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General Category => Unofficial F/A-18 Acceleration Pack board => Topic started by: neutrino on October 17, 2010, 03:06:01 am

Title: FSX Acceleration Hornet - Armed & Dangerous
Post by: neutrino on October 17, 2010, 03:06:01 am
Hi guys, I just finished adding guns A/A mode to the Acceleration Hornet, and I packaged it as a whole new Hornet with the realistic HUD, the rest of my gauges and this new weapons mode.

EDIT: The aircraft can be downloaded here:
http://www.simviation.com/1/find-file?fileId=34548 (http://www.simviation.com/1/find-file?fileId=34548)

(http://i589.photobucket.com/albums/ss333/neutrino2009/ACM_288.jpg)

A short gun demonstration video is available here:


Here is a list of the new features:

Head-up Display
*************
1. Added second color (blue)
2. Ground Proximity Warning System as per NATOPS
3. Barometric setting displayed as per NATOPS
4. Clemenceau carrier tracking added on 113.00 MHz

Radar functionality
**************
1. Radar Gun Acquisition (GACQ) sub-mode (20 degrees forward looking within 5 nm)
2. Radar Single Target Track (STT) sub-mode (TD Box, range and closure rate)

A/A Master Mode
**************
1. Air-to-air guns mode enabled with two gunsights:
   1.1 Funnel Mode
   1.2 Gun Director Mode (Gun Reticule with "SHOOT" Cue)
2. Realistic Gun:
   2.1 Precise ballistic trajectory of a 20mm PGU-28/B round fired by an M61A1 Vulcan
   2.2 HIGH/LOW rate of fire (6,000/4,000 rpm)
   2.3 Feedback if target was hit.

Flight Model
************
The flight model is unchanged from the Acceleration Hornet except for manually controlled flaps for more realistic landing speeds and arrestor wire tension reduced for smoother landings.

Enjoy :)
J.R.
Title: Re: FSX Acceleration Hornet - Armed & Dangerous
Post by: Orion on October 17, 2010, 03:06:43 am
Congratulations JR!

Good work on your secret project ;D.
Title: Re: FSX Acceleration Hornet - Armed & Dangerous
Post by: Razgriz on October 17, 2010, 03:26:53 am
I'd love to beta test.
Title: Re: FSX Acceleration Hornet - Armed & Dangerous
Post by: SpazSinbad on October 17, 2010, 03:42:59 am
neutrino, Well done. Your work looks excellent in that video. Congratulations.
Title: Re: FSX Acceleration Hornet - Armed & Dangerous
Post by: neutrino on October 17, 2010, 03:49:30 am
neutrino, Well done. Your work looks excellent in that video. Congratulations.

Thanks Spaz, you should also check my Clemenceau carrier landing. I use the ILS because the ball is hard to see over 0.5 nm, but it is still stick and throttle, also the Clemenceau is much smaller, thus more difficult to land: http://www.youtube.com/watch?v=tmtAFxaqUmk (http://www.youtube.com/watch?v=tmtAFxaqUmk)
Title: Re: FSX Acceleration Hornet - Armed & Dangerous
Post by: SpazSinbad on October 17, 2010, 06:29:06 am
neutrino (I keep typing 'neutrion') I have a big SMILE on my DIAL. What a great looking ship! Nice video thanks. I'll include it in the 'how to carrier land video FSX' section of PDF (along with others including SLUDGer - there already I think?). Gotta a little slow but we see that easily enough. What was the WOD may I ask - if you remember? Seems as though groundspeed was nice and slow. I like that for time in the groove.
Title: Re: FSX Acceleration Hornet - Armed & Dangerous
Post by: neutrino on October 17, 2010, 06:47:08 am
neutrino (I keep typing 'neutrion') I have a big SMILE on my DIAL. What a great looking ship! Nice video thanks. I'll include it in the 'how to carrier land video FSX' section of PDF (along with others including SLUDGer - there already I think?). Gotta a little slow but we see that easily enough. What was the WOD may I ask - if you remember? Seems as though groundspeed was nice and slow. I like that for time in the groove.
The wind was 12 knots, 15 degrees left of the BRC, carrier was moving at 25 kts, so it's a good WOD (a little over 30 kts). The aircraft was well trimmed and this allowed for a very controlled approach.
Title: Re: FSX Acceleration Hornet - Armed & Dangerous
Post by: SpazSinbad on October 17, 2010, 08:09:48 am
Thanks for info. The Hornet is probably the maximum weight/size for the Clemenceau I would guess. It is a great video when seen at best quality. If you can get the wind down the angle deck centreline that would be best. What is the Clemenceau angle (I guess I can look that up easily enough). Have downloaded the files (seen at video site). [EDIT] 8 degree angle deck:

http://www.naval-technology.com/projects/clemencauclassaircra/
&
http://www.globalsecurity.org/military/world/europe/clemenceau.htm
Title: Re: FSX Acceleration Hornet - Armed & Dangerous
Post by: Mickey_Techy on October 17, 2010, 03:34:35 pm
I have only three words,

Amazing Stuff Neutrino

But then, coming from you, nothing less was expected.
Shall keenly await release of the Alpha version.

Mickey
Title: Re: FSX Acceleration Hornet - Armed & Dangerous
Post by: neutrino on October 17, 2010, 03:49:39 pm
Thanks Mickey :)

To all beta testers - I will make a pdf explaining the symbology and different modes today, so that you know what is supposed to do what and will pm you with the document.
Title: Re: FSX Acceleration Hornet - Armed & Dangerous
Post by: IRONDAN on October 17, 2010, 05:09:47 pm
Honnestly, you did a really good job, I've spent the night dogfighting with one of my friend until 3Am.

Dan
Title: Re: FSX Acceleration Hornet - Armed & Dangerous
Post by: neutrino on October 17, 2010, 05:59:44 pm
Honnestly, you did a really good job, I've spent the night dogfighting with one of my friend until 3Am.

Dan

Oh, that's great, glad to hear that the it's used for what it's built for  ;D
Title: Re: FSX Acceleration Hornet - Armed & Dangerous
Post by: Razgriz on October 18, 2010, 12:00:03 am
Four kills already

1. VRS F/A-18E
2. IRIS F-15E Eagle
3. F/A-18A Hornet
4. IRIS Harrier
Title: Re: FSX Acceleration Hornet - Armed & Dangerous
Post by: neutrino on October 18, 2010, 12:35:22 am
Great work, Duncan ;D

To all testers: I am still working on a user manual. Just something that may already be obvious - when one of the bullets that you fired hits the target, the gun reticule (circle) turns red. The gun reticule acts as a predictor sight and if you press the trigger when you see the SHOOT cue and the enemy pilot doesn't change his motion for a bullet's time of flight (~0.5 second at 1,500 feet), he will get hit. But sometimes he will change his trajectory just after you fire, and you will miss even though you saw the shoot cue. If you want to shoot without help from the predictor sight, you can put the funnel option to 'ON', and use the funnel in the classic way. Again, I will explain everything in the document.
Title: Re: FSX Acceleration Hornet - Armed & Dangerous
Post by: Orion on October 18, 2010, 01:17:02 am
Sounds good :).

Attached are a couple of my own screenshots.  Happens to go along with the post above about the gun reticule :P.
Title: Re: FSX Acceleration Hornet - Armed & Dangerous
Post by: Mickey_Techy on October 18, 2010, 05:19:00 am
Hey JR,

I was just thinking..... now that you have developed this level of competence and expertise in doing up the HUD, would you (or the other experts on this forum) consider developing the 'HUD symbology' for Air to Ground attack modes as well.

Primarily, we are looking at doing a 'BFL (bomb fall line) to be displayed, along with CCIP/CCRP (Continuously Computed Impact Point/Continuously Computed Release Point) symbologies. Even if the 'bombs' actually do not fall off the aircraft, and even if the ground targets do not get destroyed, one could always attach a 'flare' kind of effect  to 'mark' the point of impact on the ground.

Just a thought.

Mickey
Title: Re: FSX Acceleration Hornet - Armed & Dangerous
Post by: SUBS17 on October 18, 2010, 07:26:11 am
Awesome work best of luck with this.
Title: Re: FSX Acceleration Hornet - Armed & Dangerous
Post by: IRONDAN on October 18, 2010, 01:15:39 pm
I dream about the day when we will see external loadout on the acceleration hornet.
Title: Re: FSX Acceleration Hornet - Armed & Dangerous
Post by: neutrino on October 18, 2010, 03:54:31 pm
Mike, a lot can be done, including an A/G mode, the only problem is that any of these additional add-ons cost about 150-300 hours of research, programming and testing, if they have to be done right, and this is a lot of time. It looks like it's something small that you can do for a couple of days, and it turns out you need at least a month  :)

Hey JR,

I was just thinking..... now that you have developed this level of competence and expertise in doing up the HUD, would you (or the other experts on this forum) consider developing the 'HUD symbology' for Air to Ground attack modes as well.

Primarily, we are looking at doing a 'BFL (bomb fall line) to be displayed, along with CCIP/CCRP (Continuously Computed Impact Point/Continuously Computed Release Point) symbologies. Even if the 'bombs' actually do not fall off the aircraft, and even if the ground targets do not get destroyed, one could always attach a 'flare' kind of effect  to 'mark' the point of impact on the ground.

Just a thought.

Mickey
Title: Re: FSX Acceleration Hornet - Armed & Dangerous
Post by: Mickey_Techy on October 18, 2010, 04:15:30 pm
Mike, a lot can be done, including an A/G mode, the only problem is that any of these additional add-ons cost about 150-300 hours of research, programming and testing, if they have to be done right, and this is a lot of time. It looks like it's something small that you can do for a couple of days, and it turns out you need at least a month  :)

Gotcha JR.

I agree.

I just laid bare my thoughts on the subject, that's all.
Title: Re: FSX Acceleration Hornet - Armed & Dangerous
Post by: Sludge on October 18, 2010, 06:25:49 pm
Raz...

Great kills, especially on the VRS 'Bug.  Hehehe!! (for those of you that know my evil I-just-got-a-guns-kill laugh)

Fellas and future guns killers on everything with a pulse in the multiplayer...

The correct way to make kill calls (over the common freq., so EVERYONE IN TARNATION CAN HEAR YOU) is:

weapon, "kill"; aircraft type you "killed"; maneuver (if applicable); altitude (helps break out specific aircraft)

example:  "GUNS 'KILL'; Viper; left hand turn; 18 thousand." or "GUNS 'KILL'; Rhino (superhornet); right turn; 22 thousand."

Also, if you are setting up a fight in FSX:
1.  Have both fighters (BLUE/RED AIR) in formation at 20k MSL on same heading (ie.360).  Make determination who is to be BLUE AIR and RED AIR.
2.  One fighter (RED AIR) breaks off and heads recip. heading (ie.180) til a 10 NM separation; at 10NM, BOTH FIGHTERS execute an Immelman.  When BLUE AIR Immelman complete, set altitude anywhere between 25k-29k MSL (5-9k BLOCKS, safety); when RED AIR Immelman complete, he sets his altitude 20K-24k MSL (0-4 BLOCKS).  Now both aircraft are heading towards each other, BLUE AIR is heading 180deg @ 25k w/400kts, RED AIR is heading 360deg @ 22k w/400 kts.
3.  This is a classic, "beak-to-beak", 1v1, neutral merge.  When TALLY (visual) with the opponent, each AIRCRAFT is cleared to climb/descend thru altitude blocks.
4.  After both aircraft pass each others wing, cleared "FIGHT's ON" and you should know what to do from there.

Some example calls for setup; BLUE AIR, "Rattler22" (Sludge TAC Callsign, using VMFA-323 "Rattler" designation) and RED AIR, "Ghost41" (Raz TAC Callsign, VFA-142)

#1 in example above.
Ratter22: "Ghost41, Rattler22, cleared off, break right/left 180 for 10 mile setup."
Ghost41:  "Ghost41."

#2.
Ghost41:  "Rattler22, Ghost41, 10 miles."
Rattler22: "Rattler22, copy.  Starting back toward you."  (voice cue for both aircraft to execute Immelman back toward each other)
(when Immelman complete)
Rattler22: "Ghost41, Rattler22, steady 180, 25 thousand, in the blocks, altimeter 2992."
Ghost41:  "Ghost41, copy.  Ghost41, steady 360, 22 thousand, in the blocks, altimeter 2992."

#3.
Rattler22: "Rattler22's tally Hornet, 22k." (letting RED AIR knows he sees him, safety call; Rattler can now pass thru altitude blocks)
Ghost41:  "Ghost41's tally Hornet, 25k." (letting BLUE AIR knows he sees him, safety call; Ghost can now pass thru altitude blocks)
(as aircraft pass each others wing)
Rattler22: "Rattler22, FIGHT'S ON."
Ghost41:  "Ghost41, FIGHT'S ON."
(self-critiquing, DO WHATEVER IT TAKES TO WIN)
#4.
(after a quick pitchback and guns kill)
Rattler22: "GUNS KILL, Hornet, right hand turn, 14k."
Ghost41:  "Copy kill."
Rattler22: "Rattler22, terminate." ("Terminate" stops the single fight, and you can reset and do it again.)
Ghost41:  "Ghost41, terminate." (Ghost41 acknowledging "terminate" call)
(..and..)
Rattler22: "Ghost41, Rattler22, rejoin and flow north for reset." (Tells Ghost41 to rejoin on Rattler22 to head north and setup again for another fight.)
Ghost41:  "Ghost41, copy... rejoining."
(or.. if done and RTB)
Rattler22: "Rattler22, Knock-It-Off, Joker." ("Knock-It-Off" is done for low fuel, safety of flight, emergency; stops all fights immediately.)
Ghost41:  "Knock-It-Off." (Ghost41 acknowledging K-I-O.  Bingo (3.0, get home now) and Joker (4.0, 10min above Bingo) are low fuel states.)

Any questions?  If not, get out there and take it to the FSX multi...  AND post more screenshots of guns kills!!

Later
Sludge


Title: Re: FSX Acceleration Hornet - Armed & Dangerous
Post by: neutrino on October 18, 2010, 06:59:24 pm
Hey, Sludge, I watched "Speed and Angles" again today, I also noticed they say "Trigger down" to let the other pilot know he is fired at. Of course they also say "speed and angels" ;D They trained BFM at Navy Fighter Weapons School at NAS Fallon.
Title: Re: FSX Acceleration Hornet - Armed & Dangerous
Post by: Sludge on October 18, 2010, 11:04:42 pm
JR...

Yeah, Ive seen that video... definately a primer and requirement for all that wanna learn the beauty of dogfighting.  How they can take a Tomcat and make it semi-viable in a dogfight is a miracle.  Thank God for the Split-S.

I heard the "speed and angels" call, but I think thats Navy/Marine-specific.  I know the usaf doesnt do that, or when doing joint air exercises, everyone defaults to usaf standard brevity calls.  Also, altitude is called differently as a target altitude is called out in thousands (ie. 22 thousand) and whereas friendly aircraft are called out in angels (ex. 22k = angels 22).  The "trigger down" is also Navy/Marine-specific in training.

The reason I mention this is if you setup a fight, you'll have to use usaf standard brevity and procedures.  The Hornets Ive worked with called kills on the common or primary this way.

Found this T-45 Navy Advanced BFM Guide.  What JR is talking about is in there for setups.  Enjoy.

Later
Sludge
Title: Re: FSX Acceleration Hornet - Armed & Dangerous
Post by: Tregarth on October 19, 2010, 04:45:34 pm
A simple question;  Will all the improvements Sludge and Neutrino have been making be integrated into 1 download or will we have to have 2 F-18's in FSX?

Thank you for magnificent work,

Tregarth
Title: Re: FSX Acceleration Hornet - Armed & Dangerous
Post by: Sludge on October 19, 2010, 06:22:12 pm
Tre...

It will be two downloads.  JR worked hard on this and wants his separate.  Including the default, youll have three different types of F-18s in FSX.  And honestly, JRs HUD Gun Hornet is easier for dogfighting as its got more power available as its just like the default.  If you incorporate the HUD into the Sludge, youll have to do deal with less power available, so youll be fighting with a lesser hand, as most others in the multiplayer still fly with the overpowered default.

Later
Sludge
Title: Re: FSX Acceleration Hornet - Armed & Dangerous
Post by: Razgriz on October 19, 2010, 06:40:17 pm
Tre...

It will be two downloads.  JR worked hard on this and wants his separate.  Including the default, youll have three different types of F-18s in FSX.  And honestly, JRs HUD Gun Hornet is easier for dogfighting as its got more power available as its just like the default.  If you incorporate the HUD into the Sludge, youll have to do deal with less power available, so youll be fighting with a lesser hand, as most others in the multiplayer still fly with the overpowered default.

Later
Sludge

Yeah, and putting the HUD into the Sludge is way different from any other HUDs previously put in.
Title: Re: FSX Acceleration Hornet - Armed & Dangerous
Post by: Razgriz on October 19, 2010, 06:43:09 pm
P.S. Before anyone starts modding the HUD and putting it into the Sludge Hornet v1.1, the v1.2 will be released very soon, so wait for that release.  It will include various improvements, mainly visuals.
Title: Re: FSX Acceleration Hornet - Armed & Dangerous
Post by: Tregarth on October 19, 2010, 11:18:11 pm

Sludge and JR,

Thanks.  So now we know; I'll "possess my soul in patience" and await the v1.2.

"Oh Lord, please give me patience, and give it to me now."

Thank you,

Tregarth
Title: Re: FSX Acceleration Hornet - Armed & Dangerous
Post by: Orion on October 20, 2010, 05:28:42 am
Tregarth: Er, that was Sludge and Duncan.

On a different note, have you received my PM, JR?
Title: Re: FSX Acceleration Hornet - Armed & Dangerous
Post by: neutrino on October 20, 2010, 12:02:07 pm
Tregarth: Er, that was Sludge and Duncan.

On a different note, have you received my PM, JR?

I am sorry, I was really busy writing that manual. Hopefully it will be ready today and I will send it to everyone so that they have a proper base to evaluate the A/A guns mode. It's ten pages so far.
Title: Re: FSX Acceleration Hornet - Armed & Dangerous
Post by: Orion on October 20, 2010, 05:39:16 pm
No problem, just wondering if it went through.  Take your time :).
Title: Re: FSX Acceleration Hornet - Armed & Dangerous
Post by: neutrino on October 22, 2010, 01:55:47 am
To beta testers:

Guys, I figured out the missing gun smoke problem and why I am the only one to see it ;D Thanks to everyone that got back to me with pm. I will post more on the issue when I find a workaround.

Does anyone have a problem producing a continuous stream of bullets when holding the fire trigger pressed? I got one report that only a short burst is produced even if holding the trigger pressed. If this happens, please recheck that you have the Repeat slider all the way to the right (maximum).
Title: Re: FSX Acceleration Hornet - Armed & Dangerous
Post by: Orion on October 22, 2010, 07:05:48 am
Glad you got it worked out - but what was the problem :P?

I'm not sure how continuous it should be, but I have the slider at whatever's default - seems to be fine. I'll try and upload a video sometime.
Title: Re: FSX Acceleration Hornet - Armed & Dangerous
Post by: neutrino on October 22, 2010, 01:47:20 pm
Glad you got it worked out - but what was the problem :P?

I'm not sure how continuous it should be, but I have the slider at whatever's default - seems to be fine. I'll try and upload a video sometime.

Yes, but you are shooting with keyboard  ;)
Title: Re: FSX Acceleration Hornet - Armed & Dangerous
Post by: Letourn on October 23, 2010, 02:07:16 am
Just for information you can get the latest version of the Clemenceau here:

http://royalefrenchnavy.gratisim.fr/grenier/VEH_Clemenceau_V2-08.zip

Title: Re: FSX Acceleration Hornet - Armed & Dangerous
Post by: Mickey_Techy on October 23, 2010, 04:15:05 pm
Just for information you can get the latest version of the Clemenceau here:

http://royalefrenchnavy.gratisim.fr/grenier/VEH_Clemenceau_V2-08.zip



Thank you for the link, Letourn.
Title: Re: FSX Acceleration Hornet - Armed & Dangerous
Post by: Orion on October 29, 2010, 03:08:21 pm
8)
Title: Re: FSX Acceleration Hornet - Armed & Dangerous
Post by: Mickey_Techy on October 29, 2010, 09:32:22 pm
JR,

We had a 'multi-player' session with five 'combat-hornets' in play. The session lasted for more than an hour, with combat at high altitudes (Angels 15 and above) and very low altitudes (below 500 feet AGL).

We had 2 Vs 2 combat and then 2 Vs 3. Also ran some 1 Vs 1 scenarios.

With the new Gun symbology on the HUD, it was so much fun flying today.

Thanks mate. 

All my friends join me in conveying their appreciation for a job well done.

Mickey
Title: Re: FSX Acceleration Hornet - Armed & Dangerous
Post by: neutrino on October 29, 2010, 11:51:51 pm
Mickey, I am really glad to hear you tested it in proper dogfighting conditions, this is the best test I could imagine. Thank you and your wingmen!
Title: Re: FSX Acceleration Hornet - Armed & Dangerous
Post by: IRONDAN on October 30, 2010, 12:01:53 am
Dogfights are awsome man, keep on the good work!!!!!

Dan
Title: Re: FSX Acceleration Hornet - Armed & Dangerous
Post by: neutrino on October 30, 2010, 02:06:07 pm
THE OFFICIAL VERSION IS NOW UPLOADED, FIND IT HERE:

http://www.simviation.com/1/find-file?fileId=34548 (http://www.simviation.com/1/find-file?fileId=34548)

Thanks to all beta testers for their feedback and support!

Enjoy :D
Title: Re: FSX Acceleration Hornet - Armed & Dangerous
Post by: Orion on October 30, 2010, 06:00:18 pm
Congratulations on the release JR :D!

Anything different between the RC (1.25) and the official public release?
Title: Re: FSX Acceleration Hornet - Armed & Dangerous
Post by: neutrino on October 30, 2010, 06:15:54 pm
Congratulations on the release JR :D!

Anything different between the RC (1.25) and the official public release?

Thanks ::) No changes in the code, just in the readme.
Title: Re: FSX Acceleration Hornet - Armed & Dangerous
Post by: Nike619 on October 30, 2010, 08:39:13 pm
Can this be made compatible with the Sludge 1.2?
Title: Re: FSX Acceleration Hornet - Armed & Dangerous
Post by: neutrino on October 30, 2010, 08:51:12 pm
Can this be made compatible with the Sludge 1.2?

For the moment I prefer to release the gun capability only as part of this aircraft package.
Title: Re: FSX Acceleration Hornet - Armed & Dangerous
Post by: Nike619 on October 31, 2010, 02:03:20 am
Ahh, I see.

Are there plans to make it Sludge compatible?
Title: Re: FSX Acceleration Hornet - Armed & Dangerous
Post by: Johan on October 31, 2010, 02:17:07 am
Neutrino, thanks for releasing this great plane, and thanks to all the participants in this project.
Title: Re: FSX Acceleration Hornet - Armed & Dangerous
Post by: neutrino on October 31, 2010, 02:32:30 am
Ahh, I see.

Are there plans to make it Sludge compatible?

Not at the moment. I want to see how it goes, what kind of ideas will come up, are there any problems, before I decide what is the best way to distribute it.
Title: Re: FSX Acceleration Hornet - Armed & Dangerous
Post by: Nike619 on October 31, 2010, 05:14:19 pm
Ahh, I see.

Are there plans to make it Sludge compatible?

Not at the moment. I want to see how it goes, what kind of ideas will come up, are there any problems, before I decide what is the best way to distribute it.

Highly un-fortunate, Great HUD and Systems paired with Natops would be one of the best combos FS has seen in a long time.

Needless to say, Awesome work.
Title: Re: FSX Acceleration Hornet - Armed & Dangerous
Post by: fael097 on January 25, 2011, 02:52:22 pm
I dream about the day when we will see external loadout on the acceleration hornet.
most likely as soon as VRS releases tacpack