General Category > Unofficial F/A-18 Acceleration Pack board
Sludge Hornet F/A-18
Hominid:
FYI - I did find the parameter in the config file and changed it from 1.0 to 0.35 - I now land (with brakes full on) in just under 3,000 feet.
Sludge:
Hominid...
--- Quote from: Hominid on November 30, 2012, 02:36:48 pm ---FYI - I did find the parameter in the config file and changed it from 1.0 to 0.35 - I now land (with brakes full on) in just under 3,000 feet.
--- End quote ---
That's good you tweak like that... as I tell people here, I'm more than happy when you guys do your own tweaking and share it with everyone. You can take what works for you and use it as you wish. That being said, I'll try to look at the .AIR file and see if there's a modifyable ramp table for the brakes because at 0.35 scalar, you wont be able to "hold station" when you run up the engines even to MIL power, you'll notice you'll start to "break free" and start rolling forward. The reason I increased braking power was to give better holding power to the brakes when running up the engines and trying to stay put.
Will let you know how that goes, so that if it does work, you'll get the proper rollout on landing but be able to hold station with a MIL power run-up, then release brakes and take off.
Later
Sludge
Hominid:
--- Quote from: Sludge on November 30, 2012, 10:00:34 pm ---Hominid...
--- Quote from: Hominid on November 30, 2012, 02:36:48 pm ---FYI - I did find the parameter in the config file and changed it from 1.0 to 0.35 - I now land (with brakes full on) in just under 3,000 feet.
--- End quote ---
That's good you tweak like that... as I tell people here, I'm more than happy when you guys do your own tweaking and share it with everyone. You can take what works for you and use it as you wish. That being said, I'll try to look at the .AIR file and see if there's a modifyable ramp table for the brakes because at 0.35 scalar, you wont be able to "hold station" when you run up the engines even to MIL power, you'll notice you'll start to "break free" and start rolling forward. The reason I increased braking power was to give better holding power to the brakes when running up the engines and trying to stay put.
Will let you know how that goes, so that if it does work, you'll get the proper rollout on landing but be able to hold station with a MIL power run-up, then release brakes and take off.
Later
Sludge
--- End quote ---
Ah - that makes sense. So - makes me wonder about the FSX engine itself, that there isn't the granularity to differentiate between the two. I guess the digital emulation world != analogue world... Keep me posted, and let me know if there's anything I can help you with.
GOONIE:
Sludge,
One feature I added to your bird is a work around for HUD brightness on the 2D HUD. I added another window [09] in the Panel.cfg file that duplicates the 2D HUD lines, but uses a lower alpha blend value. I do this to have a day time HUD brightness, alpha blend = 0.95 for window [00], and a night time HUD brightness, alpha blend = 0.30 for window [09], which allows me to now change the brightness in FSX and not have to tweak the panel file before night flights. Basically, I can switch back and forth between day time and night time HUD brightness.
Anyways thought I would share for those who fly at night and need to dim the HUD brightness on the 2D HUD.
GOONIE
Sludge:
Goonie...
Good idea and good work. Yeah, I just bought most of the parts for a semi-new rig and did the breakdown last night, so I'm replying from work. I got a ddr3/sata2 mobo, 16gb ram (to help with FSX), evga GTX 660 (for shooter games), and should be back up and running in a day or two.
Figures I do this now, and we got some really good stuff happening on the boards like Orion's pitch/weave carrier mod.
Later
Sludge
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