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General Category => Unofficial F/A-18 Acceleration Pack board => Topic started by: fael097 on February 04, 2011, 05:30:09 pm

Title: weapons!
Post by: fael097 on February 04, 2011, 05:30:09 pm
lol guess our world starts changing today:
http://www.captainsim.com/products/w001/

im sure sludge's work on his hornet starts in no time to integrate this :)
Title: Re: weapons!
Post by: Orion on February 04, 2011, 05:54:11 pm
Whoa.  Wasn't expecting that.  Anyone notice in the manual that they say the Hornet's VC HUD is collimated?

Also wonder if they stuck in carrier ILS/TACAN in there.
Title: Re: weapons!
Post by: fael097 on February 04, 2011, 06:13:33 pm
lol i guess i was the first CS weapons costumer.
lame it will be another 2 hours for me to be home

i liked the military ai aircraft they included

and i doubt they included ils/tcn for carrier...

but yeah, the hud is indeed collimated, like vrs bug
Title: Re: weapons!
Post by: fael097 on February 04, 2011, 10:13:46 pm
i think i'll request a refund.

weapon pack from CS is nothing but a 2d panel, a reworked f-18 HUD gauge, flying missiles (that only appear when you fire them), and exploding low-res military AI.

-missiles arent visible under any airplane wings
-no integration with hornet radar or SMS
-no integration with CS hornet aswell (even with their loadout)

god, they have their own delta hornet, couldnt they at least integrate with that plane?

i'd rather stick with lock on fc2
Title: Re: weapons!
Post by: Herbie on February 05, 2011, 01:58:13 am
Whoa.  Wasn't expecting that.  Anyone notice in the manual that they say the Hornet's VC HUD is collimated?

Also wonder if they stuck in carrier ILS/TACAN in there.

Answer from CS:
   
Re: question to start with
Reply #5 - Today at 17:08:37 Quote
Herbie28 wrote on Today at 16:08:31:
I read the Manual, but can't find a entry about TACAN Carrier landing. This was the question from above. Herb


Any NAVAID you can tune in FSX can be used in the Weapon HUD modes.
So you can try the TACAN Carrier landing.
Title: Re: weapons!
Post by: simaddict on February 05, 2011, 02:19:35 am
Feal097, I read your first post and imediately bought it at work. I haven't installed it yet, but it sounds lame am I right? lol We should have figured, for 14.99!! It was kinda misleading, don't ya think??
Mike
Title: Re: weapons!
Post by: Orion on February 05, 2011, 03:42:38 am
Hey, you can't expect too much from something that's meant to be compatible with any aircraft for FSX.

Unless you're making a whole new plane, I don't think you should expect to see missiles and what not under wings.  And unless they've replaced whole MFD and UFC things (not something to modify, as they're built into a C++ gauge) as well, it's sort of obvious that they didn't change any of the other avionics.

I think they could have probably done some loadout integration on their Hornet, but it seems they're keeping it relatively simple as a sort of test release (seems they're intending on expanding it in the future, if there's demand).  And still, from what I've heard, it uses the exact same gauges/flight model/VC as the default Acceleration Hornet.

I'd be interested in taking a look at how it works (and maybe for a few flights :P), but I don't think I'm going to spend $20 just for that.
Title: Re: weapons!
Post by: Sludge on February 05, 2011, 04:19:22 am
Fellas...

Just bought it, took it out for a flight and there's GOOD NEWS and BAD NEWS.

First up, YES, this thing has ALOT OF POTENTIAL!!  Just got done SHOOTING DOWN aircraft IN FREE FLIGHT.  WAS AMAZING!!  They take damage, they start on FIRE, and they fall from the sky.  Was just phenominal.  Lets hear everyone say it.  "YOU'RE RENTS DUE MOTHER &*$#-ER!!"

Second, the HUD is COLLIMATED.  I looked at their .XML and it was exactly how Virtuali said we should go about it.  Its accomplished thru changes in delta eyepoint.  There's lag and theres a "sluggish" feel to it when panning around, so its not the best but IT WORKS.

Now, the BAD, and boy is it BAD.  The INTERFACE sucks!!  Its a control bar on the bottom and you select guns and missiles and what not.  Think a small baby step up from Abacus.  That hurt just typing it out.  Not the great interfaces that we are used to from JR and Serge.  Throw that compatibility out of your mind, right now.  Also, the actual HUD symbology BLOWS!!  Its drawn from C++, Im guessing and LOOKS great, like the default HUD style, but the symbology and everything just blows.  It holds conformality and is collimated, but the generics of it suck.  Guess we can all hope for what Orion talked about, that IF there's enough interest, they will develop it more and maybe hard-code a HUD that looks like a real Hornet HUD with correct symbology?

Thats all for now, will get back to you as I find out more and more.  And BTW, its 20 bucks USD.  14.99 EURO.

Later
Sludge
Title: Re: weapons!
Post by: fael097 on February 05, 2011, 04:22:04 am
Feal097, I read your first post and imediately bought it at work. I haven't installed it yet, but it sounds lame am I right? lol We should have figured, for 14.99!! It was kinda misleading, don't ya think??
Mike
lol mate, i bought it at work also, it IS really lame. the good part is that you can ask for a refund. it was definitely mislead, i mean, they took advantage of VRS announcement for tacpack and released some cheap eye candy to take money from unadvised costumers like us :P
Title: Re: weapons!
Post by: fael097 on February 05, 2011, 04:23:15 am
@sludge:

some guys reported that HUD collimation doesnt work with trackIR for some reason. can you confirm that?
and yep, that 2d panel is just lame, while we have all buttons on the hornet, we have to use a lame 2d panel? no-no.
Title: Re: weapons!
Post by: Sludge on February 05, 2011, 04:26:57 am
Fael...

I dont have TrackIR, so I cant check this out.  Let me go fly a few times and Ill take some screen shots, and show ya.  The collimation is serviceable, mostly in its POTENTIAL, which with this HUD, they are NOT taking advantage of...  Ill talk to their customer service and see what comes of it.

Later
Sludge
Title: Re: weapons!
Post by: Sludge on February 05, 2011, 04:51:37 am
Fellas...

OK, this is like CRACK!!  Ill have to go to FSX AIRLINER-KILLERS ANONYMOUS (to be known as FSX AK-A) to break the habit.  Its soo much fun, Ive actually forgotten how bad the interface (bottom bar) is, and have just been shooting anything that flies.  Damn, its CRAZY FUN!!

The Guns perform decently, and the missiles track pretty well.  So far, this and the collimated HUD make it totally worth it.  AND the ability to possibly integrate this with the Sludge mods with the Combat HUD.  The POTENTIAL is sky-high.  IF they could integrate this with their CAPT SIM LoadOut system/setup, we'd start to develop that potential.  But they really need to get beyond AIM-7s.  NOBODY USES them anymore.  Only ships use them as SEA SPARROWs.  Front line fighters wouldnt be caught dead with them.  The worst Radar missile US planes use are AIM-120 BRAVOs.  The newest -120 CHUCKs are out there in service now.

Here's why Im addicted.  This was easily worth 20 bucks.

Later
Sludge
Title: Re: weapons!
Post by: simaddict on February 05, 2011, 05:19:56 am
  I can pull up the weapon bar, but nothing seems to work, choice of weapons...etc. to FIRE it says space bar, but nothing past that? help me from here?? 
Title: Re: weapons!
Post by: simaddict on February 05, 2011, 05:29:24 am
Sorry, I got it! had the SAFE off!!! duh! Cool!!
Title: Re: weapons!
Post by: skimmer on February 05, 2011, 05:56:57 am
Man am I glad I looked here to find out about this product. I just stumbled on it at CS web site and watched the video which left me excited and with doubt about in flight weapon choice and hud. I noticed there was no lock on target noise with aim. Anyway I was gonna ask if anyone had this yet and that just got answered. faelo97, I read on their store tab that all sales are final.This product is $20 bucks! I got up to the credit card info page and chickened out. Sounds like if you already want refund I better wait and see if Sludge adds more info. Cant hardly wait though cause it looks like a lot of fun. But I will. ;D
Title: Re: weapons!
Post by: Sludge on February 05, 2011, 10:27:27 am
Fellas...

Been Killin Civilian Air traffic like its the thing to do.  Its alot of fun to be able to shoot anything down that flies.  I even shot some airplanes on final with zuni rockets.  Its great watching them skid off the runway onto the grass.

LA TOWER:  "...attention all aircraft... this is LA Tower... for your own safety, stay clear of this area.  A madman in a fully armed F-18 is shooting down everyone in range of LAX..."

As you can see, this HUD integrates easily with the Sludge Hornet.  Enjoy.
Sludge
Title: Re: weapons!
Post by: sonofabeech on February 05, 2011, 06:13:16 pm
Sluuuudge !!! you old dawg  :) its looking very promising ..however the million dollar question
is does it work in multiplayer and if so what happens if you are hit by somebody else
..does your plane lose control and fly into the ground or does it kick you out of the session ?
Hoping for some good news here .. Sludge ..anybody..?

Sonofabeech out
Title: Re: weapons!
Post by: Johan on February 05, 2011, 07:45:35 pm
Sludge,

Can you kill any civilian aircraft within FSX or do they have to be the AI's provided in the Captain Sim Weapons package?
I think this release goes in the right direction even if it is not quite the perfect package out the door that everybody is dreaming of.
Thanks for all your comments. I will purchase and try. I hope they will provide free future upgrades for the early buyers...:)

Johan
Title: Re: weapons!
Post by: Sludge on February 05, 2011, 07:50:39 pm
johan...

yes, u can lay waste to any AI in FSX. if u have the latest sludge, i can even help u integrate it. its fairly easy.

simon...

ive heard sometimes u can kill in multiplayer. will have to test out for myself.

later
sludge
Title: Re: weapons!
Post by: Razgriz on February 05, 2011, 08:22:21 pm
In multiplayer, you still get the explosions and what not.  Didn't experince any "oddities" just because it was multiplayer.  I will need further testing to see if kills work with crash mode enabled (because the missiles spawned are simobjects, so in theory, when a BANDIT gets hit, he will DIE, and FSX will recognize it).
Title: Re: weapons!
Post by: Johan on February 05, 2011, 09:39:36 pm
johan...

yes, u can lay waste to any AI in FSX. if u have the latest sludge, i can even help u integrate it. its fairly easy.

simon...

ive heard sometimes u can kill in multiplayer. will have to test out for myself.

later
sludge


Thanks Sludge, and yes I have the latest sludge. I will take you on your offer to help me integrate it....let me know what you need from me if anything.
Thanks,

Johan
Title: Re: weapons!
Post by: Orion on February 05, 2011, 09:51:07 pm
I will need further testing to see if kills work with crash mode enabled (because the missiles spawned are simobjects, so in theory, when a BANDIT gets hit, he will DIE, and FSX will recognize it).
I don't think so.
Title: Re: weapons!
Post by: Sludge on February 05, 2011, 10:03:17 pm
johan...

im heading out n will b back online tonite to help. or even tomorrow.

its sunny n i gotta get outta the house.

later
sludge
Title: Re: weapons!
Post by: fael097 on February 05, 2011, 10:16:46 pm
sludge,

you still up for that thing? read the pm i sent you? i finally managed to put something (well, a box to start with) inside fsx :P
Title: Re: weapons!
Post by: Johan on February 07, 2011, 02:32:05 am
Hi Sludge,

I am coming to you since you provided all good comments on the "CS weapons", and I have to say it has definitely some good potential. However, some of us (on CS forum) have problems with the gun sound (it seems to be caught in a loop and never stops after you press the trigger for the first time) and nobody is providing solutions on their side...which is to say how much better this forum is...:)
Anyway, have you experienced this gun sound problem on your download?
Thanks for the feedback,

Johan
Title: Re: weapons!
Post by: Sludge on February 07, 2011, 07:48:36 am
Fellas...

Sorry for any late responses.  Was a long weekend, SuperBowl Sunday and all.  But Im back and will do my best to help everyone who needs it.

Johan...

No, I havent had that "stuck gun sound".  Ive flown with it several times and it started (trigger down) and stopped (release trigger) at the correct times.  Will fly more and pay direct attention to what youre talking about.  And keep in mind the designers are pa-russky (russian), so they might not know how to answer your questions.  Ill do my best to get questions sent their way and do a little cross-translations if needed.

Fael...

Yeah, I read your PM.  Ill get back to via PMs on that.  What do you mean "put inside"?  You designed a "box" started up FSX and got it to register?

Later
Sludge
Title: Re: weapons!
Post by: Johan on February 07, 2011, 04:21:18 pm
Fellas...

Sorry for any late responses.  Was a long weekend, SuperBowl Sunday and all.  But Im back and will do my best to help everyone who needs it.

Johan...

No, I havent had that "stuck gun sound".  Ive flown with it several times and it started (trigger down) and stopped (release trigger) at the correct times.  Will fly more and pay direct attention to what youre talking about.  And keep in mind the designers are pa-russky (russian), so they might not know how to answer your questions.  Ill do my best to get questions sent their way and do a little cross-translations if needed.

Thanks Sludge...people are submitting tickets, so we'll see. It might be related to our systems...I have worked yesterday on tweaking their csweapon.xml without much success.
Johan
Title: Re: weapons!
Post by: Sludge on February 08, 2011, 10:00:01 am
Quote
Sluuuudge !!! you old dawg   its looking very promising ..however the million dollar question
is does it work in multiplayer and if so what happens if you are hit by somebody else
..does your plane lose control and fly into the ground or does it kick you out of the session ?
Hoping for some good news here .. Sludge ..anybody..?

Sonofabeech out

Simon...

Good to hear from ya.  As you can see, been really busy.  Seems like I get one thing done (new Sludge Integrator) and even with help (Raz), I get bogged down with help requests and thats not even including real life stuff that popped up (midwest US snowstorms) and had to be dealt with right then.  But now that things are slowing down a bit and I wont have golf all weekend, as Brennan said, we should fly a carrier multiplayer mission this weekend.  You up for it?

Later
Sludge
Title: Re: weapons!
Post by: lvflyer on February 11, 2011, 02:47:53 am
Save your money freeware being developed
Title: Re: weapons!
Post by: fael097 on February 11, 2011, 01:22:28 pm
Save your money freeware being developed

freeware can compare to capt sim weapons, but the day a freeware add on compares to VRS tacpack... lol easier to rain knives
Title: Re: weapons!
Post by: sonofabeech on February 11, 2011, 02:10:57 pm
@Sludge!!!  I sent you a PM

Sonofabeech out
Title: Re: weapons!
Post by: lvflyer on February 11, 2011, 05:07:18 pm
You underestimate what can happen when the freeware minds unite.  A case in point is EZCAD.  You know when I was in school CAD programming was so far out of reach financially that I didn't even bother learning, but now anyone can learn CAD and produce really good results with freeware.  Does it have all the bells and whistles, no, but how many need them.  Lots of what VRS does is protect their product from piracy and that is why there is such an elaborate interface.  It isn't necessary to have to create a standalone program to create load outs.  You should be able to land, select what ordnance you want, then off you go.  The main reason for ACM is the registration checking.  What VRS has done with the Tac Pack has already been done in the free world.  All you have to do is look and the SDK is available too,  see other post.
Title: Re: weapons!
Post by: fael097 on February 11, 2011, 06:23:34 pm
you might say that what CS has done with the weapons pack has already been done in freeware, but dont come saying that tacpack has been done, cuz its much more complex than that. open your eyes, what other pack involves adding 3d models under a plane's wings, and also 3d gauges on their VCs?  you know what "no cheezy generic 2d panels" mean....
can you open a small interface and drop in a tanker plane in front of you?

obviously all of this can be done by anyone, but developing quality add ons is time consuming, and most of the time becomes a full time job, thats why you charge for it, and thats why you protect it from piracy. btw, keep this discussion in just one thread
Title: Re: weapons!
Post by: Johan on February 19, 2011, 04:32:31 pm
Sludge,

I assume you have tested CSWeapons a little...I have your team integrated version (Sludge FSX)  which works great, lots of fun with CSW. However, with CSW loaded, all the vapor effects on the Sludge are gone, although the aircraft.cfg doesn't seem to have been affected with the loading of CSW. I am wondering if it was just me...Thanks to let me know when you have a minute. Have a great weekend.

Johan
Title: Re: weapons!
Post by: simaddict on February 19, 2011, 07:06:10 pm
Johan,
It's not just you. Same happened to me. I was gonna ask Sludge, but then I figured it has to do with the CS weapons putting gun effects into the nose. I haven't tried, but I would bet that if we remove the CS weapons the vapor would work again.
Mike
Title: Re: weapons!
Post by: Johan on February 19, 2011, 08:19:38 pm
Johan,
It's not just you. Same happened to me. I was gonna ask Sludge, but then I figured it has to do with the CS weapons putting gun effects into the nose. I haven't tried, but I would bet that if we remove the CS weapons the vapor would work again.
Mike

Thanks Mike. I love when I am not alone :). Otherwise I have to question my entire system. Have a nice weekend. Johan.
Title: Re: weapons!
Post by: Sludge on February 21, 2011, 04:46:22 am
Johan...

Yes, theres several problems with the CSW integration into the Sludge/Combat combo.  First off, if you do the CS "built in" way (the bullseye on the aircraft), you'll definately not get full compatibility with all the gauges in the Sludge.

Also, keep in mind that the CSW HUD is a .dll and cannot be adapted very easily, whereas JRs HUD is an .XML gauge that can be changed with a few tweaks here and there.  Say HUD symbology positioning, HUD physical placement, stuff like that... but with the CSW HUD, the symbology is fixed, and cant be adapted to JRs NATOPS-based Hornet HUD.  You may be able to fire weapons but it wont work as intended.

Ive had some similar problems, but mine is with sounds dropping off in all my Hornets.  I dont get the Betty anymore.  I did a few workarounds in the gauges, to get them mildly adapted within a narrow framework, but still there is gauge crossover-interference.  Example:  when employing the CSW control panel, and then bringing up the refueling gauge/panel and the UFC, the refuel button is on and some of the graphics are misplaced.  So thats some of what Ive encountered.

To put it mildly, full and correct compatibility between the CSW and the Sludge/Combat combo will be a tough cookie at best.

Later
Sludge
Title: Re: weapons!
Post by: Johan on February 21, 2011, 06:49:03 pm


To put it mildly, full and correct compatibility between the CSW and the Sludge/Combat combo will be a tough cookie at best.

Later
Sludge
[/quote]

Sludge,

Thanks for all your relevant observations. Integration is a real sport...the key is to keep all original versions of your favorite planes in safe places :)
Have a nice week,

Johan
Title: Re: weapons!
Post by: simaddict on March 02, 2011, 09:11:51 pm
Ok Guys...Tell me this isn't great fun!! With CS Weapons installed, of course, Pick airport- ICAO id: ZUUU, set time Summer 6:00AM and check it out-about 20 B-29s on the tarmac getting ready to take off!!! Check out my screen caps!
My girlfriend thinks I need help!! LOL ::)
Mike
Title: Re: weapons!
Post by: SUBS17 on September 02, 2011, 03:14:18 am
you might say that what CS has done with the weapons pack has already been done in freeware, but dont come saying that tacpack has been done, cuz its much more complex than that. open your eyes, what other pack involves adding 3d models under a plane's wings, and also 3d gauges on their VCs?  you know what "no cheezy generic 2d panels" mean....
can you open a small interface and drop in a tanker plane in front of you?

obviously all of this can be done by anyone, but developing quality add ons is time consuming, and most of the time becomes a full time job, thats why you charge for it, and thats why you protect it from piracy. btw, keep this discussion in just one thread

Not forgetting A/G radar and FSX@WAR mod this very nearly makes FSX addon combat aircraft nearly 100% modeled. The CS version sounds good but the A/G radar is a necessity to fully model a F/A-18A/C/E/F without it you cannot employ weapons in fog on moving ground targets etc. From there the other sticking point is the FLIR which you need for LGBs etc. Its a big deal adding combat to FSX as it opens FSX to a whole planet of possibilitys good on CS for making the mod the other difficulty is radar painting from SAMs/enemy aircraft and search radars. VRS SH already has this and its another part of modern aircombat thats quite difficult to model correctly. I think before combat could be fully realised it may take TACPAC and some other mods to get it to its full potential. Virtual Squadrons will probably have alot of testing to do before they agree on which one they'll use. I'm waiting for TACPAC before I make any decisions but I can imagine that it will be very close once FSX@WAR is added although that may take a while to reach the level of DCS/Falcons battles.