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F/A-18 C/D aircraft mod and textures (FSX/P3D)

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hd764jvgd843:
Victory103: Yes, it is supposed to be 'fx_AfterBurnerFire3.fx'. Thanks for pointing that one out, it will be corrected in the next release.

Paddles: Thanks for the feedback and the pics. To my shame I must admit that I have never consciously noticed that the spill ducts are on the port side only, although it is quite obvious, like the mistake with the ladder, over which I just stumbled upon by accident. But "when you (me) are in the woods you (I) sometimes do not see the trees".
The remaining 'ladder outlines' under the starboard LEX, do not come from the bump maps, but the specular maps as I just found out. Thanks for pointing me in the right direction, because I somehow assumed that these outlines came from the model files, which was obviously wrong. I will have these glitches fixed in the next release, soon.

hd764jvgd843:
Update version 1.4

Changelog:
- changed the mod's folder names and structure, to be more compliant with existing FSX, CS and NH installations
- ladder outlines under starboard LEX removed from specular map for all versions
- starboard spill ducts removed for all FSX and CS version textures
- port side spill ducts added for all NH version textures
- some minor color ajustments I noticed on some textures

Victory103:
Running your updates on the CS Delta. Just happened to fire up a payware FSX mission for the CS Delta for an initial test, which included ops around the boat and formation. Contacts points reminiscent of early stock FSX-A Bug with the amount of roll on the mains. Trapped and the CS almost flipped over on the roll out.

Noticed the yaw input working pretty hard, +/- 4* inputs as I believe it is correcting for an out of trim condition based on FSX winds, this was magnified on the mission AI CS Delta above 350kts. Pitch trim worked well, allowing one to keep the VV centered in both cruise and pattern flight phases with little input from me, adding to more carefree handling in the pitch axis. Seems over-powered, but doubt the CS Delta had the pylon and tank drag factored in from the beginning.

A/P would not hold BALT turning HDG turns. Not sure if this is an older bug, but landing light remained on until all lights were cycled off, regardless of LL switch position.

hd764jvgd843:
Victory103, thanks for your feedback!

There are a lot of big and small things I am not fully satisfied with:

- Since the last .air changes and my attempts to adjust loadout contact points I have noticed too that the yaw and roll input is somewhat off, as you have. One problem is that CS gauges seem to have hardcoded long./lat. values for center and external tanks and weapons loadout, that change the airplane's center of gravity quite a lot in comparison to Jimi's default setup. To fix these issues I have some workarounds in my mind, but did not have the time to implement and test them yet: a) removing CS loadout menu, and adjusting loadouts directly within aircraft.cfg with 'neutral' cp values for additional fuel and weapons ('quick and dirty') b) trying to compensate through .air file changes ('long and complex').

- Drag, parasitic and induced: NATOPS compliant values currently do not match with the hardcoded scalars CS uses for different loadouts (CS Loadout parasite drag scalars:  A-A: 1.22,  A-G: 1.30,  Clean/BA: 1.00,  Train: 1.06,  Max:1.34). My intention is to create a single version for all FSX, CS and NH versions that should be as close as possible to NATOPS.

- Gear contact points: When the airplane is standing on the ground the gear settings seem too high, it should be more compressed. But changing the respective values also limits the compression ratio, so carrier landings will result in much harder 'hits' resulting in crashes, not to mention the graphical animation how the gear extends when you lift off the ground or roll through bumps in the grass.

- Tailhook and launch bar contact points: Currently I have placed these cps where they would be located geometrically correct in the real world. As I noticed later, it made catching the cables much more challenging, compared to what it was before, and may result in some flip overs.

- Trying to narrow an issue down with the landing lights, I forgot to remove the comments for the "gauge42=FX!Lights," in the panel.cfg before the release. This should fix the noticed issue with the landing light. As you may noticed, too, I have disabled Afterburner, Wingflex and Shockcone effects by default for reasons of performance optimization.

hd764jvgd843:
Here are some up-front screenshots of the new VX-31 'Dust Devils' no. 5210 'China Lake' texture for FSX and CS versions I just finished, and that will be included in the next v1.4.1 update. I wanted to do this textures for a long time, but somehow never got round to it. A new US Navy Centennial of Naval Aviation VFA-122 'Flying Eagles' no. 25 texture for FSX and CS versions will be included too.

Some more changes for the upcoming v1.4.1 release will be:
- Folder structure has been changed once more and hopefully finally, so no more annoying file copying of model files and gauges will be necessary - assuming corresponding FSX- and/or CS- 'FA-18' installations being present in the airplanes folder.
- texture.USN_VX-31_5210 'Dust Devils' China Lake
- texture.USN_VFA-122_25 'Flying Eagles' Centennial of Naval Aviation
- ... will be trying to address some of the issues in the above mentioned post, most likely pitch/roll behaviour in conjunction with cp and balance...

Peter

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