General Category > Unofficial F/A-18 Acceleration Pack board
F/A-18 C/D aircraft mod and textures (FSX/P3D)
PhantomTweak:
Oh no! I am sorry, Peter! :'( >:(
I hope you get things squared away soon, for your own peace of mind. Me, I am way too old and fat to worry about the word "Hurry"! Take all the time you want. I am sure we are all rooting for you, and I know I'll be around for a long time to come, so if you need anything I can do or provide...
Anyway, good luck, and I hope things go smoothly hence-forth! Just a thought: You might consider using SSD's vice the "old", moving type HD's if/when you buy new ones. I understand they are very reliable now-a-days, and much faster...
So, all the best, and take lots of breaks, they really help keep the frustration levels down. Go outside, enjoy the summertime weather, sit on the grass and read your favorite book, again ;D Just get AWAY from the computer.
Or drink heavily! LOL! :D
Pat☺
hd764jvgd843:
Thanks for your kind words, Pat.
I am already over it, mostly - as they say, there is no use crying about split milk. It just felt quite surreal when you slowly realize that what was there just a day ago is now gone for good. Just as if a magic fairy appeared and let a part of your furniture disappear you have had around and got accustomed to, right in front of your eyes. The other thing is that one does not really think that it will happen to oneself, unless it does - you just believe having figured it all out, and you learn something new!
For some short moment there I even had faint hope when I was able to recover several thousand files with the help of forensic software and it boldly marked these files being in good condition (i.e. not being 0KB ), because I hadn't touched the disk since. But the fully automated disk defragmentation already did a good job, and I could not even recover a single uncorrupted texture. And in the best case just being able to recover only around 15-25% of the top of some texture, with the rest of the files just being mash or gone, really doesn't cut it.
Yes, I do use SSDs which make the system react much snappier but only for my system drives and only in a Raid1 setup with conventional HDDs, in case it shows data corruption and becomes unreliable, which in my case it usually does after 3-4 years, I just have to swap in a new one a few days later, and I am back to full speed without having to deal with downtime and the need to manually recover my system.
Concerning the weather which was really good and quite hot, so I was out with my bicycle a lot of days enjoying the summertime and the beautiful countryside. Thank God for that, had it been raining, probably a lot more work would have been lost? ;D
Best regards, Peter
Azframer:
In the newest version has anyone else noticed when you pull full back or near full back on stick going into vertical it continues to pull after releasing the stick? I have not notice it happen in a level high G turn, just when pulling near vertical or near vertical the pull continues. Is this something with G limiter or auto trim or what?
Thanks
Rick
PhantomTweak:
I would think that any maneuver that is pitch only, say do the roll, neutralize the stick, THEN start to pull hard, would do the same thing. I'll look tonight and report back!
Are there specific speeds involved in each maneuver? Like say 350 to go vertical, but only 250 for hte High G turn? I have no idea if it's a important clue or not, but sometimes...Like is the G in the turn sustained? How about the vertical pull? Short burst of G then back to 1.0 as you relax pull? If so, how much G?
Like I say, NO idea if any of it matters, I am just trying to think of possibilities. And I'm getting a headache...:D
I'm going flying...
Pat☺
hd764jvgd843:
Hi Azframer, these hickups can sometimes happen in rare circumstances, as I hoped, and are to be expected due to how currently G-Limiters and AoA-Limiters are implemented. You can find them in the Pitch_Auto_Trim.xml at the lower end.
With update v2.3.0 (http://www.fsdreamteam.com/forum/index.php?PHPSESSID=5igml7o8t6atmkmepmte2oadm4&topic=10839.180) I decided to implement these to mimic the limits of an FCS/FCC, so the bird cannot be pushed into too unrealistick flight envelops. Trying to mimic the limiters with the help of xml gauges, trigger thresholds (yoke position, elevator position) need to be set. The side effect of these are bounce off (reaching limits) and in some rare cases delayed yoke position feedback (during stick release). If you set these % trigger values too high, the plane can be pushed beyond the limits at certain speeds before trigger thresholds are effectively met. If you set these lower the transition in/out of the limits will be smoother, but in rare cases they sometimes appear to be stuck. This usually happens when your system is already stressed to the max. with textures, effects, etc. during fast maneuvers or switching view points, it can not process all data in a timely manner and xml gauge processing gets delayed or even messed up, as I have become to realize.
I tweaked these values to the best of my knowledge to give a smooth as possible transition into limits while avoiding any associated hickups. Will check the theshold values before the next release and try to ease them a little bit.
With Jimi's and Orion's progressing efforts on implementing PIDs I hope that will have to rely on xml gauge workarounds to mimic FSC/FCC characteristics much less in the future.
I hope my explanations could shed some light on these issues.
Best regards, Peter
P.S. My intention has always been to have an as smooth as possible flight experience, meaning to have as many FPS as one can get out of one's system without sacrificing the overall visual experience too much. This is also the reason why I decided to use 1024 size textures instead of 2048 or even 4096 ones - up to a 3.0 zoom you won't see a difference even on HD monitor resolution, but it helps a big deal with FPS over large cities, e.g. L.A. or New York. Not being a texture enthusiast to the extreme, marvelling its accuracy/detail at a 6.0 zoom, I rather have a nice variety of as distinct and good as possible looking schemes, being fun to fly so one does not get bored that easily. This also helps to keep the size of the project in check, as textures slowly seem to grow with an increasing number - especially at night, when it rains, they double up. :D
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