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f-18 hud waterline

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Sludge:
SUBS...

I hope so, would love to get a SuperBug with most of bells and whistles.  I remember the DiD SuperHornet too.  Would like to see moving and animated deck crew too, but with FSX, I wouldnt count on it, or it would have to be thoroughly reprogrammed to be flexible and interactive the way FSX is inherently NOT.

I dont know if the NWS is switchable between lo/hi or even able to disengage.  I'm guessing NOT, since I havent seen anything at all about it.  You know... on an separate note, I bet some of the spin outs on land runways that other forums talk about might be associated with this somehow?  Might be something that is tweakable/reduceable in some .cfg program or another?

BTW, not that I'm a naval aviator, I did go thru Navy Primary in NAS Corpus but didnt make it (puker)... but wow, alot of people in their stories and youtube videos DONT know how to carrier land.  They aim straight to the back of the boat, using the wake as a straight in line-up (disregarding crossing the wake and lining up on the angled deck), and then muscle the f-18 straight down and reduce power and flare just over the fantail.  I think if most people out there would read some basics of naval aviation, ie. flying the aoa, line-up on the angle deck, and POWERED DESCENTS... they would have alot more success.

Laterz
Sludge

Doum76:

--- Quote from: fgrimley32 on September 17, 2009, 06:32:49 pm ---I think for this f-18 fsx model, I would be happy with some of the upgrades talked about, because they are a possibilty without having to know how to completely rewrite code.  I mean, if someone with as limited skill as myself can find the KBT SuperHornet HUD files, read some boards, try out the ideas and make them work, and explain how I did it to the public, then anybody can.  On top of that, you throw in a modder like DOUM, who is good enough to rewrite some .xml files and experiment, that opens up a whole nother can of whup ass on modding.
Other than that, I guess we will have to wait for the VRS SuperHornet for FSX for those upgrade mod monsters like FBW or hopefully a carrier ILS with highly realistic HUD with all the bells and whistles.  I guess its supposed to be FSX-centric with alot of the upgraded realisms we want or talk about, but we will see when it comes out.

Anyway, thanks for trying DOUM... that would be nice to get the steer cues and ACLS to work, but sometimes, as modders, we dont win.  Been a great week though, with plenty of success in my book!


Well ma, i think indeed that's it for now, i've fooling around with the Tapdole and the FPM moving around, no joy. Way too much to understand about that, i've been able to make it less sensitive but in flight it has been afected as well. So let's wait VRS.
Laterz
Sludge

--- End quote ---

Doum76:

--- Quote from: fgrimley32 on September 17, 2009, 10:37:56 pm ---BTW, not that I'm a naval aviator, I did go thru Navy Primary in NAS Corpus but didnt make it (puker)... but wow, alot of people in their stories and youtube videos DONT know how to carrier land.  They aim straight to the back of the boat, using the wake as a straight in line-up (disregarding crossing the wake and lining up on the angled deck), and then muscle the f-18 straight down and reduce power and flare just over the fantail.  I think if most people out there would read some basics of naval aviation, ie. flying the aoa, line-up on the angle deck, and POWERED DESCENTS... they would have alot more success.

Laterz
Sludge

--- End quote ---

Crap, sorry you haven't made, at least you had a try  ;D, that was my dream since i was 5 yrs old i was caring more about planes than cars, was doing modeling of aricraft rather than cars as most kids my age, i had a crush for all what was military aircraft, but even before i had to try out, my darn flat foot made me not even dare tried. :(

As for the carrier landings, i think most people don't care in FSX, most people you see on Utuve takes FSX as a simple videogame, the faster they land on the carrier, the best run they made as for they are concerned, they don'T care much about the real pattern stuff or even handling the aircraft, i'Ve even seen a chain there that people where doing competition who lands fastest, 29 seconds was the fastest, but try to imagine what the pattern was, even start going downwind on starbord side and aiming the deck at deck lvl to grab 1 cable.

I'm one of the rare ones that never been affiliated with real aviation or military stuff that cares about flying in FSX as it would be in real life, if i wanna play a game, i get on my PS3, you can ask Spaz how many questions i asked, how much stuff/info he provided me, and more than all, how much readings i've made on the web to learn how to control, pilot the Hornet, how things are done, and took me about a month to be able to get used to it, and get carrier landings done. I'm far from perfection, but as you can see in this video, ain't that bad for a .xml modder wanna bee.  :P



But do not take a lok at my Aerosoft F-16 second landing. it's a pain to master for me as well.

SpazSinbad:
To me it is interesting that there is a lot of enthusiasm to fix the 'bugs' in the HORNET FSX and also to do better carrier landings. I think Doum76 does very well on both counts.  ;D

I'm not in the aircraft for the carrier landing - to me the START is lined up left (not enough crossing the wake) but after that things get on track for a good landing. The video comments says a MIL PWR touchdown which may not be correct otherwise (depending on when MIL PWR is selected) there would be a catastrophe. Perhaps MIL PWR was at touchdown which is standard procedure for hitting the deck (arrest or not - then bolter) go to MIL PWR and when obviously coming to a stop during arrest then idle power.

So the only 'quibble' with that carrier landing is the lineup at start. Otherwise nicely flown. There may be different opinions on it but to me the effort was there to get onto being precise early and there was a good result. I saw the video without sound - so don't know the wire taken.

ADDITION: Was able to watch video again with sound. Caught No.1 wire which is alright if the power is coming ON. The LSO comments I think "lined up right" at start in debrief; which is true, once the real approach starts - but before that just before and just after the 'ball call' the aircraft is motoring across to the right to stop being lined up left - then goes past angle deck centreline to be "lined up right" etc. Still and all - with errors - there was a quick response to get back to what is required and that is the way to do it - with a good result. With always a good effort to stick with the Optimum Angle of Attack that is good to see. BZ. [Naval slang for 'well done'.]  ;D

SUBS17:

--- Quote from: fgrimley32 on September 17, 2009, 10:37:56 pm ---SUBS...

I hope so, would love to get a SuperBug with most of bells and whistles.  I remember the DiD SuperHornet too.  Would like to see moving and animated deck crew too, but with FSX, I wouldnt count on it, or it would have to be thoroughly reprogrammed to be flexible and interactive the way FSX is inherently NOT.

I dont know if the NWS is switchable between lo/hi or even able to disengage.  I'm guessing NOT, since I havent seen anything at all about it.  You know... on an separate note, I bet some of the spin outs on land runways that other forums talk about might be associated with this somehow?  Might be something that is tweakable/reduceable in some .cfg program or another?


Laterz
Sludge

--- End quote ---

Deck crew is a possibility for FSX since it supports animated people though it would require the sim to be played as a mission in order for those options to work. The hand signals can be found in the NATOps manual although I think its procedures are better suited for VRS superhornet than for the FSX acceleraion one. But the engine startup is quite similar for both aircraft ideally this would go well with a combat mod in MP.

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