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General Category => Unofficial F/A-18 Acceleration Pack board => Topic started by: neutrino on November 18, 2009, 01:27:13 pm

Title: NEW Realistic HUD for the Hornet
Post by: neutrino on November 18, 2009, 01:27:13 pm
Hi, guys! I've been working on a new realistic HUD for the Hornet for about two months now and it is finally ready :) It is an enhanced version of the original HUD by Scott Printz, who fully supports the new version. I added many new features, including:

- Precise ILS and TACAN navigation for aircraft carriers (including moving carriers) that will allow carrier landings in low visibility and at night.

- The HUD is conformal to the outside world: Horizon bar stays on the horizon (at sea level), velocity vector shows actual flight path as read against the outside world (if you keep your vector pointed at a certain place on the runway, this is exactly where you will land).

- Caged mode with ghost vector for use in heavy side wind conditions.

- Elements repositioned to make the HUD look as close as possible to the real Hornet HUD.


Here is a short demo of the HUD that includes a night landing and a carrier break landing:

http://www.youtube.com/watch?v=ZplmhTGObQo (http://www.youtube.com/watch?v=ZplmhTGObQo)

Note: The HUD glass in the demo is a new glass by Enrico Bandolin, which is not available yet, but I hope he uploads it soon.

(http://i589.photobucket.com/albums/ss333/neutrino2009/screenshot2nightlanding.jpg)

(http://i589.photobucket.com/albums/ss333/neutrino2009/screenshot3day.jpg)

The HUD is fully functional and comes with a complete install package and instructions, but before I upload it I'd like to release it for a limited beta test. This will be an opportunity to make some final improvements or change some default options for the HUD. If anyone is interested in testing the HUD, please send me a pm. I expect to upload the final version pretty soon.

Thanks in advance,
J.R.

Edit: The official version of the HUD is now available to download at:
http://www.simviation.com/simviation/?ID=67&page=4&mark=7181 (http://www.simviation.com/simviation/?ID=67&page=4&mark=7181)

I would like to thank:

-   Christian "Sludge" Snow
-   Sonofabeech
-   Wilycoyote4
-   Capthaltli

... for their support in the beta testing. The HUD would not be as complete as it is without their help.
Title: Re: NEW Realistic HUD for the Hornet
Post by: GOONIE on November 18, 2009, 03:10:10 pm
Looks like Christmas is coming early this year!!!  :o

ILS, TACAN, conformal, caged... this is the holy grail for HUDs

Thanks!
Title: Re: NEW Realistic HUD for the Hornet
Post by: Intrepid on November 18, 2009, 03:34:58 pm
Thank You VERY Much
I can't wait to try this out
I wrote to this forum a long time ago about how individuals, not driven by monetary rewards, could and would enhance FSX or create a better sim than Microsoft ever could.... YOU  prove my point ;)
Two Thumbs UP  ;D
Randy
Title: Re: NEW Realistic HUD for the Hornet
Post by: JamesChams on November 18, 2009, 03:37:18 pm
Nice Going Mr. J. R.; looking forward to its release. 8)
Title: Re: NEW Realistic HUD for the Hornet
Post by: Sludge on November 18, 2009, 03:50:11 pm
WOW!  Looks great...  no other words needed other than a big thanks!
Title: Re: NEW Realistic HUD for the Hornet
Post by: SpazSinbad on November 18, 2009, 09:10:21 pm
Sounds good neutrino. Thanks for the work for sure. Any possibility of having a clear HUD option also? Tah.

EDIT for question below:
NEUTRINO, Apologies - I COULD HAVE BEEN CLEARER! :-) I was meaning to say in haste that having a see through HUD - with all the information on it though - would be nice. Any colour shading of the HUD glass is detrimental to having a good view through the HUD IMHO.
Title: Re: NEW Realistic HUD for the Hornet
Post by: neutrino on November 18, 2009, 09:15:05 pm
Hi Spaz, what do you mean by clear HUD ?

Sounds good neutrino. Thanks for the work for sure. Any possibility of having a clear HUD option also? Tah.
Title: Re: NEW Realistic HUD for the Hornet
Post by: Pop on November 19, 2009, 12:14:28 am
the STDS HUD has a shaded center which can be fixed!
Title: Re: NEW Realistic HUD for the Hornet
Post by: neutrino on November 19, 2009, 02:36:25 am
Spaz, you can have a clear HUD if you put a transparent glass :)

Enrico B. has a transparent glass in his package here: http://www.simviation.com/simviation/?ID=3881 (http://www.simviation.com/simviation/?ID=3881)

Here is a screenshot of the HUD with a fully transparent glass:

(http://i589.photobucket.com/albums/ss333/neutrino2009/transparentHUDglass_sm.jpg)

neutrino
Title: Re: NEW Realistic HUD for the Hornet
Post by: SpazSinbad on November 19, 2009, 02:47:13 am
neutrino, At moment I'm not able to test anything out in FSX. I'll assume that your new HUD will work with transparent glass? Is that correct? Thanks again.
Title: Re: NEW Realistic HUD for the Hornet
Post by: neutrino on November 19, 2009, 03:35:46 am
Yes, it will work. You can have the transparent glass with any HUD. I hope you get your PC up and running soon  ;)
Title: Re: NEW Realistic HUD for the Hornet
Post by: Sludge on November 19, 2009, 04:15:51 am
BIG DAY fellas!  Thanks to all involved who made this happen!  This will easily take me to the release of the SuperBug and even then, will probly fly the ol' girl every now and then!
Title: Re: NEW Realistic HUD for the Hornet
Post by: SpazSinbad on November 19, 2009, 04:58:16 am
Sludge, bear with my questions please - I'm not familiar with these systems. Do the crosshairs in the circle indicate on glideslope, lined up? I'm not complaining here, so in your screenshot as indicated by the ball 'slightly low' your glideslope indicates 'slightly low'? What is lineup info? Is that still visual? Both yours and neutrino's night screenshots are lined up so it is not clear to me about line up.
Title: Re: NEW Realistic HUD for the Hornet
Post by: Sludge on November 19, 2009, 06:13:10 am
Spaz...

No worries, ask away.  Yes, crosshairs do show ILS line up and glideslope.  And I think ILS does have some plus/minus built into it but gets more precise as the Hornet gets closer.  Hence how my line up needle is in the middle at .7nm but my velocity vector is over the meatball, whereas Neutrino's lineup needle is a tad left (left lineup correction required) at .2nm, and his V/V is inbetween the angled deck centerline and rightside runway lights in his foggy nightlanding.

And yes, as indicated, I am slightly low and fast.  Also, as you can see, the TACAN arrow is pointing to BRC of 024 deg.  It even comes across (right hi/left lo) as a real TACAN does when you cross the BRC radial (in this case, same as the wake of the ship).  I will try to get a movie made so you can see what Im talking about... its definately a leap for the Hornet HUD.
Its so good and close to real, if someone makes a movie using Javier's carriers, does some post-processing (a tad blurry, maybe with some static), it will be hard to tell the difference between FSX and real life.  But it would have to be done by someone who gets better wake than me, as you can see from the pic, I still get the "chopped off" carrier wake for both default and AICarriers.

Questions answered?
Title: Re: NEW Realistic HUD for the Hornet
Post by: SpazSinbad on November 19, 2009, 06:51:55 am
Sludge, thanks for explanation. Had to look up BRC (Base Recovery Course or ship's heading) so take off the angle deck for 016-7 degrees for the angled deck heading (according to Sludge Screenshot)? I'll post pic below. Looks excellent. Everyone involved making more realistic HUD should be CONGRATULATED!  ;D
Title: Re: NEW Realistic HUD for the Hornet
Post by: SpazSinbad on November 19, 2009, 09:41:04 am
Just because... here is a new Free Video DVD zipped of mostly A4G Skyhawks doing visual landings (meatball, lineup and Opt AoA) onboard HMAS Melbourne. Most of the videos are amateur but you won't see the like of this again. Video possibly better quality than what is seen on Utube at: http://www.youtube.com/profile?user=bengello

4GB zipped A4G Ops on HMAS Melbourne DVD Video free file download was made available at top of page:

www.a4ghistory.com (http://www.a4ghistory.com/A4GvideoDVD.zip) 4GBs
Title: Re: NEW Realistic HUD for the Hornet
Post by: neutrino on November 19, 2009, 03:40:32 pm
Spaz, the ILS needles in the HUD are referenced to the velocity vector symbol. If the velocity vector is below the horizontal (glideslope) needle, this means that the aircraft is below glideslope and needs to climb. If the velocity vector is left of the vertical (localizer) needle, this means that the jet is left of the runway centerline and a correction to the right is required. If the needles are centered on the velocity vector symbol, this means that you are exactly on glideslope, on centerline. If your position relative to the glidepath doesn't change, the needles will stay in the same position relative to the velocity vector no matter where the vector is currently on the HUD.

A full-scale deflection of the glideslope (horizontal) needle represents ±1.4° deviation from glideslope (center ball) and the localizer (vertical) needle full-scale deflection represents ±6° deviation from centerline. So the glideslope needle is more sensitive than the localizer needle. Also, because they represent the deviation in degrees, rather than distance, as you get closer they become much more sensitive, just like the ball.

Here is an example of the aircraft left of centerline and below glideslope:
(http://i589.photobucket.com/albums/ss333/neutrino2009/leftandlow.jpg)

Sludge, bear with my questions please - I'm not familiar with these systems. Do the crosshairs in the circle indicate on glideslope, lined up? I'm not complaining here, so in your screenshot as indicated by the ball 'slightly low' your glideslope indicates 'slightly low'? What is lineup info? Is that still visual? Both yours and neutrino's night screenshots are lined up so it is not clear to me about line up.
Title: Re: NEW Realistic HUD for the Hornet
Post by: SpazSinbad on November 19, 2009, 07:56:25 pm
neutrino, thanks for clear explanation with graphic (pictures speak a thousand words). Certainly the new HUD looks to be a marvellous change. Congrats all.
Title: Re: NEW Realistic HUD for the Hornet
Post by: wilycoyote4 on November 19, 2009, 09:27:47 pm
Glad to find another improvement for the Hornet.
Title: Re: NEW Realistic HUD for the Hornet
Post by: Sludge on November 20, 2009, 04:04:26 am
This is to Neutrino...

As I was trying to describe, in the pics below, youll see the first pic, the GPS destination and range are displayed fully.  The second, when the range increases, it starts to cut off the number.  The third, at even farther range, and its almost halfway cutoff.

Will also include my "panel.cfg" so you can see the numbers I used for the full-screen (f10) HUD that stay correllated at .90 zoom.  The three areas are:  1.  [window titles], window00=main panel, window05=minipanel  2.  [window00]  3.  [window05]  Cutting and pasting these to your panel.cfg file will enable a full screen usage of the new HUD.

Still enjoying the new HUD and probly flying right after writing this.
Later
Sludge
Title: Re: NEW Realistic HUD for the Hornet
Post by: Sludge on November 20, 2009, 04:37:06 am
Spaz, this one's for you.

The new HUD works like a champ in FULLSCREEN.  Check this picture out. 
Title: Re: NEW Realistic HUD for the Hornet
Post by: SpazSinbad on November 20, 2009, 04:50:25 am
Sludge, thanks for pic. Previous installation had HUD in that view always the same 'small' HUD no matter the zoom AFAIK. Can this be changed so that the HUD more or less fills the screen no matter the zoom view? It may be impossible - I did not get around to investigate in the old installation. It is still good though. Are you using a wide screen?

For example I would like the HUD to fill the screen (more or less) but be able to zoom the view as required. Does that make sense?

Nevertheless it all looks good - very much more usable for any kind of circuit to be able to use TACAN radial and needles to be close to glideslope no matter the distance from ship so that when ball is visible there is nothing much to do - except fly visually of course.  ::)
Title: Re: NEW Realistic HUD for the Hornet
Post by: Sludge on November 20, 2009, 05:00:53 am
Yeah, Ill try to make it larger but probly wont be able to zoom cause the full screen and VC HUD have very different dynamics.  Ill give it a whirl tho and tell you my results.

Later
Sludge
Title: Re: NEW Realistic HUD for the Hornet
Post by: SpazSinbad on November 20, 2009, 05:10:36 am
Sludge, thanks - my eyes need all the help they can get these days. That is what makes the system so useful is getting close with HUD and then taking over for visual landing - rather than guesswork & being way out and when visual - too far away from ideal to recover in time....
Title: Re: NEW Realistic HUD for the Hornet
Post by: Sludge on November 20, 2009, 08:33:13 am
Spaz...

Its not much, best I can do.  Good news is that its at 1.00 zoom, so you dont have to fiddle around with it.  However, bad news is you cant zoom in or out, as that causes all kinds of oddities on the correllation.  Keep in mind with this new size, its "mostly" correllated.  There is some minor creep up and down, but not too bad.

Just add:  window_size=   0.3,  0.55 // 0.24, 0.45 and window_pos=  0.365, 0.305 // 0.39, 0.355 to your "Main_Panel" and "Minipanel" window settings to get the bigger HUD in fullscreen.  Thats as far as I could take it with having to zoom to 1.5 or farther to get any correllation.  The "//" rem's are just so you can get back to the first fullscreen HUD and for comparison.  Enjoy.

Later
Sludge
Title: Re: NEW Realistic HUD for the Hornet
Post by: SpazSinbad on November 20, 2009, 08:46:37 am
Sludge, Thanks. I'll have to check it out. Give me a few days etc. I'll try to make a 'scary' video again.
Title: Re: NEW Realistic HUD for the Hornet
Post by: neutrino on November 20, 2009, 11:57:03 am
Sludge, I'll fix the GPS readout, no problem, thanks for pointing that out!

I will also include a full-screen option for the HUD, with a smaller and a larger zoom factor as Spaz requested. Just let me test it at different pitch angles, bank angles, screen resolutions etc. to make sure it is 100% conformal. I will check your numbers first  ;)

neutrino
Title: Re: NEW Realistic HUD for the Hornet
Post by: JamesChams on November 20, 2009, 08:41:03 pm
Mr. J. R. "neutrino,"

Can the HUD read (the DATA) for an ILS on a moving carrier as well (i.e. AICarriers/Javier's Nimitz)?
Title: Re: NEW Realistic HUD for the Hornet
Post by: neutrino on November 20, 2009, 09:35:15 pm
Yes, you can get ILS/TACAN data for moving carriers, in free flight (on schedule or placed with the AICarriers utility) or in missions, including Javier's Nimitz.

J.R.

Mr. J. R. "neutrino,"

Can the HUD read (the DATA) for an ILS on a moving carrier as well (i.e. AICarriers/Javier's Nimitz)?
Title: Re: NEW Realistic HUD for the Hornet
Post by: JamesChams on November 20, 2009, 09:49:44 pm
That's interesting, Mr. J.R. "neutrino!"

I was always led to believe, that with FS (all versions) for all navigation aids, that was a feature of the AFCAD or Scenery BGL files and ONLY worked with static runways.  In FS2002, I use to be able to create the NAV Aids independantly of their Runways (AFCAD's).  In FS9/2004 Lee Swordy's AFCAD ONLY allowed them to be implemented IF you had a FIXED Airport/Runway.

How is this achieved now?  Is it married to the Scenery Object, as in the Nimitz Carrier itself, or are you adding this feature as part of a MISSION builder, etc.?
 ???

Yes, you can get ILS/TACAN data for moving carriers, in free flight (on schedule or placed with the AICarriers utility) or in missions, including Javier's Nimitz.

J.R.

Mr. J. R. "neutrino,"

Can the HUD read (the DATA) for an ILS on a moving carrier as well (i.e. AICarriers/Javier's Nimitz)?
Title: Re: NEW Realistic HUD for the Hornet
Post by: neutrino on November 20, 2009, 11:40:30 pm
Mr. James Chams, I prefer not to get into details here how the ILS/TACAN was implemented :) I am happy that I can finally practice some night carrier landings in the sim, I remember the first couple of times I tested the ILS in night conditions and low visibility (I couldn't see the carrier outside 0.3 nm !), after I trapped my pulse was 120 and my hands were shaking. And this is a simulator! It was unbelievable, I literally didn't want to try it again. I still experience this as I try to make a very precise ILS landing at night and low vis.

That's interesting, Mr. J.R. "neutrino!"

I was always led to believe, that with FS (all versions) for all navigation aids, that was a feature of the AFCAD or Scenery BGL files and ONLY worked with static runways.  In FS2002, I use to be able to create the NAV Aids independantly of their Runways (AFCAD's).  In FS9/2004 Lee Swordy's AFCAD ONLY allowed them to be implemented IF you had a FIXED Airport/Runway.

How is this achieved now?  Is it married to the Scenery Object, as in the Nimitz Carrier itself, or are you adding this feature as part of a MISSION builder, etc.?
 ???
Title: Re: NEW Realistic HUD for the Hornet
Post by: wilycoyote4 on November 21, 2009, 07:06:05 am
Yes, you can get ILS/TACAN data for moving carriers, in free flight (on schedule or placed with the AICarriers utility) or in missions, including Javier's Nimitz.

J.R.

Mr. J. R. "neutrino,"

Can the HUD read (the DATA) for an ILS on a moving carrier as well (i.e. AICarriers/Javier's Nimitz)?


James----
Thank you for asking the question, you posted what was on my mind but you were the quicker of myself or others.

neutrino-----
Thanks for the answer.  I was able to download and just started using it.  I'll try the Javier Nimitz carrier in aicarriers and as a scheduled ai carrier.

It appears this project is under further development.  I hope to see more posts.
Title: Re: NEW Realistic HUD for the Hornet
Post by: SpazSinbad on November 22, 2009, 03:02:11 am
Interesting reading about aspects of carrier landings here - specifically about usefulness of the HUD (and of course there is more interspersed in report but this'll do): GS=Glideslope; FPA=Flight Path Angle rate of change

REVIEW OF THE CARRIER APPROACH CRITERIA FOR CARRIER-BASED AIRCRAFT PHASE I; FINAL REPORT


http://rhef.net/docs/HQs/NAVAIR_2002_71.pdf (2.9Mb)

"The human part of this pilot-aircraft system is limited in the ability to control multivariable  problems. A human with sufficient control authority can control one dynamic variable very precisely,  two variables precisely, three variables passably. The pilot’s performance deteriorates severely  trying to simultaneously control more than three. Fortunately, the multiple constraints of a CV  landing are satisfied by the pilot's control of just three variables – GS, lineup, and AOA. Pilot  performance is affected by the allowable tolerance of the accepted deviations, the dynamics of the  particular variable, the responsiveness of the aircraft to control inputs, the environmental  conditions, and the quality of the information used to determine GS, lineup, and AOA error. It is  important to note that tactical Naval Aviators, in the context of CV landings, speak interchangeably  about speed and AOA. Though they are reading AOA in their indicators, they refer to themselves as  either "fast" or "slow".

....Ideally, from the start of the visual pass (½ to ¾ mile aft), no radio communication takes place  between the pilot and LSO other than an optical signal or a simple radio call to confirm open two- way communication. Virtually all day landings are performed "zip lip," meaning that the pilot  receives only a flash of green lights to confirm that the aircraft is cleared to land and that the  LSO’s are monitoring the approach. At night, most landings take place with only a "Roger, Ball"  transmitted over the radio signifying the same.

....Heads-Up Displays (HUD’s), such as that found in F-14D and all F/A-18 models have dramatically  transformed the landing problem. First, an Inertial Navigation System (INS)-driven velocity vector  precisely displays the projected flightpath of the aircraft. Ashore, the velocity vector permits a  pilot to superimpose the symbology directly on the intended point of landing and achieve very  precise results. At sea, since the ship is typically moving relative to the inertial frame, the  velocity vector does not reliably indicate the point of touchdown. It does, however, provide very  precise rate information with respect to GS, with some small bias term. The typical habit for F-18  Hornet pilots is to place the Velocity Vector near the intersection of the decks (“crotch”) of the  ship, and then gauge the GS trend. In doing this, the pilot is effectively leading the ship by  placing the velocity vector at some point out in front of the wires where the ship and aircraft  trajectories will intersect. This initial placement ensures that the flightpath will very nearly  hold the aircraft on GS. The precision of the FPA data also means that the effect of an input  correction is immediately assessed in a variable that is very nearly GS rate (the state information  necessary for the pilot to attain the elevated performance). As the aircraft approaches the in-close  to at-the-ramp position, the velocity vector is allowed to drift aft to the point of touchdown. The  fielding of HUD’s largely bears the responsibility for the improvement in boarding rate demonstrated  by F-18 Hornets and F-14D model Tomcats over the aircraft that preceded them...."
Title: Re: NEW Realistic HUD for the Hornet
Post by: wilycoyote4 on November 22, 2009, 05:07:06 am
Can't believe it.  Just did an ILS to the version 1 carrier of Javier using aicarriers, hahaha, spent too much time looking at the amazing HUD but landed 116 KIAS, catching 1wire, about 28,000 gross weight, 23% fuel, 565 feet rate of descent, full flaps.  Clumsy but that HUD was so interesting.  Clear weather.  Seas set to mid 1.

I think you've got something here.  You've a great improvement.

Don't think very many know of this development.  Or there'll be a big noise on those other forums !!!!!

Now, I've got to learn to do this in a right proper way.  My first try became a waveoff as I was high and those red flashing lights were obeyed.  Second was the clumsy trap.

Hope this helps other beta testers.  I'll take advice from all.

Title: Re: NEW Realistic HUD for the Hornet
Post by: wilycoyote4 on November 22, 2009, 05:54:26 am
2nd try, still clumsy, but caught 1wire.
The cfg is
[Views]
eyepoint = -17.0, 0, 3.5

I used the shift+enter to raise my seat in the previous daylight post screenshot.  I did not raise my seat in this dawn screenshot.
Title: Re: NEW Realistic HUD for the Hornet
Post by: neutrino on November 22, 2009, 06:08:10 am
Well, that's much better - the HUD horizon bar is now where it needs to be - on the horizon  ;D

I notice your altimeter is reading "-350" (which means you have a high barometric pressure), so you can switch to radar altitude from the panel (RDR) to get the actual altitude  8)

J.R.
Title: Re: NEW Realistic HUD for the Hornet
Post by: Sludge on November 22, 2009, 06:10:42 am
Wiley...

I know what you mean, its almost soo fun you forget that youre using it to land on the carrier.  To me, this was the "holy grail" for the default Hornet that I was looking for to hold me down til the SuperBug gets here.  As you can tell in some of my initial screenshots, I was all over the place just trying to take it all in and get a picture taken.  I swear I heard that controller's voice from "Airplane" in my head:  "900 ft, 300ft, 700ft, he's all over the place... what an &*$ hole."  Wonder how long Neutrino played with it before he was able to settle down to get his movie made?  Which is one of the best for FSX Hornet carrier landings, IMO.

I think you are right about the upcoming roar we will hear when this gets put out in full release.  Man, people will be clamouring for it and talking about it AT LEAST until the FSX Superbug gets here.

Anyway, glad to see you are having a good time with this
Title: Re: NEW Realistic HUD for the Hornet
Post by: Sludge on November 22, 2009, 06:14:16 am
Hey JR,

How are you?  Look at what youve done.  Grown men, home on saturday nite, playing a friggin flight simulator!

Actually, its not a big deal since Im stuck in Oklahoma.  But Im sure some of you others are in far better, target rich environments?!
Title: Re: NEW Realistic HUD for the Hornet
Post by: neutrino on November 22, 2009, 06:20:50 am
Haha, you have to blame Aces for this  ;D
Title: Re: NEW Realistic HUD for the Hornet
Post by: wilycoyote4 on November 22, 2009, 07:03:55 am
Well, that's much better - the HUD horizon bar is now where it needs to be - on the horizon  ;D

I notice your altimeter is reading "-350" (which means you have a high barometric pressure), so you can switch to radar altitude from the panel (RDR) to get the actual altitude  8)

J.R.
A-ha, I did wonder about that but wasn't smart enough to click the switch, anyway, too busy taking note of the HUD display.
Title: Re: NEW Realistic HUD for the Hornet
Post by: Pop on November 22, 2009, 04:18:08 pm
Did I miss it??? where is the link to this new HUD???
Title: Re: NEW Realistic HUD for the Hornet
Post by: neutrino on November 22, 2009, 04:41:12 pm
Pop, you didn't miss it  ;) It is still in beta, Sludge and Wily here are beta testers and they couldn't help themselves and leak some first impressions ;D Also it's impossible to exchange screenshots in private messages. I will upload the official version on avsim, flightsim etc. as soon as we finish the beta test.
Title: Re: NEW Realistic HUD for the Hornet
Post by: wilycoyote4 on November 22, 2009, 09:07:53 pm
Will report in messages
Title: Re: NEW Realistic HUD for the Hornet
Post by: neutrino on November 22, 2009, 09:22:03 pm
Thanks, wily. I saw the screenshots, I'll reply in pm.
Title: Re: NEW Realistic HUD for the Hornet
Post by: SpazSinbad on November 22, 2009, 09:57:42 pm
Why cannot the BETA testers e-mail one another? QUE?  ::)
Title: Re: NEW Realistic HUD for the Hornet
Post by: neutrino on November 29, 2009, 09:00:09 pm
Hi, guys, the beta testing is now over, the official version of the HUD is now available to download at:
http://www.simviation.com/simviation/?ID=67&page=4&mark=7181 (http://www.simviation.com/simviation/?ID=67&page=4&mark=7181)

I would like to thank:

-   Christian "Sludge" Snow
-   Sonofabeech
-   Wilycoyote4
-   Capthaltli

... for their support in the beta testing. You guys did a great job testing the HUD, as a result the HUD now has a 2D full screen option, a better looking switch panel, much easier install procedure, some tips for TrackIR users, and a couple of difficult to find, but important things were fixed, such as the altimeter thousands digit reading, the GPS nav data readout and the max-G readout!
Title: Re: NEW Realistic HUD for the Hornet
Post by: Voodoo on November 29, 2009, 10:58:40 pm
Congratulations on the release!

Well done you guys!
Title: Re: NEW Realistic HUD for the Hornet
Post by: Orion on November 30, 2009, 05:08:00 am
Congratulations on the release ;)!
Title: Re: NEW Realistic HUD for the Hornet
Post by: SpazSinbad on November 30, 2009, 07:58:25 am
Many thanks to the team. Have been away from FSX for a bit and I think I have installed the NEW HUD over the top of whatever is standard FSX Hornet (for the moment). Too many mods and not enough records about mods but I think I did a clean install in Vista some time ago. Have not got to the install in Windows7 yet for various reasons. Anyway that is all a long winded way of saying: "Followed the instructions and it works like a dream". Thanks to the alternate HUD DreamTeam! Catchy huh?  ;D

Specially liked the graphics in the package and the hints on how to use the new stuff. I need it.
Title: Re: NEW Realistic HUD for the Hornet
Post by: wilycoyote4 on November 30, 2009, 08:33:33 am
A little fun from beta testing.  Thanks to the team from me and esprcially J.R. for letting me be a beta tester.  Correct me if I've made a poor evalualtion, but I think this HUD project accomplished more than was planned at the start.  It grew. 

It's great to see the default Hornet continue to improve.
Title: Re: NEW Realistic HUD for the Hornet
Post by: Intrepid on November 30, 2009, 05:21:12 pm
Neurtino;
Thank you and your helpers for a great addition to the enjoyment of the F-18

Since I purchased the Acceleration pack (way Back on the first day of its release)
I have not been able to complete all the missions for the F-18
Your addition finally let me finish
Thanks again for all your work and for being generous enough to share it  :D
Randy 
Title: Re: NEW Realistic HUD for the Hornet
Post by: Razgriz on November 30, 2009, 08:35:46 pm
I am curious how to get the ILS working.  Where do I need to place my Nimitz (and with what programs), and what is the ILS freq?
Title: Re: NEW Realistic HUD for the Hornet
Post by: wilycoyote4 on November 30, 2009, 09:30:26 pm
I am curious how to get the ILS working.  Where do I need to place my Nimitz (and with what programs), and what is the ILS freq?
The readme in the package has the data and instructions for frequencies and how the HUD displays the info.

AICarriers2 for placing carriers where you want them.  Javier's Nimitz version 2 for his package which includes AICarriers data for his carriers and fleets.

Use a downloaded AI route or make your own using a freeware program.  http://lc0277.nerim.net/boat/  These carriers move like AI aircraft, that is, on a schedule from one point to another and can have waypoints.

All freeware.
Title: Re: NEW Realistic HUD for the Hornet
Post by: neutrino on November 30, 2009, 10:50:30 pm
One way to get a carrier of course is to get into any of the default carrier missions such as the Carrier Practice mission. It is a good idea however to check the option "Enable changes in selected Mission (no rewards given)" at the bottom of the mission selection screen, and then once in the mission change the weather so that there is no such severe turbulence. Also, once in the mission, reduce your fuel to below 75%, so that you can approach at lower speeds.

Another way is to get a carrier in free flight. This is how to find the carrier near San Diego in free flight:
1) In display settings-> traffic move the slider "Ships and ferries" all the way to the right (100%).
2) Click FREE FLIGHT, choose July 1st, 2009 for date and 06:00 local time. Select North Island NAS (KNZY) for airport and runway 29. You can save the flight at this point if you want.
3) Once you take off from the runway turn left on course 270 and climb to 600 feet. After 30 seconds you will see the carrier ;)

Since these are both default carriers and not the Nimitz carrier, the frequency for the ILS/TACAN would be 111 MHz or TACAN channel 47X.

The Nimitz carrier you can get if you have Javier's Nimitz package and use the AICarriers utility and place the carrier wherever you want while in flight. The freq is 112MHz or TACAN channel 57X.

You can enter the frequency by pressing the TCN or ILS button on the Up-Front Control panel and then dial either 1-1-1-0-0-ENT or 4-7-X on the keypad. Either way will activate the ILS/TCN reception.

If you were already familiar with these methods, I apologize, I just wanted to list all methods.

J.R.

I am curious how to get the ILS working.  Where do I need to place my Nimitz (and with what programs), and what is the ILS freq?
Title: Re: NEW Realistic HUD for the Hornet
Post by: SpazSinbad on December 01, 2009, 02:12:28 am
neutrino, thanks for the info/help. I think it is important to have on record these tips & hints to get things going. Some of us (me included) don't have the knowledge you have.
Title: Re: NEW Realistic HUD for the Hornet
Post by: Sludge on December 01, 2009, 05:17:35 am
Hey Fellers...

Also, to get the full ICLS needles AND TACAN steering arrow, make sure you click the HUD Control Panel Steering Cue to NAV1 after you dial in the TCN on the UFC as listed above.  It will auto setup the current nav1 as BRC.  This is important if you want to fly the racetrack correctly and hit your points (abeam, 90, 45, final 3/4) on-speed and at the right TACAN distances.

Later
Sludge
Title: Re: NEW Realistic HUD for the Hornet
Post by: wallydog69 on December 01, 2009, 06:05:27 am
This is a great little add on.. is it possible to use the ILS with Autopilot. I can dial in the ILS to get my markers but can't seem to get the autopilot glide me in wher as I can get that function to work at airports.

Title: Re: NEW Realistic HUD for the Hornet
Post by: neutrino on December 01, 2009, 01:35:06 pm
Hi wallydog69, the autopilot cannot be used with the carrier ILS, because the ILS data available in the HUD is not available to the autopilot, unlike traditional land based ILS. Even if it was though, I don't think the generic FSX AP would be able to keep up with the moving carrier, especially if you start out at 3 miles. The real F/A-18 and other naval aircraft can receive signals from a system called Automatic Carrier Landing System (ACLS) which is based on the carrier. It sends pitch and roll commands to the aircraft flight control surfaces to keep the jet on glidepath. The pilot however should be ready to uncouple immediately if he senses that the system is not providing adequate signals and continue with a manual approach.

This is a great little add on.. is it possible to use the ILS with Autopilot. I can dial in the ILS to get my markers but can't seem to get the autopilot glide me in wher as I can get that function to work at airports.
Title: Re: NEW Realistic HUD for the Hornet
Post by: JamesChams on December 01, 2009, 11:49:59 pm
Mr. Jivko Rusev "neutrino,"

I was, finally, able to install your HUD today and noticed that I had to edit the panel.cfg files for several additions.  Noticably, I needed to re-add (to the 2D/VC code) several custom gauge statement including the 3D Redux shockwave lights with this statement:-
Code: [Select]
gauge13=shockwave_lights!SW Lights_gear,  1,1,1,1 //shockwave light
I am also using the Clear glass textures.  Just wondering if there is any thing else that is missing from my install?  I hear from SOH that there were AB texture updates, wondered if anyone know where to get them or would be willing to PM them to me.  Finally, reading the above post...

...the autopilot cannot be used with the carrier ILS, because the ILS data available in the HUD is not available to the autopilot, unlike traditional land based ILS. Even if it was though, I don't think the generic FSX AP would be able to keep up with the moving carrier, especially if you start out at 3 miles. The real F/A-18 and other naval aircraft can receive signals from a system called Automatic Carrier Landing System (ACLS) which is based on the carrier. It sends pitch and roll commands to the aircraft flight control surfaces to keep the jet on glidepath. The pilot however should be ready to uncouple immediately if he senses that the system is not providing adequate signals and continue with a manual approach.
Has this been tried with a custom AP rather than the FSX Default?

Finally, it looks like and excellent update, will try it out now and let you know.  Thanks a bunch! ;)

EDIT:
Quote
Since these are both default carriers and not the Nimitz carrier, the frequency for the ILS/TACAN would be 111 MHz or TACAN channel 47X.

The Nimitz carrier you can get if you have Javier's Nimitz package and use the AICarriers utility and place the carrier wherever you want while in flight. The freq is 112MHz or TACAN channel 57X.
I didn't see this in your readme file; good to know.

PS: I would also like to add this to Mr. Dino Cattaneo's F-14D and T-45C; Any suggestions?
Title: Re: NEW Realistic HUD for the Hornet
Post by: SUBS17 on December 02, 2009, 12:17:24 am
Freaking AWESOME 8)
Great work guys.
Title: Re: NEW Realistic HUD for the Hornet
Post by: SpazSinbad on December 02, 2009, 12:28:46 am
I like JamesChams idea: perhaps 'to put the new HUD on the freeware T-45C Goshawk' (and even the Tomcat) by Dino Cattaneo.

Sludge, on the Goshawk with a bit of wind and carrier speed it would take FOREVER to carrier land! But one could have the time - if needed - to see all the variables at work in REAL SLOW real time eh. For example I like to use the T-45C ashore in a 35 knot wind straight down the runway (no low level turbulence).
Title: Re: NEW Realistic HUD for the Hornet
Post by: neutrino on December 02, 2009, 12:44:52 am
Mr. Jivko Rusev "neutrino,"

I was, finally, able to install your HUD today and noticed that I had to edit the panel.cfg files for several additions.  Noticably, I needed to re-add (to the 2D/VC code) several custom gauge statement including the 3D Redux shockwave lights with this statement:-
Code: [Select]
gauge13=shockwave_lights!SW Lights_gear,  1,1,1,1 //shockwave light
I am also using the Clear glass textures.  Just wondering if there is any thing else that is missing from my install?  I hear from SOH that there were AB texture updates, wondered if anyone know where to get them or would be willing to PM them to me.

Hi James, there are probably some nice gauges out there that I left out, because I didn't have them myself. I just put the two standard ones that I knew many people use. A manual addition to the panel.cfg should not be a problem. I haven't tested the two you mention, but I am sure someone else here can provide more info if necessary.

Finally, reading the above post...

...the autopilot cannot be used with the carrier ILS, because the ILS data available in the HUD is not available to the autopilot, unlike traditional land based ILS. Even if it was though, I don't think the generic FSX AP would be able to keep up with the moving carrier, especially if you start out at 3 miles. The real F/A-18 and other naval aircraft can receive signals from a system called Automatic Carrier Landing System (ACLS) which is based on the carrier. It sends pitch and roll commands to the aircraft flight control surfaces to keep the jet on glidepath. The pilot however should be ready to uncouple immediately if he senses that the system is not providing adequate signals and continue with a manual approach.
Has this been tried with a custom AP rather than the FSX Default?

A custom Autopilot, an auto-throttle or even ACLS, would be a worthwile addition to the Hornet. I've thought about it, but came to the conclusion that any of those systems would be very difficult to get right. More importantly, it would be difficult to recreate the equivalent Hornet systems, as there is no documentation of how exactly they work. In fact, even the flight model of the Hornet is very difficult to do, and I have to say the ACES did an amazing job there - the Hornet flight characteristics - such as AOA, speed, flaps, landing speed etc. - are almost the same as in the NATOPS manual. It's not fly-by-wire, but let's see how the new VRS SuperBug would behave ;D
Title: Re: NEW Realistic HUD for the Hornet
Post by: neutrino on December 02, 2009, 12:45:40 am
PS: I would also like to add this to Mr. Dino Cattaneo's F-14D and T-45C; Any suggestions?

I am working on that right now. As soon as I finish the tests, I'll get back with the correct numbers for the panel.cfg.
Title: Re: NEW Realistic HUD for the Hornet
Post by: Sludge on December 02, 2009, 12:49:32 am
Spaz...

Ive put the earlier HUD on the T-45 and Tomcat, but not sure how it will translate to the T-45 and Tomcat.  Hey, the best I can do is try, right?!  Will get to work on that when I get a chance.  Plus, I dont think the ICLS needles or TACAN SteeringArrow will work, as hardly anything works on the T-45 and Tomcat like it does with the default Hornet (ie, using the UFC and the MFD touchbuttons to select GPS, TCN, ILS).

Also, since Im am working on slowing up the carrier (30 mph top speed), and only 5 kts headwind, the T-45 should land a bit faster than it had previously, right?!
Title: Re: NEW Realistic HUD for the Hornet
Post by: Sludge on December 02, 2009, 12:50:42 am
Ha...  ask and thy shall receive!  Ill leave that up to you Neutrino.  Youre far more knowledgeable.

Title: Re: NEW Realistic HUD for the Hornet
Post by: SpazSinbad on December 02, 2009, 01:38:28 am
Sludge, I have never taken the Goshawk to a carrier. Because of testing of the 'never finished air file' KAHU Skyhawk work I have only ever gone to the carrier with the FSX Hornet (modded so well now). I think the max wind speed (in FSX) at low level anyway is 35 knots so that is why it is selected for testing work ashore. Seems reasonable but these are variables - up to a maximum. The LSO NATOPS manual (or similar) makes it clear that there is an ideal WOD and more than that can make deck landing difficult for various reasons. Higher natural wind is usually picking up the sea state to less than desirable also (not including any swell).

Time 'in the groove' can be worrisome for ops if it takes too long - for sure 'a short circuit is a good circuit'.   ;D   Many an aircraft gets a wave off if "too long in the groove".

My point perhaps about the Cattaneo Goshawk would be that it does fly at a much slower IAS (rightly or wrongly) so any wind effect is magnified for 'time in the groove' which can be a good thing for training purposes (but not for operational purposes).

I'm astounded at some Utube video clips of Hornet HUD views of 'time in the groove' and the short time before landing. I would gather that these guys are well experienced. There is some old Skyhawk amateur footage out there showing USN approaches to wooden deck carriers that are astoundingly short AND STEEP but on the ball.
Title: Re: NEW Realistic HUD for the Hornet
Post by: Razgriz on December 02, 2009, 02:13:21 am
Mr. Jivko Rusev "neutrino,"

I was, finally, able to install your HUD today and noticed that I had to edit the panel.cfg files for several additions.  Noticably, I needed to re-add (to the 2D/VC code) several custom gauge statement including the 3D Redux shockwave lights with this statement:-
Code: [Select]
gauge13=shockwave_lights!SW Lights_gear,  1,1,1,1 //shockwave light
I am also using the Clear glass textures.  Just wondering if there is any thing else that is missing from my install?  I hear from SOH that there were AB texture updates, wondered if anyone know where to get them or would be willing to PM them to me.  Finally, reading the above post...

...the autopilot cannot be used with the carrier ILS, because the ILS data available in the HUD is not available to the autopilot, unlike traditional land based ILS. Even if it was though, I don't think the generic FSX AP would be able to keep up with the moving carrier, especially if you start out at 3 miles. The real F/A-18 and other naval aircraft can receive signals from a system called Automatic Carrier Landing System (ACLS) which is based on the carrier. It sends pitch and roll commands to the aircraft flight control surfaces to keep the jet on glidepath. The pilot however should be ready to uncouple immediately if he senses that the system is not providing adequate signals and continue with a manual approach.
Has this been tried with a custom AP rather than the FSX Default?

Finally, it looks like and excellent update, will try it out now and let you know.  Thanks a bunch! ;)

EDIT:
Quote
Since these are both default carriers and not the Nimitz carrier, the frequency for the ILS/TACAN would be 111 MHz or TACAN channel 47X.

The Nimitz carrier you can get if you have Javier's Nimitz package and use the AICarriers utility and place the carrier wherever you want while in flight. The freq is 112MHz or TACAN channel 57X.
I didn't see this in your readme file; good to know.

PS: I would also like to add this to Mr. Dino Cattaneo's F-14D and T-45C; Any suggestions?

I have them on both the F-14D and T-45C.  Its just great.

This was used with the BETA hud, so some may be changed.  My full aircraft (from USNVT training program, located here (http://members.chello.at/pensacola/)) is uploaded as an attachment, and the panel.cfg is below:

Code: [Select]
// Panel Configuration file
// T-45C Goshawk
// Copyright (c) 1999-2005 Microsoft Corporation.  All rights reserved.

[Window Titles]
Window00=Main panel
Window01=HUD Switches
Window02=GPS
Window03=MINIPANEL

VIEW_FORWARD_DIR=-1.000, 0.000, 0.000

//--------------------------------------------------------
[Window00]
Background_color=0,0,0
size_mm=456,378
position=4
visible=1
ident=MAIN_PANEL
alpha_blend=0.95
window_size=0.6,0.65
window_pos=0.2,0.3

gauge00=FA18_HUD_VC!FA18_HUD, 100, 5, 256, 278, 4


//--------------------------------------------------------
[Window01]
file=FA18_HUD_VC/Switch_background.bmp
size_mm=175,438
window_size= 0.25, 0.79
position=0
visible=0
ident=HUD_Switches

gauge00=FA18_HUD_VC!Nav1CRS,  55,342,32,32
gauge01=FA18_HUD_VC!Nav2CRS,  55,382,32,32
gauge02=FA18_HUD_VC!GPS CRS,  55,298,32,32
gauge03=FA18_HUD_VC!Nav-GPS,  75,120,37,74
gauge04=FA18_HUD_VC!HUD Clock, 45,189,90,50
gauge05=FA18_HUD_VC!HUD Steering Switch,  68,229,37,74
gauge06=FA18_HUD_VC!HUD Reject Switch,  32,10,28,28
gauge07=FA18_HUD_VC!HUD Ladder Switch,  76,10,28,28
gauge08=FA18_HUD_VC!HUD Altitude Switch, 32,54,28,28
gauge09=FA18_HUD_VC!HUD Vector Switch,  76,53,28,28
gauge10=FA18_HUD_VC!HUD ILS Switch, 125,54,28,28
gauge11=FA18_HUD_VC!HUD Power Switch, 78,75,37,74
gauge12=FA18_HUD_VC!HUD Color Switch, 125,10,28,28



//--------------------------------------------------------

[Window02]
Background_color=0,0,0
size_mm=456,378
position=8
visible=0
ident=GPS_PANEL
window_size= 0.500
no_luminous=1

gauge00=fs9gps!gps_500,  0,0

//--------------------------------------------------------


[Window03]
Background_color=0,0,0
size_mm=456,378
position=4
visible=1
ident=MINIPANEL
alpha_blend=0.95
window_size=0.6,0.65
window_pos=0.2,0.3

gauge00=fa-18!hud_2d, 32, 32, 456, 378, 4


//--------------------------------------------------------
[Vcockpit01]
Background_color=1,1,1
size_mm=512,512

visible=1
pixel_size=512,512
texture=$t45vc

;1 = left DDI
;2 = right DDI
;3 = center DDI

gauge00=FA18_HUD_VC!FA18_HUD_VC, 0,0,514,566, 4 NOSCANLINES


//--------------------------------------------------------
[Vcockpit02]
Background_color=0,0,0
size_mm=512,512

visible=1
pixel_size=512,512
texture=$t45vc0

;1 = left DDI
;2 = right DDI
;3 = center DDI

gauge00=fa-18!MFD, 0,0,512,512, 1


//--------------------------------------------------------
[Vcockpit03]
Background_color=0,0,0
size_mm=512,512

visible=1
pixel_size=512,512
texture=$t45vc3

;1 = left DDI
;2 = right DDI
;3 = center DDI

gauge01=fa-18!MFD, -10,-10,532,532, 2

//--------------------------------------------------------
[Vcockpit04]
Background_color=0,0,0
size_mm=512,512

visible=1
pixel_size=512,512
texture=$t45vc2

;1 = left DDI
;2 = right DDI
;3 = center DDI

gauge00=fa-18!MFD, -10,-10,532,532, 3


//--------------------------------------------------------
[Vcockpit05]
Background_color=0,0,0
size_mm=512,512

visible=1
pixel_size=512,512
texture=$t45vc5

gauge00=Bendix_King_Radio!Bendix-King Radio Audio,        0,  0,512,50
gauge01=Bendix_King_Radio!Bendix-King Radio Nav-Comm 1,   5, 50,512,94
gauge02=Bendix_King_Radio!Bendix-King Radio Nav-Comm 2,   5, 144,482,83
gauge03=Bendix_King_Radio!Bendix-King Radio ADF,          0,226,512,90
//gauge04=Bendix_King_Radio!Bendix-King Radio DME,          0,180,512,41
//gauge05=Bendix_King_Radio!Bendix-King Radio Xpndr,        0,217,512,49
//gauge06=Bendix_King_Radio!Bendix-King Radio AP,           0,262,512,48
windowsize_ratio=1.000
window_pos=0.756,0.358
window_size=0.243,0.641


[Color]
Day=255,255,255
Night=223,255,255
Luminous=246,115,119

[Default View]
X=0
Y=0
SIZE_X=8192
SIZE_Y=3200


Edit:

Download T-45C here (http://www.landoncarrier.com/razgr1z912/Downloads/USNVT_T45C.zip).


Title: Re: NEW Realistic HUD for the Hornet
Post by: SpazSinbad on December 02, 2009, 03:05:29 am
Razgriz, Thanks for the link to the Pensacola Fsim training website and your above tips. The web is an huge place now eh. One site that may be overlooked is worth a visit for the T-45C gouge (good knowledge):

CNATRA Pubs (T-45C) probably most useful section

http://www.airwarrior.net/Files.html

T-45C Carrier Qualifications PDF:  (1.7Mb)

http://www.airwarrior.net/Files_files/Carrier%20Qualifications.PDF

There is more about all aspects of operation of the Goshawk in USN at this website. Apart from the Essential Carrier Landing advice here is one aspect from the Instrument PDF:
Title: Re: NEW Realistic HUD for the Hornet
Post by: JamesChams on December 02, 2009, 03:25:37 am
Mr. Jivko Rusev "neutrino,"

My first try with this and it worked extremely well on the Acceleration F/A-18; Good Job! 8)

PS: I would also like to add this to Mr. Dino Cattaneo's F-14D and T-45C; Any suggestions?
I am working on that right now. As soon as I finish the tests, I'll get back with the correct numbers for the panel.cfg.
Thanks very much; its much appreciated!

Also, could you do the CaptainSim's XLoad F/A-18D & F-117A's as well?

PS: Thank you, Mr. "Razgriz"!  
Edit:

Download T-45C here (http://www.landoncarrier.com/razgr1z912/Downloads/USNVT_T45C.zip).
Will try it out and let you know. :)

Mr. "SpazSinbad" & Mr. "Sludge,"
I like JamesChams idea: perhaps 'to put the new HUD on the freeware T-45C Goshawk' (and even the Tomcat) by Dino Cattaneo.
Thanks for supporting the idea. :)
Title: Re: NEW Realistic HUD for the Hornet
Post by: GOONIE on December 02, 2009, 09:14:05 pm
Thanks again Neutrino!  8)

OK, 3

(http://i914.photobucket.com/albums/ac350/bhaltli/ok3.jpg)
Title: Re: NEW Realistic HUD for the Hornet
Post by: Sludge on December 02, 2009, 09:28:21 pm
Just a quick word to all the fellers out there...  especially Spaz.

Last night, I finally got back to basics and was flying "ok, 3" approaches again.  I had gotten away from using the ball and relying on the ICLS needles.  The funny thing is, other than helping you setup a good pattern and getting you in the ball park, you cannot follow the needles for a good landing.  Dont get me wrong, it has its place, especially for night traps and/or foul weather, but its also JUST to get you to the point where you see the ball and still fly the ball, indexer, and lineup for the final landing phase.

Also, I didnt realize but I was doing patterns WITH A TAILWIND all this time.  Some days I feel like a dolt.  I switched the 5 kt wind to the correct heading and sure enough, all my "timing" issues that Ive posted on the Carrier thread dissappeared.  I was back to flying tight carrier daytime patterns, getting setup right (ICLS needles and TACAN til the 45), then 3/4 final and in using the ball, indexer, and carrier lineup procedures.  Works everytime like clockwork!  Go figure.  Read the fine print, do what is written, and wha-la... it works.  Some days Im amazed I actually get around on planet earth without major accidents.

My point for this post is that athough this is a very great addition to the Hornet HUD, dont get carried away with it and understand its limitations and uses.  However, when on final (3/4 mile and in) or when visual on the meatball, switch back to the tried and true... ball, indexer, lineup for a 3 wire trap.

Take Care and good flying
Sludge
Title: Re: NEW Realistic HUD for the Hornet
Post by: Sludge on December 03, 2009, 12:56:42 am
BTW, that pic is friggin fantastic, CAPT...

Its getting to the point that you almost have to know youre looking at a FSX pic to tell the difference!  Great job!
Title: Re: NEW Realistic HUD for the Hornet
Post by: Intrepid on December 03, 2009, 01:46:09 am
BTW, that pic is friggin fantastic, CAPT...

Its getting to the point that you almost have to know youre looking at a FSX pic to tell the difference!  Great job!
I have to agree That is one sweet pic  8)
Randy
Title: Re: NEW Realistic HUD for the Hornet
Post by: SpazSinbad on December 03, 2009, 02:17:41 am
Sludge, you make good points. Perhaps the excellent pic above shows the difference between what the IFLOLS is saying "slightly high by a smidgeon?" to what the needles? are sayiing at that point via the screenshot. Here if at half a mile one would be doing the visual DL as described by Sludge and not looking at anything but 'meatball, lineup and airspeed' (where youse all know that 'airspeed' is the AoA Indexer with the orange circle).

Anyway it is a simulator but all the great work by all on this forum has made it a much better simulator. Thanks again for the great work by all. Apparently at Penscacola 29 in screens are used for their FlightSim work. I want a giant wall mounted one (with a super computer). I guess a real Hornet second hand simulator would do?  ;D
Title: Re: NEW Realistic HUD for the Hornet
Post by: Intrepid on December 03, 2009, 01:25:39 pm
I want a giant wall mounted one (with a super computer). I guess a real Hornet second hand simulator would do?  ;D

For the last three years, I have asked my wife for exactly that,, for x-mas
She just rolls her eyes  ::) ,,hmmmmm
Maybe this year? ;)
Randy
Title: Re: NEW Realistic HUD for the Hornet
Post by: Pop on December 03, 2009, 02:02:55 pm
as I have posted before about the
auto throttle in the FA18=It works! "control r". you can check it in the "acl" MFD "no cmd airspeed" or "cmd airspeed set xxx". be sure to turn it off on landing! ;D
Title: Re: NEW Realistic HUD for the Hornet
Post by: ESzczesniak on December 04, 2009, 01:54:36 am
This new HUD has absolutely revolutionized the FSX carrier experience.  Combined with Javier's awesome carriers, FSX has really turned out to be a good carrier simulation.  As people have pointed out, the final 0.5-1 NM needs to by flown by the meatball still.  However, it's hard to get a good set of 3D bearings and enter the groove at exactly the right spot.  I'd find myself chasing the ball after entering out of position.  These ILS needles really help funnel you in to the right entry point and are excellent.  Now to just see them make it to the T-45C and F-14D and I'll be in heaven.
Title: Re: NEW Realistic HUD for the Hornet
Post by: SpazSinbad on December 04, 2009, 02:33:09 am
Can't sing the praises of the team that have improved the Hornet HUD and carriers enough. Great work and I wholeheartedly agree with the thoughts/congratulations of "ESzczesniak". Because it is so difficult to see anything important from any distance from the carrier it was always difficult to get to the start of the approach in a good position. As 'ESzczesniak' makes clear we have a chance now to do a good carrier approach with practice practice practice....
Title: Re: NEW Realistic HUD for the Hornet
Post by: JamesChams on December 04, 2009, 05:14:10 am
Mr. Jivko Rusev "neutrino" / Gents,

I know you said that you were working on NEW HUD's introduction to the T-45C's, so I left that up to you. :)  But, I hope you don't mind that I added it to the CaptainSim's F/A-18D & F-117A and Mr. Dino Cattaneo's F-14D ahead of you.

I've tested these briefly; you are welcome to try and use these in your aircraft.

1. Copy ALL the NEW HUD gauge files to the PANEL folders for each aircraft (NEW HUD post HERE: http://www.fsdreamteam.com/forum/index.php?topic=2342.msg19887#msg19887 )
2. EDIT the Aircraft.cfg using notepad with the following entries.



===============================================================================================================

CaptainSim's F/A-18D:

Code: [Select]

[Window Titles]
...
Window04=HUD Switches




[Window00]
...
// gauge00=fa-18!hud_2d, 0, 0, 456, 378, 4 // <- REMOVED THIS STATEMENT WITH " // " IN FRONT OF IT.

//-------- This is the full screen HUD for the 2D cockpit; choose your preferred zoom factor for your resolution and WideViewAspect setting (see Readme) -------
gauge00=FA18_HUD_VC_R!FA18_HUD_VC_R, 330, 230, 364, 712 // <--- zoom_1.5, aspect ratio 16:9 (e.g. 1280x720, 1920x1080) WideViewAspect=True
//gauge00=FA18_HUD_VC_R!FA18_HUD_VC_R, 390, 324, 243, 475 // <--- zoom_1.0, aspect ratio 16:9 (e.g. 1280x720, 1920x1080) WideViewAspect=True

//gauge00=FA18_HUD_VC_R!FA18_HUD_VC_R, 317, 211, 388, 760 // <--- zoom_0.9, aspect ratio 16:9 (e.g. 1280x720, 1920x1080) WideViewAspect=False
//gauge00=FA18_HUD_VC_R!FA18_HUD_VC_R, 339, 245, 345, 675 // <--- zoom_0.8, aspect ratio 16:9 (e.g. 1280x720, 1920x1080) WideViewAspect=False

//gauge00=FA18_HUD_VC_R!FA18_HUD_VC_R, 309, 230, 405, 712 // <--- zoom_1.5, aspect ratio 16:10 (e.g. 1680x1050, 1920x1200) WideViewAspect=True
//gauge00=FA18_HUD_VC_R!FA18_HUD_VC_R, 377, 324, 270, 475 // <--- zoom_1.0, aspect ratio 16:10 (e.g. 1680x1050, 1920x1200) WideViewAspect=True

//gauge00=FA18_HUD_VC_R!FA18_HUD_VC_R, 317, 241, 388, 684 // <--- zoom_0.9, aspect ratio 16:10 (e.g. 1680x1050, 1920x1200) WideViewAspect=False
//gauge00=FA18_HUD_VC_R!FA18_HUD_VC_R, 339, 271, 345, 608 // <--- zoom_0.8, aspect ratio 16:10 (e.g. 1680x1050, 1920x1200) WideViewAspect=False




//------------------ This is the HUD switch panel (Shift + 5 ) ------------------------
[Window04]
size_mm=175,438
position=6 // 0 for upper-left corner, 2 for upper-right, 6 for lower-left, 8 for lower-right
window_size=0.125,0.500
visible=0
ident=10050

gauge00=FA18_HUD_Switches!Panel Background,  0,0,175,438
gauge01=FA18_HUD_Switches!Nav1CRS,  55,342,32,32
gauge02=FA18_HUD_Switches!Nav2CRS,  55,382,32,32
gauge03=FA18_HUD_Switches!GPS CRS,  55,298,32,32
gauge04=FA18_HUD_Switches!Nav-GPS,  75,120,37,74
gauge05=FA18_HUD_Switches!HUD Clock, 45,189,90,50
gauge06=FA18_HUD_Switches!HUD Steering Switch,  68,229,37,74
gauge07=FA18_HUD_Switches!HUD Reject Switch,  35,13,28,28
gauge08=FA18_HUD_Switches!HUD Altitude Switch, 35,53,28,28
gauge09=FA18_HUD_Switches!HUD ILS Switch, 108,13,28,28
gauge10=FA18_HUD_Switches!HUD Cage Switch,  108,53,28,28
gauge11=FA18_HUD_Switches!HUD Power Switch, 78,75,37,74




[Vcockpit01]
...
// gauge03=fa-18!MFD, 578, 579, 440, 440, 4 NOSCANLINES // <- REMOVED THIS STATEMENT WITH " // " IN FRONT OF IT.
gauge03=FA18_HUD_VC_R!FA18_HUD_VC_R, 568, 465, 461, 508 // <---this is the new HUD




===============================================================================================================

CaptainSim's F-117A:

Code: [Select]

[Window Titles]
...
Window03=HUD Switches



[Window00]
...
// gauge00=fa-18!hud_2d, 0, 0, 456, 378, 4  // <- REMOVED THIS STATEMENT WITH " // " IN FRONT OF IT.

//-------- This is the full screen HUD for the 2D cockpit; choose your preferred zoom factor for your resolution and WideViewAspect setting (see Readme) -------
gauge00=FA18_HUD_VC_R!FA18_HUD_VC_R, 0, 0, 456, 378 // <--- zoom_1.5, aspect ratio 16:9 (e.g. 1280x720, 1920x1080) WideViewAspect=True
//gauge00=FA18_HUD_VC_R!FA18_HUD_VC_R, 390, 324, 243, 475 // <--- zoom_1.0, aspect ratio 16:9 (e.g. 1280x720, 1920x1080) WideViewAspect=True

//gauge00=FA18_HUD_VC_R!FA18_HUD_VC_R, 317, 211, 388, 760 // <--- zoom_0.9, aspect ratio 16:9 (e.g. 1280x720, 1920x1080) WideViewAspect=False
//gauge00=FA18_HUD_VC_R!FA18_HUD_VC_R, 339, 245, 345, 675 // <--- zoom_0.8, aspect ratio 16:9 (e.g. 1280x720, 1920x1080) WideViewAspect=False

//gauge00=FA18_HUD_VC_R!FA18_HUD_VC_R, 309, 230, 405, 712 // <--- zoom_1.5, aspect ratio 16:10 (e.g. 1680x1050, 1920x1200) WideViewAspect=True
//gauge00=FA18_HUD_VC_R!FA18_HUD_VC_R, 377, 324, 270, 475 // <--- zoom_1.0, aspect ratio 16:10 (e.g. 1680x1050, 1920x1200) WideViewAspect=True

//gauge00=FA18_HUD_VC_R!FA18_HUD_VC_R, 317, 241, 388, 684 // <--- zoom_0.9, aspect ratio 16:10 (e.g. 1680x1050, 1920x1200) WideViewAspect=False
//gauge00=FA18_HUD_VC_R!FA18_HUD_VC_R, 339, 271, 345, 608 // <--- zoom_0.8, aspect ratio 16:10 (e.g. 1680x1050, 1920x1200) WideViewAspect=False




//------------------ This is the HUD switch panel (Shift + 4 ) ------------------------
[Window03]
size_mm=175,438
position=6 // 0 for upper-left corner, 2 for upper-right, 6 for lower-left, 8 for lower-right
window_size=0.125,0.500
visible=0
ident=10050

gauge00=FA18_HUD_Switches!Panel Background,  0,0,175,438
gauge01=FA18_HUD_Switches!Nav1CRS,  55,342,32,32
gauge02=FA18_HUD_Switches!Nav2CRS,  55,382,32,32
gauge03=FA18_HUD_Switches!GPS CRS,  55,298,32,32
gauge04=FA18_HUD_Switches!Nav-GPS,  75,120,37,74
gauge05=FA18_HUD_Switches!HUD Clock, 45,189,90,50
gauge06=FA18_HUD_Switches!HUD Steering Switch,  68,229,37,74
gauge07=FA18_HUD_Switches!HUD Reject Switch,  35,13,28,28
gauge08=FA18_HUD_Switches!HUD Altitude Switch, 35,53,28,28
gauge09=FA18_HUD_Switches!HUD ILS Switch, 108,13,28,28
gauge10=FA18_HUD_Switches!HUD Cage Switch,  108,53,28,28
gauge11=FA18_HUD_Switches!HUD Power Switch, 78,75,37,74




[Vcockpit01]
...
// gauge03=fa-18!MFD, 578, 579, 440, 440, 4 NOSCANLINES // <- REMOVED THIS STATEMENT WITH " // " IN FRONT OF IT.
gauge03=FA18_HUD_VC_R!FA18_HUD_VC_R, 578, 579, 440, 440 // <---this is the new HUD


===============================================================================================================

Mr. Dino Cattaneo's F-14D:

Code: [Select]

[Window Titles]
...
Window04=HUD Switches




[Window00]
...
// gauge00=fa-18!hud_2d, 75, 0, 301, 378, 4  // 75, 0, 301, 378, 4 // <- REMOVED THIS STATEMENT WITH " // " IN FRONT OF IT.

//-------- This is the full screen HUD for the 2D cockpit; choose your preferred zoom factor for your resolution and WideViewAspect setting (see Readme) -------
gauge00=FA18_HUD_VC_R!FA18_HUD_VC_R, 330, 230, 364, 712 // <--- zoom_1.5, aspect ratio 16:9 (e.g. 1280x720, 1920x1080) WideViewAspect=True
//gauge00=FA18_HUD_VC_R!FA18_HUD_VC_R, 390, 324, 243, 475 // <--- zoom_1.0, aspect ratio 16:9 (e.g. 1280x720, 1920x1080) WideViewAspect=True

//gauge00=FA18_HUD_VC_R!FA18_HUD_VC_R, 317, 211, 388, 760 // <--- zoom_0.9, aspect ratio 16:9 (e.g. 1280x720, 1920x1080) WideViewAspect=False
//gauge00=FA18_HUD_VC_R!FA18_HUD_VC_R, 339, 245, 345, 675 // <--- zoom_0.8, aspect ratio 16:9 (e.g. 1280x720, 1920x1080) WideViewAspect=False

//gauge00=FA18_HUD_VC_R!FA18_HUD_VC_R, 309, 230, 405, 712 // <--- zoom_1.5, aspect ratio 16:10 (e.g. 1680x1050, 1920x1200) WideViewAspect=True
//gauge00=FA18_HUD_VC_R!FA18_HUD_VC_R, 377, 324, 270, 475 // <--- zoom_1.0, aspect ratio 16:10 (e.g. 1680x1050, 1920x1200) WideViewAspect=True

//gauge00=FA18_HUD_VC_R!FA18_HUD_VC_R, 317, 241, 388, 684 // <--- zoom_0.9, aspect ratio 16:10 (e.g. 1680x1050, 1920x1200) WideViewAspect=False
//gauge00=FA18_HUD_VC_R!FA18_HUD_VC_R, 339, 271, 345, 608 // <--- zoom_0.8, aspect ratio 16:10 (e.g. 1680x1050, 1920x1200) WideViewAspect=False






//------------------ This is the HUD switch panel (Shift + 5 ) ------------------------
[Window04]
size_mm=175,438
position=6 // 0 for upper-left corner, 2 for upper-right, 6 for lower-left, 8 for lower-right
window_size=0.125,0.500
visible=0
ident=10050

gauge00=FA18_HUD_Switches!Panel Background,  0,0,175,438
gauge01=FA18_HUD_Switches!Nav1CRS,  55,342,32,32
gauge02=FA18_HUD_Switches!Nav2CRS,  55,382,32,32
gauge03=FA18_HUD_Switches!GPS CRS,  55,298,32,32
gauge04=FA18_HUD_Switches!Nav-GPS,  75,120,37,74
gauge05=FA18_HUD_Switches!HUD Clock, 45,189,90,50
gauge06=FA18_HUD_Switches!HUD Steering Switch,  68,229,37,74
gauge07=FA18_HUD_Switches!HUD Reject Switch,  35,13,28,28
gauge08=FA18_HUD_Switches!HUD Altitude Switch, 35,53,28,28
gauge09=FA18_HUD_Switches!HUD ILS Switch, 108,13,28,28
gauge10=FA18_HUD_Switches!HUD Cage Switch,  108,53,28,28
gauge11=FA18_HUD_Switches!HUD Power Switch, 78,75,37,74





[Vcockpit01]
...
// gauge00=fa-18!MFD, 26,10,450,450, 4 NOSCANLINES // <- REMOVED THIS STATEMENT WITH " // " IN FRONT OF IT.
gauge03=FA18_HUD_VC_R!FA18_HUD_VC_R, 26,10,450,450 // <---this is the new HUD



3. Save each file and launch FSX.

Enjoy! 8)
Title: Re: NEW Realistic HUD for the Hornet
Post by: Orion on December 04, 2009, 06:02:16 am
James, if you do that, you will lose the HUD's main feature of conforming to the outside world, as stated in the readme:

Quote from: HUD Readme
If it is used in other aircraft, it's main feature - to be conformal with the outside world - will be lost.
Title: Re: NEW Realistic HUD for the Hornet
Post by: JamesChams on December 04, 2009, 06:18:13 am
... if you do that, you will lose the HUD's main feature of conforming to the outside world, as stated in the readme:

Quote from: HUD Readme
If it is used in other aircraft, it's main feature - to be conformal with the outside world - will be lost.

Since both CaptainSim's XLoad aircraft use the exact same F/A-18 Acceleration VC, then that should NOT be the case.  The only aircraft that would have this issue might be the F-14D; which isn't perfect to begin with but, at least it works.  Perhaps, Mr. J. R. and the BETA test team can tweek/test what I've done and provide a more exacting solution?

In my tests I honestly didn't have an issue using it with them; but I've only done a few.  Perhaps, they can continue to do more.
Title: Re: NEW Realistic HUD for the Hornet
Post by: Orion on December 04, 2009, 07:22:48 am
Since both CaptainSim's XLoad aircraft use the exact same F/A-18 Acceleration VC, then that should NOT be the case.  The only aircraft that would have this issue might be the F-14D; which isn't perfect to begin with but, at least it works.  Perhaps, Mr. J. R. and the BETA test team can tweek/test what I've done and provide a more exacting solution?

In my tests I honestly didn't have an issue using it with them; but I've only done a few.  Perhaps, they can continue to do more.
Yeah, I know that...  I was referring to Dino Cattaneo's F-14.
Title: Re: NEW Realistic HUD for the Hornet
Post by: JamesChams on December 04, 2009, 07:30:48 am
Yeah, I know that...  I was referring to Dino Cattaneo's F-14.
If you look at the post again, you'll see that I added all the 2D view settings for users to change them to their own preferences, which WILL give them the Colimated view they are looking for.  So, for Dino's F-14D it works, too.  However, this is a thread about a WIP so people are FREE to make their own adjustments and contributions. ;)
Title: Re: NEW Realistic HUD for the Hornet
Post by: Pop on December 04, 2009, 02:22:36 pm
when I installed the new HUD it work very well however the switches do not matach the pic???no color/britenes and just a different panel!
Title: Re: NEW Realistic HUD for the Hornet
Post by: JamesChams on December 04, 2009, 07:33:01 pm
Mr. Pop,
when I installed the new HUD it work very well however the switches do not matach the pic???no color/britenes and just a different panel!
Yes, the switches are all SHIFT + 5 or (for the F-117A) SHIFT + 4; this is because the original aircraft has gauges using the SHIFT + 2 default but you can change them around if you want.

Glad it works nicely for you.
Enjoy! :)
Title: Re: NEW Realistic HUD for the Hornet
Post by: Sludge on December 04, 2009, 08:26:40 pm
James...

Sorry I havent been working on this much lately.  The only one Ive done is the CS F/A-18D, and its done pretty much as good as the default Hornet.  Just getting used to the added weight of weapons and a centerline fuel tank.  I would post numbers to add to the panel.cfg but they are very similar to yours, so no use doing that.

I will get to flying both the F-14 and the T-45 this weekend and see how the HUD holds up with these planes.  In my testing, I usually input the numbers to the panel and get it up and running.  Then I do some FLCPs at the field, and see how it holds up for correllation.  I measure by plane lengths (ie, HUD v/vector touchdown point vs. MLG touchdown).  After that, I take it out for carrier touch-n-go's to see how it responds.  So far, the best is the new VC HUD in the default Hornet with a "less than half-a-plane length" difference, followed closely by the fullscreen HUD w/a "half a plane length" difference.

I guess this will be "flight test weekend" for me.  As it is cold out and need to save money for Christmas, no big deal.

Later
Sludge
Title: Re: NEW Realistic HUD for the Hornet
Post by: JamesChams on December 04, 2009, 09:17:54 pm
...
I will get to flying both the F-14 and the T-45 this weekend and see how the HUD holds up with these planes.  In my testing, I usually input the numbers to the panel and get it up and running.  Then I do some FLCPs at the field, and see how it holds up for correllation.  I measure by plane lengths (ie, HUD v/vector touchdown point vs. MLG touchdown).  After that, I take it out for carrier touch-n-go's to see how it responds.  So far, the best is the new VC HUD in the default Hornet with a "less than half-a-plane length" difference, followed closely by the fullscreen HUD w/a "half a plane length" difference.

I guess this will be "flight test weekend" for me....
Thank you Mr. Christian "Sludge" Snow!
All your hard work and, the rest of the Team's, is much appreciated by all.  Please feel free to tweak anything I've posted to better it for everyone's use.

Thanks again. :)
Title: Re: NEW Realistic HUD for the Hornet
Post by: Sludge on December 05, 2009, 01:22:52 am
James...

Got some bad news for ya.  I'm DONE with the Tomcat.  Dont like how it feels, handles, or how the HUD looks in the glass.  Its almost impossible to keep correllated without being able to read other necessary instruments and in general is NO FUN to fly.  I was zoomed in at 1.0 and at best in my inital tests, I was at least 3 plane lengths difference in the all-important "v/vector to MLG touchdown" correlation ratio and I have no idea how to make it better.

Im gonna stick with the CS F/A-18D and enjoy that bird for a while.  Will get back to you with results there.
Again, sorry but I just felt nothing but frustration working with the Dino Tomcat.

Later
Sludge

Title: Re: NEW Realistic HUD for the Hornet
Post by: SpazSinbad on December 05, 2009, 01:26:54 am
Sludge, Possibly the Goshawk T-45C has better flight characteristics - especially for stepping up later to Hornet etc for carrier landings.
Title: Re: NEW Realistic HUD for the Hornet
Post by: SpazSinbad on December 05, 2009, 02:56:44 am
Here is a HUD graphic from Super Hornet NATOPS - apparently the post about the FREE NATOPS 36Mb PDF download was not acceptable? NEUTRINO: Finally got to look at the HD video at your first post on this thread on the first page (had only dialup speed for awhile). What a great video - especially liked the super fast day carrier landing circuit [turn off the G effects :-) ]. OUTSTANDING!
Title: Re: NEW Realistic HUD for the Hornet
Post by: virtuali on December 05, 2009, 03:15:49 am
As far as I know, the NATOPS manual is copyrighted and sold at several sites so, better be safe than sorry, and not linking it here.
Title: Re: NEW Realistic HUD for the Hornet
Post by: Sludge on December 05, 2009, 03:23:57 am
Spaz...

I talked to Neutrino and he's all over the T-45, so I'll leave that to him as he's proven a very capable modder and experimenter.  So far, have been pleased with the C/Sim FA-18D as its at most ONE plane length difference in v/vector to MLG touchdown.

Also, another "DOH!" moment.  I REALLY need to read the fine print and pay attention to details.  I have been landing with the HUD "UNCAGED", when ALL the real-life HUD videos have the HUD caged.  Again, makes it soo much easier to do it that way and learned real quick that I dont have to fight the HUD but can use it to get into the ball park and work the basics from there.

Good flying fellas.  Later
Sludge

** Virtuali... didnt know you could copyright gov't material that isnt classified?  Isnt the issue whether its FOUO?  I do understand why you dont want that link put out here though, protecting this site from any action that would bring bad attention. **
Title: Re: NEW Realistic HUD for the Hornet
Post by: SpazSinbad on December 05, 2009, 04:06:14 am
Virtuali, I'm not going to argue because I don't have other commercial website NATOPS manuals for the Hornet or Super Hornet to compare. The other aircraft NATOPS (Skyhawk) I have bought are very low quality scans of actual manuals. The one offered here: http://www.vfa-41.net/Home_Page.php is an electronic PDF copy that looks to be unclassified. There is just general information about the Super Hornet. On that same page is a very good Hornet Video featuring weapons work with HUD video. At the end there is a Carrier Landing with HUD Visible along with AoA Indexer but sadly the lights are not visible in dark shadow.
Title: Re: NEW Realistic HUD for the Hornet
Post by: neutrino on December 05, 2009, 11:25:10 am
Hey Spaz, I was waiting for your opinion on the landing, so I am glad you liked it ;D I was way too fast all the way to the ramp, but then I got the donut  8) The idea was to make a super fast circuit and a very short time in the groove, while still observing (some of) the rules for proper CV landing  ::)

J.R.

NEUTRINO: Finally got to look at the HD video at your first post on this thread on the first page (had only dialup speed for awhile). What a great video - especially liked the super fast day carrier landing circuit [turn off the G effects :-) ]. OUTSTANDING!
Title: Re: NEW Realistic HUD for the Hornet
Post by: SpazSinbad on December 05, 2009, 12:21:08 pm
Neutrino, Cannot see the doughnut without changing the lightness in the video. Maybe on your screen you can see it but not on mine. I guess I can look at the HUD indications later. Anyway in real life the LSO would tell you what to do if you were not doing it properly. It is scary enough for him without you trying to scare him deliberately.  ;D  Certainly it was impressive! Can you do a 1.25G approach in a continous turn. Probably doing a circuit at 300 feet level in the turn until you see the ball. That is how A4Gs did it in the early 1970s.
Title: Re: NEW Realistic HUD for the Hornet
Post by: JamesChams on December 06, 2009, 01:51:50 am
Mr. Christian "Sludge" Snow,
Got some bad news for ya.  I'm DONE with the Tomcat.  Dont like how it feels, handles, or how the HUD looks in the glass.  Its almost impossible to keep correllated without being able to read other necessary instruments and in general is NO FUN to fly.  I was zoomed in at 1.0 and at best in my inital tests, I was at least 3 plane lengths difference in the all-important "v/vector to MLG touchdown" correlation ratio and I have no idea how to make it better.

So, far in my test - Its been working correctly, even with the profile numbers of the Tomcat's approach vector info. etc.  But, if you follow the Glideslope (GS) down to just before the third wire, it appears to indicate a little higher GS then one would expect; but, thats what the BALL is for, to compensate for Instrumental vs. Visual inaccuracies... 

Im gonna stick with the CS F/A-18D and enjoy that bird for a while.  Will get back to you with results there.
Again, sorry but I just felt nothing but frustration working with the Dino Tomcat.

Don't feel too bad; Dino's F-14D flies more like the real aircraft than you'd think (minus any Fly-by-Wire system) ...
It takes a skilled pilot, who know how to make the corrective changes to get it correct.   Its NOT just a matter of putting the numbers where they should be; its also a matter of feel and foresight (what we call in the industry - "Keeping ahead of the aircraft").  This is something that takes training and lots of practise (experience).  So, when your ready, it might be a challenge for you to try.

Thanks again!  :)
Title: Re: NEW Realistic HUD for the Hornet
Post by: wilycoyote4 on December 06, 2009, 02:01:31 am
So, far in my test - Its been working correctly, even with the profile numbers of the Tomcat's approach vector info. etc.  But, if you follow the Glideslope (GS) down to just before the third wire, it appears to indicate a little higher GS then one would expect; but, thats what the BALL is for, to compensate for Instrumental vs. Visual inaccuracies...

A screenshot would be nice.  Do you have one to post of the F-14D?
Title: Re: NEW Realistic HUD for the Hornet
Post by: JamesChams on December 06, 2009, 03:48:31 am
So, far in my test - Its been working correctly, even with the profile numbers of the Tomcat's approach vector info. etc.  But, if you follow the Glideslope (GS) down to just before the third wire, it appears to indicate a little higher GS then one would expect; but, thats what the BALL is for, to compensate for Instrumental vs. Visual inaccuracies...

A screenshot would be nice.  Do you have one to post of the F-14D?

Here is one (pic) just on a offset approach; still testing...
Title: Re: NEW Realistic HUD for the Hornet
Post by: wilycoyote4 on December 06, 2009, 07:44:18 am
Thanks James, that was prompt. 
Title: Re: NEW Realistic HUD for the Hornet
Post by: Sludge on December 06, 2009, 08:09:48 am
James...

Sorry, just didnt get a good feel for that bird using this HUD.  I went thru Navy Primary and know what "being ahead of the airplane" is all about, but I didnt get it with Dino's Tomcat.  Also, when I did the correllation tests, v/vector vs. MLG touchdown it wasnt even close.   Thats what I base the usefulness of the HUD off of, and honestly, thats what it should be.  If you watch Neutrino's second video on Youtube about that, youll see thats the surest way to test for correllation in FSX.  Does the v/vector give you close-to/equal sim-world landing response?  My results with the Tomcat were not good in that respect.

And I say this from an off-the-street personal perspective, as a person who is gonna include this HUD in their Tomcat.  The testing/thought process shouldnt require someone who has actual time in the jet to be able to work the HUD and landings with it.  It should be just as easy to do a Tomcat touch and go with this new HUD as it is with the Hornet to the FSX layperson, otherwise, why put it out there for others?  I say, if you want to do it for yourself, thats cool.  However, in evaluating its usefulness, you have to include the common person as well.  If its hard to work for a typical FSXer, then let them know the limitations.

Just my two cents.
Title: Re: NEW Realistic HUD for the Hornet
Post by: Sludge on December 06, 2009, 08:22:04 am
This is a request to everybody out there.

One final mod request I have is... does anybody know how to make the indexer more a part of the physical HUD left support bracket?  Heck, even move it down to dash level and to the right a bit?!  I would be enjoyable to not have to go to fullscreen everytime I get to 3/4 mile so I can see the ball all the way down.

That indexer just kills my view of the meatball when around approx. .4 to .1 range from the boat.  Any answers, even if no, are appreciated.

Thanks
Sludge
Title: Re: NEW Realistic HUD for the Hornet
Post by: SpazSinbad on December 06, 2009, 09:07:03 am
Sludge, agree about AoA indexer position. Would it be possible to have a position that is not in the way at the critical seconds as Sludge points out? Moving to the right of support and down as suggested would be OK?

I guess one way around this issue is to have the best possible approach with 'deviations minimised with any corrections minimised' so that at the point the mirror disappears 'in close' - hold what you have - and you should be fine. I don't mean freeze because if you are heading for the spud locker then - WAVE OFF!  :o
Title: Re: NEW Realistic HUD for the Hornet
Post by: idahosurge on December 20, 2009, 03:56:07 pm
Is the Accel F/A-18 Hud download on page four a 2d Hud for a 2D VC or is this a new Hud for the 3D VC, I am asking because the panel.cfg with the hud says 2D.


James C, if this is a Hud for the 3D VC would you post your panel.cfg for the Capt Sim F/A-18D, I looked at your mods on page five and there were kind of confusing.

Thanks and regards to all!

Rod
Title: Re: NEW Realistic HUD for the Hornet
Post by: neutrino on December 21, 2009, 02:21:58 am
Is the Accel F/A-18 Hud download on page four a 2d Hud for a 2D VC or is this a new Hud for the 3D VC, I am asking because the panel.cfg with the hud says 2D.


James C, if this is a Hud for the 3D VC would you post your panel.cfg for the Capt Sim F/A-18D, I looked at your mods on page five and there were kind of confusing.

Thanks and regards to all!

Rod

The HUD package (http://www.simviation.com/simviation/?ID=7181) is a virtual cockpit HUD, and also contains an additional 2d HUD that you can use just like the default 2d HUD.

J.R.
Title: Re: NEW Realistic HUD for the Hornet
Post by: Tony360 on December 26, 2009, 07:28:01 am
Any chance of the HUD being implemented into the Captain Sim Xload F/A-18D? I've tried merging the panel files, but haven't had much luck.  :-\
Title: Re: NEW Realistic HUD for the Hornet
Post by: neutrino on December 26, 2009, 04:14:56 pm
Any chance of the HUD being implemented into the Captain Sim Xload F/A-18D? I've tried merging the panel files, but haven't had much luck.  :-\
Sure, can you send me the original panel.cfg for the Captain Sim F/A-18D? Also you can tell me your native screen resolution and WideViewAspect setting (if changed)...

J.R.
Title: Re: NEW Realistic HUD for the Hornet
Post by: Tony360 on December 27, 2009, 11:47:55 am
Hey, sure!

The original panel file for Captain Sim Xload is attached to this post, and my screen resolution is 1280x1024. I haven't changed the WideViewAspect setting, and I play FSX windowed. :)

Thanks a lot!

PS: I managed to get the HUD itself working in the VC and 2D panel nicely, but all the extra panels (the radio stack and the SHIFT +2 panel with HUD settings such as the CAGE/ILS/HUD Power) wouldn't work.
Title: Re: NEW Realistic HUD for the Hornet
Post by: neutrino on December 27, 2009, 04:20:00 pm
Hi, I've attached the modified panel with all the necessary entries. I only couldn't put the precise numbers for your screen resolution (1280x1024) for the 2D HUD, because I am not at my FSX computer. I will be able to post the exact numbers in a week when I get back to my other PC.

J.R.

Hey, sure!

The original panel file for Captain Sim Xload is attached to this post, and my screen resolution is 1280x1024. I haven't changed the WideViewAspect setting, and I play FSX windowed. :)

Thanks a lot!

PS: I managed to get the HUD itself working in the VC and 2D panel nicely, but all the extra panels (the radio stack and the SHIFT +2 panel with HUD settings such as the CAGE/ILS/HUD Power) wouldn't work.
Title: Re: NEW Realistic HUD for the Hornet
Post by: WilliamCall on December 27, 2009, 06:48:37 pm
Hi, I've attached the modified panel with all the necessary entries. I only couldn't put the precise numbers for your screen resolution (1280x1024) for the 2D HUD, because I am not at my FSX computer. I will be able to post the exact numbers in a week when I get back to my other PC.

J.R.

Hey, sure!

The original panel file for Captain Sim Xload is attached to this post, and my screen resolution is 1280x1024. I haven't changed the WideViewAspect setting, and I play FSX windowed. :)

Thanks a lot!

PS: I managed to get the HUD itself working in the VC and 2D panel nicely, but all the extra panels (the radio stack and the SHIFT +2 panel with HUD settings such as the CAGE/ILS/HUD Power) wouldn't work.

Neutrino,
     While we are on the subject, I've installed the HUD in the original acceleration F/A-18, and it works as advertised.  I've done the same thing for the Captain Sim F/A-18D, however, the count down clock doesn't work.  In otherwords, when I enter the TACAN and ILS frequencies for the Nimitz, I can navigate to the carrier and do an ILS approach, but when I open the radio panel and toggle the HUD clock to read time to intercept, all I get is:   00:00:00.0  .  Can you or one of the other guys see if you get the same result.  I would think that the functionality of the HUD clock would be independent of the aircraft.  Thanks!

 Bill
Title: Re: NEW Realistic HUD for the Hornet
Post by: wilycoyote4 on December 27, 2009, 09:02:43 pm
1280x1024 is a "standard" or "normal" resolution.  The ratio of 4:3 or 16:12.  Other examples of the same ratio are 800x600 or 1024x768.

It is not wide at 16:10 or 16:9 ratios.
Title: Re: NEW Realistic HUD for the Hornet
Post by: neutrino on December 27, 2009, 09:18:31 pm
Neutrino,
     While we are on the subject, I've installed the HUD in the original acceleration F/A-18, and it works as advertised.  I've done the same thing for the Captain Sim F/A-18D, however, the count down clock doesn't work.  In otherwords, when I enter the TACAN and ILS frequencies for the Nimitz, I can navigate to the carrier and do an ILS approach, but when I open the radio panel and toggle the HUD clock to read time to intercept, all I get is:   00:00:00.0  .  Can you or one of the other guys see if you get the same result.  I would think that the functionality of the HUD clock would be independent of the aircraft.  Thanks!

 Bill

Hi Bill, the functionality of the HUD is independent of the aircraft. If you are talking about the timer that gives ETA (or ETE) to the VOR, it does not work with the carrier TACAN. This is something I overlooked but I will add it in any future updates of the HUD.

J.R.
Title: Re: NEW Realistic HUD for the Hornet
Post by: WilliamCall on December 28, 2009, 03:35:32 pm
Neutrino,
     Thanks!  Yes, I"m talking about the ETE timer.  I am a little puzzled.  The ETE timer was working fine on my F/A-18A installation.  So, I was expecting it to work with my F/A-18D installation as well.  I'm on travel right now.  I'll look into this a little further, when I get home in a couple of days.  Thanks again!

 Bill
Title: Re: NEW Realistic HUD for the Hornet
Post by: SUBS17 on December 29, 2009, 01:01:45 am
Awesome work guys one problem though for some reason the 3d pit buttons and switches are harder to press since I put this mod in.
Title: Re: NEW Realistic HUD for the Hornet
Post by: Hamel on January 08, 2010, 12:02:19 pm
Great work.  Love it, no problems with the acceleration Hornet.  Little problem with using the HUD with Captain Sim FA-18D.  Even with the modified panel posted by neutrino if I use it on the "D" model I get two problems, undercarriage not showing (on ground and in air) but working and ailerons and elevators stopped functioning. Rudder still works???

Any ideas.
Title: Re: NEW Realistic HUD for the Hornet
Post by: neutrino on January 08, 2010, 01:01:19 pm
Could you check if you have this line in the [Vcockpit01] section of the panel.cfg:

gauge12=cs.fa18d!wload, 0, 0, 1, 1
Title: Re: NEW Realistic HUD for the Hornet
Post by: Tony360 on January 09, 2010, 02:31:26 am
I have the same problem occasionally. Open up the payload window with shift+3 and just click on the button next to 'LOAD'. It'll fix it. :)
Title: Re: NEW Realistic HUD for the Hornet
Post by: Hamel on January 09, 2010, 06:30:59 am
Thanks I have the file and Tony360 quickfix worked  ;D
Title: Re: NEW Realistic HUD for the Hornet
Post by: neutrino on January 09, 2010, 11:21:17 am
Hey Tony, thanks for finding this fix !!!

J.R.

I have the same problem occasionally. Open up the payload window with shift+3 and just click on the button next to 'LOAD'. It'll fix it. :)
Title: Re: NEW Realistic HUD for the Hornet
Post by: Tony360 on January 10, 2010, 07:40:28 pm
No probs guys, I used to have the same problem as well.  ;)
Title: Re: NEW Realistic HUD for the Hornet
Post by: Tregarth on February 05, 2010, 04:58:06 pm
I have read all of the posts on this site and found them very helpful.  I have seen a reference in Post 91 to a "caged" HUD.  What does this mean, please?  Why is it caged?  Has it escaped? if so how do you catch it?

I am not clear about setting TACAN frequency 47X, does this mean press "TCN", 4-7 and then the green X followed by "ENT".  I have tried this but the figures on the frequency display don't show 47X so I think I have done something wrong.

Thank you,

Tregarth
Title: Re: NEW Realistic HUD for the Hornet
Post by: Sludge on February 05, 2010, 05:22:19 pm
Tre...

A "caged" HUD will LOCK the HUD Pitch Ladder and Velocity Vector to the middle, so you can see it, even in high wind conditions.  Normally, an "uncaged" HUD Ladder will move side to side as well and can drift off the screen if the sidewinds are too high.  "Caging" it locks it down and instead of moving left or right, you will see a "ghost" velocity vector, denoting where the wind is pushing you.  The ghost v/vector looks like the regular v/vector without the circle.  Instead, you will just see the three sticks.  If you need pics, let me know.  To enable, simply bring up the HUD Control Panel, and click ON the CAGE switch.

Also, you are close on TACAN.  Press TCN, then "4" and "7" and Enter.  Once entered, just make sure there is a green colon to the immediate left of the "X".  The green colon ":" denotes selection/activation when using any of those 5 side menu windows on the HUD UP FRONT CONTROLLER.

Later
Sludge

Title: Re: NEW Realistic HUD for the Hornet
Post by: neutrino on February 05, 2010, 05:49:35 pm
Yes, to get TACAN and ILS from a carrier (with the new HUD) - you need to press the 'TCN' button, then 4-7-X. The display will show only 47. This is for the default Acceleration carrier. For Javier's Nimitz - you press 5-7-X. The immediate indication that you receive TCN/ILS from the carrier will be the letters 'TCN' in the lower-right corner of the HUD. When you are +/-35 degrees from the runway centerline you will also see the ILS needles.

The 'Caged' mode, which is turned on from the HUD Switch Panel (Shift+2), "cages" the velocity vector near the vertical centerline of the HUD. This is very useful when you have a strong cross wind and your velocity vector is outside the field of view of the HUD. When you switch to 'caged mode' - the vector will get back near the center of the HUD and you will be able to see if you are climbing or descending.

I have read all of the posts on this site and found them very helpful.  I have seen a reference in Post 91 to a "caged" HUD.  What does this mean, please?  Why is it caged?  Has it escaped? if so how do you catch it?

I am not clear about setting TACAN frequency 47X, does this mean press "TCN", 4-7 and then the green X followed by "ENT".  I have tried this but the figures on the frequency display don't show 47X so I think I have done something wrong.

Thank you,

Tregarth
Title: Re: NEW Realistic HUD for the Hornet
Post by: Tregarth on February 05, 2010, 09:36:11 pm

Dear Sludge and neutrino,

Thank you for your replies, I apprciate the time you have taken to answer the question.

Best regards,

Tregarth
Title: Re: NEW Realistic HUD for the Hornet
Post by: Tregarth on February 17, 2010, 08:52:26 pm

Dear Sludge and Neutrino.

I don't see the ILS cross hairs when I try to land on Javier's Nimitz whilst flying the F-18 with your improved HUD.  I have pressed ILS, 1-1-2-ENT on the key pad but nothing appears either on the HUD or HSI screen.  I have used AICarriers to position the carrier 10 miles ahead of me and can see it but nothing shows on the display.

I know the HUD is working because when I input the home airfield ILS in as  ILS-1-1-1-7-5-ENT into the keypad the ILS cross hairs show immediately as does the caret on the HSI showing where the home field is.  Pressing Shift + 2 shows the HUD is switched on and the GPS/NAV switch is set to NAV, so all seems to be set correctly so why can't I see the ILS for the carrier?  :(

Thank you,

Tregarth
Title: Re: NEW Realistic HUD for the Hornet
Post by: Razgriz on February 17, 2010, 09:22:33 pm

Dear Sludge and Neutrino.

I don't see the ILS cross hairs when I try to land on Javier's Nimitz whilst flying the F-18 with your improved HUD.  I have pressed ILS, 1-1-2-ENT on the key pad but nothing appears either on the HUD or HSI screen.  I have used AICarriers to position the carrier 10 miles ahead of me and can see it but nothing shows on the display.

I know the HUD is working because when I input the home airfield ILS in as  ILS-1-1-1-7-5-ENT into the keypad the ILS cross hairs show immediately as does the caret on the HSI showing where the home field is.  Pressing Shift + 2 shows the HUD is switched on and the GPS/NAV switch is set to NAV, so all seems to be set correctly so why can't I see the ILS for the carrier?  :(

Thank you,

Tregarth

Instead of using ILS (It should work, but don't quote me on it), press the TCN button directly to the left of the ILS button and input 5-7.  That will set the tacan channel to 57X, and X is the default channel.
Title: Re: NEW Realistic HUD for the Hornet
Post by: sonofabeech on February 18, 2010, 12:20:43 am
Are Sludge and Neutrino a couple now??  ;D
man you guys are taking this multi bonding a bit too far eh? :P
Title: Re: NEW Realistic HUD for the Hornet
Post by: Sludge on February 18, 2010, 12:38:53 am
Damn Sonofa...

Bonding??  First Titanic, now this...??!!  hahaha  Am I the "good half" or the "bad half"?
Title: Re: NEW Realistic HUD for the Hornet
Post by: sonofabeech on February 18, 2010, 01:39:13 am
Ill leave that up to the two of you to sort out lol
Title: Re: NEW Realistic HUD for the Hornet
Post by: Tregarth on February 18, 2010, 05:17:54 pm

Quote
Instead of using ILS (It should work, but don't quote me on it), press the TCN button directly to the left of the ILS button and input 5-7.  That will set the tacan channel to 57X, and X is the default channel.

In my cockpit I found the follwing procedure was required

1.  Click the TCN button
2.  Press 5-7-X Enter
To make the X work click the button between the "9" and the X.  If it has been selected properly a green : (colon) wil show.

3.  The data bar shows OF   57
4.  If a carrier has been placed then the TCN distance data block and ILS bars show.

You would not believe how long it has taken me to sort out problems with AICarriers (Java would not install properly) and this UFC panel so I can write this simple piece of information.

Title: Re: NEW Realistic HUD for the Hornet
Post by: Tregarth on February 18, 2010, 05:27:12 pm
Dear Sludge and Neutrino,

Sorry, I did not mean to start any rumours with my post! :) ;) :-[

Can the F-18 HUD be transferred into Dino Cattaneo's T-45 Goshawk?

If this were to be so then we could fly from a shore base (Pensacola) then, using AICarriers find the Nimitz and fly the ILS to the deck - a truly useful training mission.

This HUD set up is too good to be confined to just 1 aeroplane.

Thank you,

Tregarth.
Title: Re: NEW Realistic HUD for the Hornet
Post by: neutrino on February 18, 2010, 07:24:14 pm
Yep, there it is: Realistic F/A-18 HUD for Dino Cattaneo's Goshawk (http://www.simviation.com/simviation/?ID=7266) 8)

Can the F-18 HUD be transferred into Dino Cattaneo's T-45 Goshawk?

Thank you,

Tregarth.
Title: Re: NEW Realistic HUD for the Hornet
Post by: Tregarth on February 19, 2010, 01:28:54 pm
This is really very good.

Thank you very much indeed for providing such a brilliant add-on.  The Goshawk is a joy to fly and the improved HUD is the icing on the cake!

So others can find the file quickly the address is

http://www.simviation.com/simviation/?type=item&ID=64&page=35

Thank you very much indeed,

Tregarth
Title: Re: NEW Realistic HUD for the Hornet
Post by: GOONIE on February 19, 2010, 03:08:04 pm
Is there a way to change the default settings for the HUD symbology? When I boot up FSX I have to 'cage' the HUD, turn on the RA, display NAV1, and change the clock everytime. Just curious if there was an easy way to make it so the HUD is caged, RA on, NAV 1 on as the default setup. Thanks!
Title: Re: NEW Realistic HUD for the Hornet
Post by: neutrino on February 19, 2010, 06:10:08 pm
Hi Capt, I've attached here a small initialization file for the HUD - it sets the initial (default) values for the modes:

   1) Cage mode is ON
   2) Altimeter shows radar altitude
   3) Steering is set to NAV1
   4) ILS needles are ON
   5) Clock shows Local time

The .xml can be manually edited in notepad to set different default values.

Is there a way to change the default settings for the HUD symbology? When I boot up FSX I have to 'cage' the HUD, turn on the RA, display NAV1, and change the clock everytime. Just curious if there was an easy way to make it so the HUD is caged, RA on, NAV 1 on as the default setup. Thanks!
Title: Re: NEW Realistic HUD for the Hornet
Post by: GOONIE on February 19, 2010, 06:40:33 pm
Thanks Neutrino, you rock!  ;D
Title: Re: NEW Realistic HUD for the Hornet
Post by: neutrino on February 19, 2010, 07:09:49 pm
Capt, I forgot the clock mode - do you want it to be set to Zulu time or Local (default) ?
Title: Re: NEW Realistic HUD for the Hornet
Post by: GOONIE on February 19, 2010, 07:33:34 pm
Actually, I prefer ET, since it takes up less screen on the HUD and doesn't cover up the meatball so much. Thanks again!
Title: Re: NEW Realistic HUD for the Hornet
Post by: Razgriz on February 19, 2010, 09:53:01 pm
Hi Capt, I've attached here a small initialization file for the HUD - it sets the initial values of the modes as you requested:

   1) Cage mode is ON
   2) Altimeter shows radar altitude
   3) Steering is set to NAV1

Is there a way to change the default settings for the HUD symbology? When I boot up FSX I have to 'cage' the HUD, turn on the RA, display NAV1, and change the clock everytime. Just curious if there was an easy way to make it so the HUD is caged, RA on, NAV 1 on as the default setup. Thanks!

Great XML file.  Any idea for the clock?
Title: Re: NEW Realistic HUD for the Hornet
Post by: SpazSinbad on February 19, 2010, 10:05:26 pm
caphalti, what is "ET" please? Sometimes I don't follow all the acronyms and this is one. Thanks. I'm interested also in not obscuring the meatball as much as possible.
Title: Re: NEW Realistic HUD for the Hornet
Post by: neutrino on February 19, 2010, 10:26:03 pm
Spaz, "ET" on the HUD Switch Panel is the timer, so it probably stands for "Elapsed Time".

Capt, I updated the .xml file (here (http://www.fsdreamteam.com/forum/index.php?topic=2342.msg23499#msg23499)) with a setting for the clock mode, but I left the default value which is local time. If you need the timer as default, you can just open the xml in notepad and change the value for the Clock Mode to "2".

caphalti, what is "ET" please? Sometimes I don't follow all the acronyms and this is one. Thanks. I'm interested also in not obscuring the meatball as much as possible.
Title: Re: NEW Realistic HUD for the Hornet
Post by: GOONIE on February 19, 2010, 10:28:04 pm
Roger that. Thanks Neutrino!
Title: Re: NEW Realistic HUD for the Hornet
Post by: Razgriz on February 20, 2010, 01:59:32 am
JR, thats a great file.  Can it apply for other things than the default hud?  I.E. my default TACAN channel, my trim, or what pages my MFD are set to?  I'd love to start up the sim and already be ready for taxi.
Title: Re: NEW Realistic HUD for the Hornet
Post by: SpazSinbad on February 20, 2010, 02:54:03 am
ET? Gotcha - thanks.
Title: Re: NEW Realistic HUD for the Hornet
Post by: neutrino on February 20, 2010, 11:05:39 am
The easiest way to have the TCN channel, trim and fuel quantity ready as you start is to set them the way you prefer and then save the flight. Then every time you load that flight - you will start with same NAV1 frequency, trim and fuel state. The initial MFD pages configuration however cannot be changed or saved.

JR, thats a great file.  Can it apply for other things than the default hud?  I.E. my default TACAN channel, my trim, or what pages my MFD are set to?  I'd love to start up the sim and already be ready for taxi.
Title: Re: NEW Realistic HUD for the Hornet
Post by: Tregarth on February 25, 2010, 03:57:48 pm

Thank you for this tremendous add-on which is tremendously enjoyable to use.  I have tried to land on the Nimitz in the Goshawk and can only say it is a good thing the USN has lots of money to repair all the planes I break.

I wonder if it would be possible to put the HUD panel with Nimitz radios into the default Cessna 172?  I know it is not realistic but it would enable people to work up to the Goshawk and from there to the F-18.  Some may find the Goshawk the limits of their abilities but at least a HUD'ed 172 would enable them to see what "landing on" is like.

Since the carrier is moving at 25 kts and the 172 can land at 65 kts it is quite possible to land on the deck and stop before rolling over the sharp end and into the sea.

I hope someone will kindly produce the appropriate files.

Thank you,

Tregarth
Title: Re: NEW Realistic HUD for the Hornet
Post by: Intrepid on February 25, 2010, 07:44:03 pm
Hello Tregarth
What you need to do is to try to land a c-130 on the deck .It will stop within the full length of the ship if you touch down on the center line of the keel,  and use full breaks  :D ;D
Pretty silly ..I know but fun
you can get a great one ( c-130 that is ) for free from here
http://voodoo.wikispaces.com/C130+Hercules
Have fun ;)
Randy
Title: Re: NEW Realistic HUD for the Hornet
Post by: neutrino on February 26, 2010, 04:06:23 am
You cannot put the HUD in the virtual cockpit of the Cessna, but you can put it in the 2D cockpit. Still I would think the T-45 is a very well balanced carrier-borne aircraft that you can land at 110 kts which gives you a lot of time in the groove.
Title: Re: NEW Realistic HUD for the Hornet
Post by: neutrino on March 25, 2010, 06:51:06 pm
I think the Ezdok camera can move around the virtual cockpit (VC Walk Camera) and this may have changed your default eye position. Try pressing Ctrl+Space to reset your eyepoint.
Title: Re: NEW Realistic HUD for the Hornet
Post by: Barthanol on March 30, 2010, 12:30:00 pm
Thank you Neutrion for this wonderful creation of yours & also thanks to everyone involved in beta testing this excellent & realistic HUD.

I know that you can see the ILS/TACAN data on the HUD for static carriers & moving carriers, in free flight (on schedule or placed with the AICarriers2 utility) or in missions, including Javier's Nimitz & also in multiplayer with Orion's sfcarriers2.

I have a question about being able to display the ILS/TACAN data in your HUD for an aircraft carrier when joining a multiplayer session that is not using sfcarriers2 but instead when players are individually using AICarriers2 after they join to place a carrier at a specific waypoint.

 I have noticed that there are often multiplayer sessions in FSX where people join & after you join each player individually uses the AICarriers2 utility to place a static aircraft carrier at a specified waypoint described in the multiplayer sessions details.

For example lately there has been a multiplayer KSFO Carrier session where the server's description is to use the designated waypoint DATTS to place a static aircraft carrier in the San Francisco Bay with AICarriers2. In this way we can all fly together in multiplayer & do carrier ops.

The problem is that I can no longer display the ILS/TACAN data in the HUD for carrier landings when joining these multiplayer sessions even though it works perfectly when I am using it offline in free flight mode in the exact same scenario.

The question I have is if I should be able to display the ILS/TACAN data in the HUD for carrier landings in the type of multiplayer session I described above? Or is that not supported for those type of multiplayer sessions and I can only use the ILS/TACAN data for carrier landings offline for static carriers & moving carriers in free flight, on schedule or placed with the AICarriers2 utility, or in missions, and it only works online for multiplayer sessions with Orion's sfcarriers2 mission?

Thanks again for creating such an excellent & realistic HUD!

Title: Re: NEW Realistic HUD for the Hornet
Post by: neutrino on March 31, 2010, 08:49:29 pm
Hi, I am glad you like the HUD. Unfortunately, the HUD cannot track carriers placed with the AICarriers2 utility in multiplayer. This is a limitation of the game, not of the HUD.