FSDreamTeam forum
General Category => Unofficial F/A-18 Acceleration Pack board => Topic started by: ColdKiller1850 on February 07, 2011, 10:14:07 pm
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Dear F/A-18 Hornet Pack Board Crew,
Someone said this discussion needed to be moved here for all ears. I recently saw a video tribute for the FSX Blue Angels and something caught my eye that interested me most about the video. At T+1.10, blue angel 6 performs the precise low transition on takeoff and kicked up dust. I don't think this is possible to be done in FSX. The video can be seen here: http://vimeo.com/13812218 (http://vimeo.com/13812218). The user who uploaded this said that it fried his machine after putting so much work and lost the file. If you guys can make something just like it, it can be discussed here.
From,
Holden
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you sure thats not post production?
idk, never seen something like that in fsx, but looks neat
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I am sure. I skimmed through my FA-18 Aircraft.cfg and it doesn't exist.
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That was an effect that Micro made.
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I know. But is there any way it can be recreated? ???
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why dont you just ask micro?
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I think he said he lost it in a reformat or hard drive crash or something.
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ouch. but someone that downloaded it must have it still lol
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The effect is the easy part. By default, most helicopters in FSX do something similar by using the "fx_rtr_lnd" effect. I downloaded an improved effect here: http://www.fs2000.org/downloads/doc_details/9526 and tweaked it just a little. The tough part was getting it to trigger at the right time. But with the awesome developers we have on this forum I think it should be possible. It was basically just making a gauge of <50 ft AGL and >3g's. However, it took me about 12 hours straight of sitting at my computer and writing, re-writing, and testing just to get that. And even then it didn't work exactly right. There ain't no way I'm doing that again.
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I have fx_rtr_lnd.fx. But where do I list the gauge Micro? Do you remember?
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Lockon FC2 has dust clouds that kick up if you fly low enough heres some VBA footage.
4.04
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Subs, c'mon man. Enough is enough. Be respectfull. I have the utmost respect for LockOn but I don't go on their forums touting FSX. The more you act like this the more you lose respect from the community. Really bud, just stop. Coldkiller, I'd say in the panel folder, but it's been 14 months. If you are going to try to do it yourself remember: the effect is projected out of the airplane.
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Subs, c'mon man. Enough is enough. Be respectfull. I have the utmost respect for LockOn but I don't go on their forums touting FSX. The more you act like this the more you lose respect from the community. Really bud, just stop.
Agreed.
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Subs, c'mon man. Enough is enough. Be respectfull. I have the utmost respect for LockOn but I don't go on their forums touting FSX. The more you act like this the more you lose respect from the community. Really bud, just stop. Coldkiller, I'd say in the panel folder, but it's been 14 months. If you are going to try to do it yourself remember: the effect is projected out of the airplane.
I'm absolutely respectful regarding that its an example in another sim of what one might try to do for FSX. I'm all for this mod. ;D
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Agreed.
Its ok I can sympathise with ya Jimi. ;D
Just kidding you guys are quite cool to watch too.
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Its ok I can sympathise with ya Jimi. ;D
Just kidding you guys are quite cool to watch too.
LOL! No worries man. Had to look at the post again to realize that you mentioned the VBA. Just saw the FC2 part. It's all good though :)
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But seriously, if someone can figure this effect out, it would be great! I'd gladly pay for its development (within specifications of course).
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Effects are there that could be modded for use:
(http://img.photobucket.com/albums/v452/SUBS17/2008-3-11_11-40-43-250.jpg)
(http://img.photobucket.com/albums/v452/SUBS17/2008-3-13_16-19-50-359.jpg)
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Jimi...
Since that effect is getting some demand, Ill look into incorporating that into the next Sludge release. Now that I have the SDK humming along and effects are much easier to tweak (thanks Raz), I can easily write the .XML additions for it, give it certain parameters, plug them into the FX folder... test them out, and then see if people like them. Also, maybe some type of "rooster tails" when "over water at a high enough speed and thrust setting"?
Give me some ideas about the parameters youd want it activated and Ill work on em.
Later
Sludge
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Jimi...
Since that effect is getting some demand, Ill look into incorporating that into the next Sludge release. Now that I have the SDK humming along and effects are much easier to tweak (thanks Raz), I can easily write the .XML additions for it, give it certain parameters, plug them into the FX folder... test them out, and then see if people like them. Also, maybe some type of "rooster tails" when "over water at a high enough speed and thrust setting"?
Give me some ideas about the parameters youd want it activated and Ill work on em.
Later
Sludge
Man, that would be great Sludge!
We are looking the effect to happen probably around 100ft AGL or below, at about 4-5 Gs of pull at 300+ KIAS. Not sure if that coves everything, but it's a start I image.
We don't have much coding/gauge experience on our team, but if we can help out on something, let me know. We've also be working on another version of the Hornet's FRC that would do a better job of recreating the Fly-by-wire feel of the Hornet during flight. It's still a work in progress, but let me know if you are interested in checking it out.
Thanks again!
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Jimi...
Ok, Ill start with those parameters this weekend, when I get a chance.
Also, what do you mean about Hornet FRC? What does that do? How does it give the Hornet a more "fly by wire" feel? If it does, Im definately interested. I was looking into some L:Var's to limit stick pull for Gs over 7.5, but let that go to get the simple things done. Might have to get back into that if this new development shows promise.
Later
Sludge
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Sweet!
Oops, I meant FCS or Flight Control System. Although not as advanced as something like the F-16, the real Hornets have a Flight Control System that allows for things such as auto-trim, G limiter, AOA control etc. The aircraft pretty much stays where you place it (within reason). It's a derivative of one of Dino's/Roberto's flight models in which he was trying to emulate the same FCS "feel". The one we are working on is definitely not as complex as the VRS FCS system, but it still gets the job done. Still working on getting the flaps and power settings right though, an area which I believe you are very familiar with. Maybe we could link up.
-just a thought...
Seems like simulators and actual aviation are going in opposite directions (in combat aircraft anyway). Simulators are trying harder, and harder to simulate flying characteristics of real-world aircraft, and real-world aircraft manufacturers are trying harder and harder to simulate the flying characteristics of video game aircraft. Simulators such as FSX and XPlane have very many flight parameters/attributes to give a very authentic and realistic feel. In contrast, many of today's tactical aircraft have advanced FBW, FCS and stability systems that allow the aircraft to handle more like a video game, making them easier to fly. Things such as auto-trim, auto-rudder, fly-by-wire, auto-recovery and push button engine starts make it easier and easier to fly today's modern aircraft. To deploy them in combat is a different story. So...my theory is that the Hornet is a little more stable and easier to fly IRL as compared to FSX due to such systems...
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Seems like simulators and actual aviation are going in opposite directions (in combat aircraft anyway). Simulators are trying harder, and harder to simulate flying characteristics of real-world aircraft, and real-world aircraft manufacturers are trying harder and harder to simulate the flying characteristics of video game aircraft. Simulators such as FSX and XPlane have very many flight parameters/attributes to give a very authentic and realistic feel. In contrast, many of today's tactical aircraft have advanced FBW, FCS and stability systems that allow the aircraft to handle more like a video game, making them easier to fly. Things such as auto-trim, auto-rudder, fly-by-wire, auto-recovery and push button engine starts make it easier and easier to fly today's modern aircraft.
Reminds me of this image :P.
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lol! exactly, orion
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I guess this has gone cold huh?
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Jimi...
No, it hasnt gone cold, just tapered off. Sorry I didnt get back sooner, just with all that other BS going on and working on getting the paints and stuff, I havent had as much time as Id like to dedicate to testing.
Ive got kinda a rough working idea of what I wanna do, but its gonna take some time. I used the in-game SDK FX Toolkit to put a "jetting out" FX_dust cloud on the ground, behind and low of the Hornet when its 100 AGL. The "rooster tail" over land that we talked about. It looked OK, I just havent found the time to figure out a "dust explosion" yet, when a sudden Hi-G, hi-speed maneuver happens.
I will keep at this, as it has potential. IF I can nail down the particulars (ie. keep the "dust explosion" on the deck as the jet pulls up and stuff like that... so bear with me. I havent forgotten, just had some initial testing and some so-so results. If I havent brought it up, feel free to chime in and ask, and more than likely, Im still working... just havent updated everyone here.
Later
Sludge
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I did additional testing too. I got the xml for the effect in place and it works. The problem is that I cannot trigger the effect when I am using the Replay or FSRecorder. This makes it hard to tweak the effect and to actually record it with FRAPS. So here is a video which I took live as I was flying:
http://www.youtube.com/watch?v=lBeqhGgsFd0&hd=1 (http://www.youtube.com/watch?v=lBeqhGgsFd0&hd=1)
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JR...
Geez, you are kidding when you said "I did additional testing too." Thats really good. I think you have a winner there. I guess I can work on the overland/overwater "rooster tails", since you've pretty much NAILED this effect down.
Just when I think I have too much stuff on my plate. Someone goes and just nails the job down.
Later
Sludge
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Neutrino: :o Very nice! You have me salivating over here! Any way I can get this effect from you so that we may display it during the FSX NAF El Centro Air Show this Saturday?
Sludge: Thanks for the quick response. I know your pretty busy with your own projects so thanks for taking some time out of your schedule to look into this. I know 3 or 4 people were initially looking into this effect, but hadn't heard anything.
Thanks for the updates!
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Hi jimi, here is a small package with instructions how to install the effect. I put it here, so that if someone else can add something to it, improve the xml or the effect itself, that will be nice.
I didn't get back to you earlier because I couldn't get the effect to show up when replaying or with FSRecorder. And I don't like putting stuff that is not 100% ready to use.
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Hi jimi, here is a small package with instructions how to install the effect. I put it here, so that if someone else can add something to it, improve the xml or the effect itself, that will be nice.
I didn't get back to you earlier because I couldn't get the effect to show up when replaying or with FSRecorder. And I don't like putting stuff that is not 100% ready to use.
J.R.
This is really good. I downloaded it and will install it tonight. My smoke system is already at smoke.9 (thanks to Sludge's great added effects), so can I increase to smoke.10 and more ?
Thanks again for this great effect.
Johan
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Hi jimi, here is a small package with instructions how to install the effect. I put it here, so that if someone else can add something to it, improve the xml or the effect itself, that will be nice.
I didn't get back to you earlier because I couldn't get the effect to show up when replaying or with FSRecorder. And I don't like putting stuff that is not 100% ready to use.
J.R.
This is really good. I downloaded it and will install it tonight. My smoke system is already at smoke.9 (thanks to Sludge's great added effects), so can I increase to smoke.10 and more ?
Thanks again for this great effect.
Johan
Yep, if your last effect is smoke.9 then you should put the dust effect as:
smoke.10 = 0.00, 0.00, 0.00, fx_rtr_lnd
and then reflect this in the xml part as:
<Macro Name="Dust_Effect_Number">10</Macro>
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[/quote]
Yep, if your last effect is smoke.9 then you should put the dust effect as:
smoke.10 = 0.00, 0.00, 0.00, fx_rtr_lnd
and then reflect this in the xml part as:
<Macro Name="Dust_Effect_Number">10</Macro>
[/quote]
Thanks JR, I will definitely implement it.
Johan
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Works very nicely :) Thanks again.
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[/quote]
Yep, if your last effect is smoke.9 then you should put the dust effect as:
smoke.10 = 0.00, 0.00, 0.00, fx_rtr_lnd
and then reflect this in the xml part as:
<Macro Name="Dust_Effect_Number">10</Macro>
[/quote]
JR,
I have a novice question here:
I extracted and edited FA18_HUD_VC_R.xml from the FA18_HUD_VC_R cabinet file folder to incorporate your edits for the dust effect. I re-saved it as an .xml file but it won't allow me to copy it back in the cabinet file...Is the FA18_HUD_VC_R cabinet file protected? Please let me know if there is a special procedure for dummies :)
Thanks,
Johan
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Fellas...
Havent downloaded or tried JRs effect, but it sounds like its does the trick? Ill keep on my current task and keep working on the low-level water/ground "rooster tails".
Speaking of which... JR, does your effect have a limit for not occurring over water? If so, can you tell me what you did for that, so I implement that for the "rooster tails" .XML? Thanks.
Later
Sludge
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Johan, assuming you've extracted all the contents of the CAB into a folder of the same name, you can just save the file and leave it in that folder. Just be sure to also rename, move or change the extension of the original CAB file, to make sure FSX doesn't read from it instead of the folder.
Edit: Sludge: Doesn't look like it (regarding your second question).
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Orion...
I take you've installed and flew over water and got the effect? Actually, this may just have to be an FSX-Blue Angels only effect? And separate effects, one for land, one for water... for different shows that highlight the different VERY LOW-LEVEL, HI-G PULL. The SeaFair or SanFran show, where there is a high G pull with waterblast... and the many land shows with the already-done "land blast".
Hopefully, there is an .XML variable that we can use for "over land" or "over water"... IF NOT, that will kill my "rooster tails" idea.
Here's what I mean, when I think about the Blue Angels Hi-G Pull "water blast".
Later
Sludge
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Magic Blues - thanks for video link. ;D
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Sludge,
there IS a variable (A:SURFACE TYPE, enum) with 25 differnt types of surface 8)
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Serge...
Suu-weet!! That means I can continue work on this, and we can make it a part of the Sludge/Combat Integrated v1.3 release. In the meantime, IF JR hasnt already incorporated or used this, he can do that, and the FSX Blues can have their ground and water blast.
Later
Sludge
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Johan, assuming you've extracted all the contents of the CAB into a folder of the same name, you can just save the file and leave it in that folder. Just be sure to also rename, move or change the extension of the original CAB file, to make sure FSX doesn't read from it instead of the folder.
Correct! Just extract everything from the CAB file into a folder with the same name as the cab, and then get rid of the original cab. You can then work with the files in the folder. Just make sure you don't accidentally make a folder within folder when extracting :)
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Correct! Just extract everything from the CAB file into a folder with the same name as the cab, and then get rid of the original cab. You can then work with the files in the folder. Just make sure you don't accidentally make a folder within folder when extracting :)
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Orion, JR, thanks, I will follow the process. I was concerned with consequences in modifying the integrity of the cab file :)
Have a great day,
Johan
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Took me a while to find it, but the Deluxe and Gold versions also come with a .CAB compiler as part of the SDK. Simply put the converter on your desktop and drag the folder over the icon and it converts it. Might help if you are concerned with file integrity...
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Took me a while to find it, but the Deluxe and Gold versions also come with a .CAB compiler as part of the SDK. Simply put the converter on your desktop and drag the folder over the icon and it converts it. Might help if you are concerned with file integrity...
Thanks Jimi, I'll try that too.
Johan