General Category > Unofficial F/A-18 Acceleration Pack board
Microsoft GAVE US PERMISSION!!!
SpazSinbad:
To carry on with the above explanation.... I will concede that some advice from USN says fly on instruments during some parts/times in the circuit and at beginning of base turn. SLUDGE has good advice using TACAN info about how to precisely do a circuit in FSX (with his setup conditions though). This is all good. However I'll stress. Get to the 'start' and then use the mirror/fresnel lens.
sun444, I'll attempt to make a video but don't have multiplayer missions because I don't have such a setup here and can only do single player stuff. The two JPGs show what I have in mind. The second JPG with the mirror in the top left cannot be too big because I want to see the mirror during the approach. The PLAT view would be too distracting in the sim and as you say really impact on frame rates. Having the two extra views would be good for playback video though if it is possible.
Using the new HUD at larger size is the only way to go IMHO. Having a wider view means details are less easy to see, but I'll concede that everyone has different setups and different ways of using the sim. Probably the example setups are more for video playback demos.
neutrino:
Spaz, if Dino makes the carrier version of the F-35 - because it does not have a HUD framework to obscure visibility, you will have a clear view of the meatball all the way to touchdown ;D
SpazSinbad:
neutrino, agree. It is good the way it fills the screen. In the same way the F-35C has been modified to be more responsive (and fly slower) for carrier landings then if Dino makes the F-35C version I hope that aspect is improved, but for sure as I have indicated on his website 'flies like butter' as I guess it should.
Question: Is there a way to have the new FSX Hornet HUD almost fill the entire screen? On my setup it would take about one third of screen (only a guess).
neutrino:
--- Quote from: SpazSinbad on June 07, 2010, 10:36:45 pm ---Question: Is there a way to have the new FSX Hornet HUD almost fill the entire screen? On my setup it would take about one third of screen (only a guess).
--- End quote ---
The HUD can fill a bigger portion of your screen only if you zoom in and you are in virtual cockpit. If you are in 2D cockpit view, there is only one zoom factor at which the HUD will be conformal - for example 0.80. If you want to fly in 2D cockpit at a higher zoom, for example 1.00, you have to change something in the panel.cfg and always fly at that zoom factor, but you will lose visibility of the meatball right after the ramp.
The HUD symbology is indeed a bit smaller that I would like to, compared for example to the F-35 HUD. The reason is the restriction that the Hornet HUD frame imposes on the size of the HUD, there is no such limitation in the F-35, so I made the symbols as big as in the real plane. They are still conformal, but numbers and letters are bigger, separated wider apart, the ladder bars are wider as well, etc. In this respect I like the VRS Superbug and the Aerosoft F-16 - they have a wider HUD frame which allows for a larger symbology. I can't say however if this is true to the real aircraft.
Also, if you refer to the default Hornet HUD - yes, it was really big in the 2D cockpit, but it was not conformal.
Sludge:
Spaz...
To tack on to what youre saying "wider HUD", I use the 2D HUD view just before the start when Im turning onto Final Bearing and about 1.0/0.9 TCN. To me, the unobstructed 2D HUD w/newer BlackBox Gauge just underneath the HUD data and 2D Indexer to the left is perfect for unobstructed viewability and flying case I, daytime FINAL approach.
I have three "hotkeys" on my x52 setup for views. One on the trigger group top right for 2D, the middle for VC, and the pinkie for "locked chase", which is setup looking from center right wing, to left wing, at .60 zoom... this setup gives me all the pattern info. I need quickly.
First off, I fly most of the pattern in VC. From take off, turn to downwind, establishing downwind, then click "locked chase" to make Abeam call. Then click on VC to start the 28 deg AoB left turn 4 secs after abeam call, then keep in VC thru "the 90", til I get past "the 45". And about 1.0/0.9 TCN where I can see the boat and the meatball, then click on 2D, make my 3/4 mile call, and fly 2D into the wires.
Thats how I do it every single time, no deviations. Others, especially with TrackIR probly dont do this, but I couldnt fly any other way.
Sun...
One other idea for this video too is basic naval aviation flying. From taking people on "side seat/shotgun" rides with me, the one problem I noticed is most FSXers have trouble with holding a "yellow donut" wings level hold altitude flight. There is still that tendency of civilian "stick down/lower altitude, throttle up/speed up" flying. After a few training rides with others, I would make them hold altitude (usn style), then once they got that concept down, I would transition to teaching them "powered descent" where the throttle controls altitude and stick controls speed/AoA, hence holding the "yellow donut" (HUD visual = waterline at 5 deg up/velocity vector at 3 deg down) on final approach. This proved invaluable as a primary teaching tool and where I have found first-hand that most FSXers would experience the highest learning curve. Teaching them this concept and making them practice it hands-on, while I coached them over the Skype, was when I saw people learn the most. Some food for thought.
Later
Sludge
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