Landing System, similar to PAPI Lights
LRLS
Long Range Line-up System
Uses color-coded lasers to provide horizontal lineup information of approaching aircraft. The color and flashing rate of the laser indicate the angle with respect of the centreline.
Steady amber indicates aligned with the centerline
An increasing rate of flashing indicates that the aircraft is deviating away from the centerline.
Green indicates an angle of deviation towards the Starboard side
Red indicates an angle of deviation towards the Port side
Restarting a flight after Multiplayer Sync may freeze the simulator. Launch a new flight from the WorldMap every time you wish to restart a flight. For more information, Multiplayer Sync freezing screen after Restart
Static Carriers are inherently compatible with multiplayer as there are no "moving parts". This means that the carrier is static at that location on all systems on the network.
On the contrary, Moving carriers can be located at slightly different locations due to their moving nature. For that reason, moving carriers must be "synced for multiplayer" through the under the Controls tab.
After syncing for multiplayer, the aircraft will spawn on the carrier deck automatically.
Align to Wind cannot be used over multiplayer. All other functions are available.
Multiplayer syncing resets every hour. A countdown is visible on the Supercarrier Toolbar. After the counter reaches 0, Multiplayer Sync will deactivate. To continue flying over multiplayer and synced with other players, click on "Multiplayer sync" again.
Unfortunately, Multiplayer on MSFS is still quite limited. We are engineering ways around these limitations, but these will only come at a future update. As of initial release, the limitations are the following:
Multiplayer on moving carriers require syncing. Syncing restarts every hour.
Animations do not sync over multiplayer. Eg. if an aircraft goes down on the elevator or JBDs are actioned, you will not see the animation, only the aircraft.
It is possible that you may see aircraft floating beyond the bounds of the aircraft carrier flight deck. This is due to inaccuracies in the aircraft position synced over Multiplayer.
The Independence-class littoral combat ships (LCS) are a class of small surface vessels operated by the United States Navy. Designed for operations near shore (littorals), these ships are part of the Navy's strategy to have more versatile, modular, and nimble vessels for missions including mine countermeasures, anti-submarine warfare, and surface warfare. The Independence class is noted for its distinctive trimaran hull design, which provides exceptional stability and speed, and allows for the operation of small boats and unmanned vehicles in various conditions.
The Miltech Supercarrier Pro features both Stock MSFS Arrestor Cables at all locations (Static and Moving).
Stock MSFS Arrestor Cables are compatible with aircraft with tailhooks (eg. the Stock F/A-18 included with the Top Gun Expansion). Stock Cables are unfortunately more or less effective depending on the location of the carrier due to a bug with the arrestors and the MSFS earth model.
For that reason, and for universal compatibility with all aircraft products (Stock and 3rd Party) we highly recommend you use "Modern Arrestors" regardless of aircraft and location.
The Fresnel Lens Optical Landing System, often referred to as the "FLOLS," is a crucial technology used for aircraft carrier operations. The primary purpose of the FLOLS is to aid pilots during the critical phase of landing on an aircraft carrier. This system provides visual cues to approaching aircraft, helping them maintain the correct glide path for a safe and precise landing. The system is typically set for a 3.5-degree glideslope targeting the wires.
Discord: Launches invite to the exclusive Discord server. For more information,
Toggle LSO On/Off: Toggles Landing Signal Officer callouts and feedback on/off
Toggle Marker On/Off: Toggles visible and fixed POI Marker on/off. Can be used to easily locate the carrier.
Quick Taxi: With Quick Taxi, you can easily reposition the plane with the joystick. Move the stick up or down to move forward or backward. Move the stick left or right to rotate left or right. Particularly useful when moving inside the Hangar, when pushback is required, or with VTOL aircraft, such as the Osprey and Harrier.
Align to Wind: Only available on moving carriers. Aligns the carrier with the current wind direction. Doesn't work with multiplayer auto-sync. Align to Wind should be used when the aircraft is not on deck or in the hangar. If the aircraft happens to be on the deck or hangar, it's best to immediately teleport - otherwise the aircraft will fall in the water.
This operates much like a traditional ILS system, but it is only operational for US aircraft carriers. Precision radio navigation system that provides short-range guidance to aircraft to allow them to approach a runway at night or in bad weather. ILS is only available on static ship locations.
ACLS is not available at static or moving locations, as this is currently not supported by MSFS.
Static carriers are equipped with a UNICOM frequency for AI and multiplayer traffic communications using the stock MSFS ATC. Moving carriers are not equipped with UNICOM frequencies.
Static carriers are also equipped with ATIS for weather reports.
Additionally, both static and moving carriers (all locations) have dedicated Discord Voice channels for CATCC Communications over multiplayer flight. For more information on the Discord channel, read here:
Modern Arrestors have been developed as an alternative due to the limitations of the Stock MSFS Arrestor Cables. Modern Arrestors work universally with any aircraft, regardless of carrier location and whether the aircraft has a tailhook or not.
To engage Modern Arrestors, the Miltech Supercarrier Toolbar must be open on the Landing tab and "Enable Modern Arrestors" must be active. For more information: Landing Tab
Take in mind that the Modern Arrestors deactivate automatically if the toolbar menu is closed. Toolbar must be open at all times when the arrestors are being used.
Modern Arrestors engage automatically when the aircraft contacts the ground. As the aircraft comes to a full stop, the cables disengage. Modern arrestors remains activated for another landing unless manually disactivated.
Modern Arrestors can be "enabled always on" through the Settings tab. This means that Modern Arrestors will be used on all carrier landings by default, and it won't require the user to manually activate them every time.
For an effective recovery, it is recommended that you touch down at a speed no greater than 160 KIAS
Modern Arrestors will also work for landings at any hard surface - Airports, other vessels, etc.
TACAN
Tactical Air Navigation System
JBD
Jet Blast Deflector
LSO
Landing Signal Officer
CATCC
Carrier Air Traffic Control Center
UNICOM
Universal Communications (Station)
Bolter
A bolter occurs when an aircraft attempting an arrested landing on the flight deck of an aircraft carrier touches down but fails to catch an arrestor cable and come to a stop.
CATOBAR
Catapult Assisted Take-off But Arrested Recovery
MIL, Military Power
Full military power is simply 100% throttle w/o using afterburners
Ball: Orange light that moves up/down relative to the datum. Indicates the position of the aircraft in reference to the glideslope. Must be kept aligned with the datum for a precise landing.
Wave-Off Lights: Red flashing lamps which, when lit, indicate that the pilot must add full power and go around – a mandatory command. The LSO will initiate a wave off any time the aircraft is not within safe parameters for the approach.
Toggle Modern Arrestors always on: Modern Arrestors will remain always on. No need to re-enable modern arrestors every time the sim is loaded.
Easier Feedback and Scoring: Reduces the difficulty of the LSO feedback and scoring. For more information, Landing Signal Officer (LSO). Easier Feedback and Scoring also makes FLOLFs slightly easier by still showing a dot if you're below or above the glideslope. LSO Feedback on Easy mode is given as score out of 10 instead of out of 5. This is to differentiate easy scores from normal scores.
Reset Settings: Resets all settings to default values.

Multiplayer Auto-sync: Only available on moving carriers. Syncs the position of your local carrier with the multiplayer server. Required for multiplayer flight on moving carriers, as otherwise the location would be different across different players. More information on Multiplayer Operations
Catapults: Selects, activates, and executes the catapult launch sequence on the selected catapult. First click selects the catapult. Second Click (yellow checkmark, only available when aircraft has been positioned on the catapult correctly) activates the launching sequence and JBD. Third click (green arrow) executes the catapult launch. For more information, Launch Operations
Elevators: Moves selected elevator up/down. Ford-class features 3 elevators, while Nimitz Class has four.
Teleport (Experimental): Teleports aircraft to selected location - Runway, Parking, Hangar or Approach. Sets the state of the aircraft according to selected Teleport. Experimental feature. For more information, Teleporting (Experimental Feature)



Both the Nimitz-Class and Ford-Class carriers are equipped with four catapults - Catapults 1 and 2 are on the bow and catapults 3 and 4 are on the waist.
Select the desired catapult for takeoff using the Miltech Universal Carrier Toolbar under the Controls tab.
Once the catapult has been selected, it will become active and the crew will guide you to the selected catapult.
Taxi to Catapult: Apply little throttle and move carefully on the deck at low speed. Keep your wings folded (if applicable) and Nose Wheel Steering to HIGH. Use Quick Taxi if required.
Align yourself with the Catapult: A taxi director will guide you to the selected catapult. Follow the hand signals to turn left/right or continue forward until the Taxi Director indicates you to stop. Brake until full stop and set power to IDLE.
Configure Aircraft: Lower launchbar and unfold wings (if applicable). Set takeoff flaps and perform takeoff checklists. Deactivate Nose Wheel Steering. Click on the yellow checkmark to arm the catapult.
Crew Checks: Green vests (catapult crew) will now secure the launchbar and set the catapult for launch. The aircraft may move slightly as its being aligned with the catapult. Jet Blast Deflectors will rise automatically. Green vests will then signal the aircraft is ready for launch.
Salute the Catapult Crew: Salute the catapult crew by clicking the green arrow on the Supercarrier Toolbar. This signals that you're all set for launch. Apply full throttle now. The aircraft will not move until catapulted.
Shooter Checks: The shooter will perform final checks and indicate the launch. Aircraft will accelerate along the catapult and reach takeoff speed in less than 3 seconds - do not move the ailerons, elevators, or rudder until the aircraft has vacated the deck.
Rotate: Rotate the nose and establish a positive rate of climb. Retract gear and flaps as required. Fly parallel to the carrier until you have reached 500ft and proceed to the desired course.
This product was exclusively developed and distributed for entertainment and educational purposes. Any commercial, training, professional, or military use of this product is strictly prohibited and not endorsed by Miltech Simulations, or any other company or individual related to this project.
The Ford-class aircraft carriers are the newest and most advanced class of aircraft carriers in the United States Navy. They are designed to be more efficient, capable, and powerful than any other carrier in service. The Ford-class carriers have a number of new features, including an electromagnetic aircraft launch system (EMALS), a new arresting gear system, and a new weapons handling system. They are also larger and more capable than the Nimitz-class carriers that they are replacing.
Compared to the Nimitz Class, the Ford has a larger deck and hangar. However, it has 3 elevators and 3 arrestor ables instead of 4.
The Nimitz-class aircraft carrier represents the pinnacle of naval power projection. These colossal vessels, measuring over 1,000 feet in length and displacing over 100,000 tons, serve as mobile airfields capable of launching and recovering a formidable array of aircraft, including fighter jets, reconnaissance planes, and helicopters. With their nuclear propulsion systems, they offer virtually unlimited operational range and endurance, enabling them to project American airpower to any corner of the globe.
Compared to the Ford Class, the Nimitz has a smaller deck and hangar. However, it has 4 elevators and 4 arrestor cables instead of 3.
Although this simulated product resembles its real-world counterparts in many aspects, the product does not accurately represent (nor intends to accurately represent) the performance, systems, design, and/or features of the real-life counterpart.
This product is not endorsed, supported by, related to, certified by, or in any way connected to Navy or any aircraft or ship manufacturer or operator. This product falls into Fair Use of all applicable copyrighted and trademarked materials, as a transformative work inspired by the real aircraft. The documentation included with this product is strictly restricted to Simulation Use Only and represents the depth of systems, equipment, and dynamics of this product.
This product has been developed using the available resources. The scope is limited to “As realistic as practical”, and though some systems have been accurately developed, others have been greatly simplified. For that reason, the systems, performance, operations, and procedures shall be considered purely fictional and not representative (nor intends to accurately represent) the real counterpart.
Our FRENCHCDG ship is not, nor intends to be, an accurate depiction of any real-world ship, and only intends to simulate aspects of design of French-built aircraft carriers.
Supercarrier Pro exists as a product that intends to simulate the experience of taking off, landing, and operating on an aircraft carrier. It is in no way a “Warship Simulator”, and for that reason the depicted vehicles do not depict weapons of any kind. Any depiction of our products on a warfare environment is not endorsed by Miltech Simulations nor permitted by the terms of use of this product.
Programming and Development: Jayshrike, Miltech Simulations
3D Modeling & Texturing: Miltech Simulations
Sounds: Miltech Simulations
Documentation: Miltech Simulations
Distribution: Miltech Simulations, ORBX, Microsoft
Marketing: Miltech Simulations, ORBX
Testing: Miltech Simulations, ORBX
Video and Promotion Materials: AviationLads
The manual, documentation, videos, images, software, and all related materials are copyrighted and shall not be copied, translated, distributed, sold or copied without the previous written consent of Miltech Simulations.
All title and copyrights in and to the original created components of the SOFTWARE PRODUCT (including but not limited to any images, photographs, animations, video, audio, music, and 3D Models incorporated into the SOFTWARE PRODUCT), the accompanying documentation materials, and any copies of the SOFTWARE PRODUCT are owned by Miltech Simulations or its suppliers.
If you find any pirated copies of this software, please notify us.
Miltech Simulation is a Vantech brand.










Electromagnetic (EMALS) Catapults 1 (down) and 2 (up)
Electromagnetic (EMALS) Catapults 3 (down) and 4 (up)
Arrestor cables (3 wires)
Elevator 1
Elevator 2
Elevator 3
Jet Blast Deflectors 1 (down) and 2 (up)
Jet Blast Deflectors 3 (down) and 4 (up)
Bridge
Bubble
(Not Pictured) Aircraft Hangar
Catapults 1 (down) and 2 (up)
Catapults 3 (down) and 4 (up)
Arrestor cables (4 wires)
Elevator 1
Elevator 2
Elevator 3
Elevator 4
Jet Blast Deflectors 1 (down) and 2 (up)
Jet Blast Deflectors 3 (down) and 4 (up)
Bridge
Bubble
(Not Pictured) Aircraft Hangar
Functional Elevators, JBDs, Catapults, Arrestors Cables and Animated Crew
✅
✅
Spawnable on Runway
✅, airport with ICAO Code
✅, airport with ICAO Code (V1.0.1)
Teleport to Runway/Parking/Approach*
✅
THIS BUG IS UNDER INVESTIGATION FOR A DEFINITIVE SOLUTION.
We have identified that REX Real Global Airport Textures may trigger Crash to Desktops with our Supercarrier Pro product. We have been unable to identify what is the source bug resulting on these CTDs, but we are in communication with the team at REX to provide a solution to this issue.
In the meantime, please uninstall REX Real Global Airport Textures.
We are aware of issues with AMD Graphics Cards that may result on Crash to Desktops. This issue is not unique to Supercarrier Pro, but rather a generalized MSFS Issue with stock arresting gear. This issue has been raised to Asobo for further investigation.
Luckily, we have found a workaround for those customers who own an AMD Graphics Card:
delete reference_points.cfg on both
miltechsimulations-supercarrier-pro\SimObjects\Boats\Miltech CVN78
miltechsimulations-supercarrier-pro\SimObjects\Boats\Miltech USS76.
Do keep in mind that if you decide to do that, you must use “Modern Arrestors” on all landings - regardless if the aircraft has a tailhook or not.
For more information on Modern Arrestors, click here:
Miltech's Supercarrier Pro package features a full LSO. The Landing Signal Officer is a naval aviator trained to facilitate the safe and expeditious recovery of aircraft aboard aircraft carriers. The LSO assists the pilots by giving information via radio handsets.
LSO is always active on Miltech Supercarriers except if "LSO And Feedback" is turned off on the Supercarrier Toolbar
The LSO will become active regardless if Supercarrier Toolbar is open or not, and regardless of which radio frequency the aircraft is set to.
LSO activates at a distance of 0.75nm of the Carrier. The pilot automatically makes a call to the LSO when in final approach - either "BALL" or "CLARA"
All CATOBAR carriers are equipped with catapults for assisted take-off. CATOBAR is a system used for the launch and recovery of aircraft from the deck of an aircraft carrier. Under this technique, aircraft launch using a catapult-assisted take-off and land on the ship (the recovery phase) using arrestor wires.
Nimitz-class carriers are equipped with four steam catapults. Similarly, Ford-class carriers are equipped 4 more modern EMALS catapults.
For more details on launch operations, read
✅
Searchable by ICAO Code
✅
✅ (V1.0.1)
Hangar is accessible and Teleportable
✅
✅
Multiplayer Compatibility
✅, does not require syncing
✅, requires syncing
Align to Wind
❌
✅
TACAN, ILS (ICLS), UNICOM, ATIS
✅
❌
FLOLS, LRLLS
✅
✅
LSO Sound Calls
✅
✅
Automated Carrier Landing System (ACLS)
❌
❌
Aircraft carriers use jet blast deflectors at the rear of aircraft catapults, positioned to protect other aircraft from exhaust blast damage. The jet blast deflector lies flush with and serves as a portion of the flight deck until the aircraft to be launched rolls over it on the way to the catapult. When the aircraft is clear of the deflector, the heavy panel is raised into position to redirect the hot jet blast.
JBDs are operated automatically by the carrier crew during launch operations. For more information, read Launch Operations
Elevators provide movement of aircraft, vehicles, and equipment from the hangar bay and the flight deck. Elevators are typically located near the Bridge of the carrier. In the case of the Nimitz-class, 4 elevators are available. On the Ford-class, 3 elevators.
Elevators are operated through the Miltech Universal Carrier Toolbar under the Controls tab.
An arresting gear, or arrestor gear, is a mechanical system used to rapidly decelerate an aircraft as it lands. Arresting gear on aircraft carriers is an essential component of naval aviation. During a normal arrestment, the tailhook engages the wire and the aircraft's kinetic energy is transferred to hydraulic damping systems attached below the carrier deck.
The Supercarrier Pro product is equipped with two methods of simulating arresting gear. For more information, read Arrestor Cables
The hangar bay is located below the flight deck and spawns two-thirds of the total length of the carrier. It is used to store aircraft, supplies, ammunition, and cargo. It is accessible through the elevators.


BALL indicates aircraft is on track for landing and has the FLOLS Ball in sight. Typically followed by "Roger Ball" from the LSO.
CLARA indicates the aircraft is off track or FLOLS ball is not on sight. Usually followed by instructions on which way to align, and soon after either "BALL" or "Waveoff"
The LSO will guide your approach with callouts and begin judging your performance.
First, a "State Feedback" is given on your initial situation on approach following this matrix. The following Matrix also indicates how many points are deducted given the different callouts. Points are deducted based on how much time you spend in each of the color levels.
Following the State Feedback Matrix, the LSO will continue giving progressive feedback until the aircraft is on the ground OR Bolters OR Waveoffs, following this matrix:
BOLTER: Indicates the aircraft has not waved off (may have landed correctly) but no cables were caught. Requires that the pilot quickly applies full throttle and performs a go-around. Immediate action is required as the aircraft is in danger of stalling or falling off the deck.
WAVEOFF: Indicates that either the approach has been unstable, or aircraft is beyond the parameters for a safe landing. Requires the pilot to apply throttle and perform a go-around.
Feedback is given after Recovery has been successful, the aircraft Bolters or a Wave-off is triggered. Feedback is based on the two matrices above, and whether the aircraft has had a stable and correct approach.
Specific Feedback is provided clicking on the (i) Icon. Final scoring and feedback is based on three main categories: Alignment, AoA and Altitude. Final scoring is given from 0-5 Points on Regular mode and 0-10 Points on Easy mode.
Grading goes according to the following table:
_ OK
OK Underline
Perfect Pass! - Rarely Awarded
OK
OK Pass
Good pass: Deviations with good corrections
(OK)
OK
Fair pass: Reasonable deviations
The "Regular" mode is representative of the real challenges and difficulty of landing on an aircraft carrier in real life. However, an "Easy mode" was developed for training of unexperienced pilots, as well as entertainment purposes.
Regular scores are given from 0-5 Points
Easy Mode scores are given from 0-10 Points
Easy mode is available on the Miltech Supercarrier Toolbar, on the Settings Tab
In real-life navy operations, there are multiple cases of recovery operations depending on weather conditions, time of day, formation and traffic. In this guide, we will only go over a "Case I" Recovery Operation.
Detailed explanations on Case II and Case III are available here: https://en.wikipedia.org/wiki/Modern_United_States_Navy_carrier_air_operations
As the Aircraft enters the carrier control area, a 50-nautical-mile radius around the carrier, the aircraft begins preparing for the recovery operation. At 10nm, the aircraft will begin flying the approach as follows:
Prepare for Approach: Check the weather conditions around you. If you are landing on a static carrier, check the ATIS for wind conditions. If you are landing on a moving carrier, we recommend you align the carrier with the wind using the Miltech Universal Carrier Toolbar
Hold for Traffic on Approach: form a left-hand circle tangent to the ship's course with the ship in the 3-o'clock position (Green Circle), and a maximum diameter of 5 nautical miles. Minimum holding altitude is 2,000 feet (610 m), with a minimum of 1,000 feet (300 m) vertical separation between holding altitudes.
Break the Deck: Leave the holding pattern from position 3 (at 9-o'clock from the Carrier). Descend to 800 feet and 350kts before you arrive at the "initial" which is 3 nautical miles (5.6 km; 3.5 mi) astern the ship, paralleling the ship's course. Establish a 60-second separation between other aircraft.
Prepare for Recovery: Configure the aircraft for landing. Armament switches off, hook down, gear down, flaps and speedbrake as required. Open the Miltech Universal Carrier Toolbar and wait for contact with the LSO. Activate Modern Arrestors (recommended). Turn 180 degrees and position the aircraft flying opposite to the Carrier, along the Port side (downwind Leg).
Prepare for "the Final 90": The final checkpoint for the pilot is crossing the ship's wake, at which time the aircraft should be approaching final landing heading. Begin turning at approximately 500ft. You must be at roughly 370ft at the end of the turn, and aligned with the centreline.
Follow the Lights: Your attention must now be focused on keeping proper glideslope, lineup, angle of attack and speed until touchdown. Use the FLOLS and LRLS (we recommend using those on the Supercarrier Toolbar for better visibility) to keep the aircraft aligned.
FLOLS: Keep the Ball aligned with green bar.
LRLS: Keep solid amber.
Angle of Attack: Use your aircraft indicators.
Speed: Keep final approach speed (135-140kts on the F/A-18).
Listen to your LSO: At 0.75nm behind the ship, you enter the "groove". The pilot will automatically report with the LSO with the "BALL" Radiocall. LSO radio calls are automatic and will be heard regardless of which frequency are you on or whether the Supercarrier Toolbar is open or not (unless LSO and Feedback has been deactivated).
If at any time the LSO calls for a Waveoff, perform a go-around.
Fly the Glideslope: You will now fly the rest of the approach using the visual indications on the FLOLS and LRLS, and verbal instructions given by the LSO.
Line up on landing area centerline is critical because it is only 120 feet in width, and aircraft are often parked within a few feet of either side.
Glideslope is also critical as you may miss the cables.
Touchdown: Set power to Full Military Power (MIL) in case a last-minute Waveoff or Bolter occurs, and do not flare - no soft landings on aircraft carriers. If everything goes well, you will catch the wires with the tailhook and the aircraft will come to a full stop. If not, you will either abort the approach and go around (Waveoff) or you will touch down and miss the cables (Bolter).
In any of the latter cases, you will re-enter the landing pattern and retry the approach.
Time of reaction is critical, especially on a Bolter - occurs when the aircraft has not waved off (may have landed correctly) but no cables were caught. Requires that the pilot quickly applies full throttle and performs a go-around.
B
Bolter
Safe pass where aircraft fails to hook a wire
--
No Grade
No grade: Below average but safe. Fail to listen to LSO
C
Cut Pass
Cut pass: Unsafe deviations, unacceptable
OW
Own Waveoff
Pilot decided to Waveoff (go Around)
WO
Waveoff
Waveoff, LSO decided to Go Around


And finally, AOA is critical as you may impact the runway with the tailhook first.
We recommend you don't look at the runway and instead focus on the other aids. For more information on LSO callouts, Landing Signal Officer (LSO)


Pausing the sim does not pause the movement of the carriers (moving carriers only)
Crash detection must be turned off at all times.
This product is fully compatible with any other Carrier product in the market.
Any aircraft, Stock or 3rd Party, from Cessnas to Fighter Jets are fully compatible with Miltech's Supercarrier Pro product. Just go for your favorite aircraft.
We recommend you practice on the Stock F/A-18 for realism.
It's up to you which one you prefer. Static carriers offer an easier landing to practice, but crossed winds may be an issue. Moving carriers offer a more immersive experience, but lack navigation equipment. If you want more information, visit: Moving vs Static Locations
Moving Carriers: You are now at the carrier deck, ready for Takeoff. If you prefer to start C&D, teleport to parking using the Supercarrier Toolbar, under the Controls Tab. You can also teleport to approach to start your Recovery training.
Open Miltech's Supercarrier Toolbar and select your desired catapult for takeoff. The crew will prepare the catapult for you and guide you to the correct alignment.
Now you're in the air! Retract gear and flaps as required.
Aim for the Ball (moving amber light on the FLOLS) to be aligned with the Green bar.
Continue flying the approach until the aircraft is "BALL". You will hear the pilot say this word to the LSO. As soon as the aircraft is "BALL", keep your eyes on 3 things: FLOLS, LRLS and AOA Indicator.
The FLOLS and LRLS will become available on the Miltech Supercarrier Toolbar for easier visibility as soon as the aircraft is BALL. We highly recommend you use this one for final approach. It is also available for VR Users.
Configure your aircraft. Flaps, Gear, Tailhook. We highly recommend you use the Modern Arrestor Cables, more information here: Arrestor Cables
Listen to your LSO. Act if you hear You're Low/You're High/You're Left/You're Right/You're Slow/You're Fast
Go around immediately if you hear "Waveoff"
More information on LSO here: Landing Signal Officer (LSO)