Author Topic: fsx fleet week part 1  (Read 4029 times)

twx2000

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fsx fleet week part 1
« on: November 04, 2011, 11:19:34 am »
hey there can anybody  give me or tell me where can i find a realistic smoke like the blue angels in fsx fleet week part 1? thanks....

K6952

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Re: fsx fleet week part 1
« Reply #1 on: November 05, 2011, 02:01:42 pm »
 All,
 I picked this up for Beta a couple nights ago and absolutely love it.
 Rather than re-hashing the earlier comments, I need to take this in a slightly different direction...

 Is this program capable of calling a fair-grade pass? I ran a dozen passes the first night. It seemed to oscillate between OK and CUT.
 It also seems to call wave-offs under unrealistically tight parameters. I found that being so much as a ball diameter above or below glideslope was enough to trigger a waveoff. Is there any way to adjust that?

 I ran it with a few different aircraft with mixed success. It worked fine for the Sludge, but other aircraft got incorrect speed calls. Does vLSO refer to an internal AoA table, or does it look at the aircraft's indexer?

 Again, great program that's long overdue!

-Rabbit
"Flaring to land is like squatting to pee."

twx2000

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Re: fsx fleet week part 1
« Reply #2 on: November 05, 2011, 03:46:16 pm »
what?

Orion

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Re: fsx fleet week part 1
« Reply #3 on: November 05, 2011, 03:56:53 pm »
That guy probably meant to post in the vLSO beta thread.  The smoke effects you're looking for are probably from the Sludge Hornet, but I'm not completely sure of that.