FSDreamTeam forum
General Category => Unofficial F/A-18 Acceleration Pack board => Topic started by: wilycoyote4 on January 16, 2012, 02:03:46 am
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http://www.flightsim.com/main/notams12/sdb0103.htm (http://www.flightsim.com/main/notams12/sdb0103.htm)
Once known as FS9 payware Alphasim Big E carrier.
It seems it is now in a new company and reworked for FSX Acceleration as payware.
quotes-------and screenshots-----
FSX Acceleration USS Enterprise
Exclusive to Pilot Shop
Expected Release Early 2012
New Features Are:
Added is a new Fresnel Lens Optical Landing System.
Working Jet Blast Deflectors.
New aircraft servicing mules, fire trucks, and animated crew figures.
New static aircraft on deck.
Seaking plane guard helicopter flying alongside (courtesy of Michael Davies).
An "Adams" Class guided missile destroyer (courtesy of Earl Watkins).
Frame rates are vastly improved for FSX.
Represented are the 1980s and 1990s with eight locations for each.
Team SDB is aiming for a release early in the New Year.
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No use if its static.
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No use if its static.
FSX Accel means moving and the screens show a moving carrier as I understand it. Correct me if I'm wrong, please.
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No use if its static.
FSX Accel means moving and the screens show a moving carrier as I understand it. Correct me if I'm wrong, please.
When its said its available in eight different locations, it tells me that its implemented via scenery files and not something like AICarriers. It might be easily adapted to use with something like AICarrier or missions (singleplayer or multiplayer) to allow it to be moving at custom speeds. The moving wake effect can be made to make a carrier look like its moving when its static. Its all just speculation though.
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It's not static. It's AI (capable of moving). They show the Acceleration IFLOLS system in use in one of the screenshots. However, Javier's carrier is good enough for my purposes (just having fun in the Acceleration Hornet and variants thereof).
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It's FLOLS, not IFLOLS, actually... :)
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Javiers are vastly more detailed as well.
At least from what I can see
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It's FLOLS, not IFLOLS, actually... :)
I thought the one built into Acceleration that auto-magically appears once you define the runway attachpoints is IFLOLS. The screenshot appeared to show the Acceleration ball. :P
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I thought the one built into Acceleration that auto-magically appears once you define the runway attachpoints is IFLOLS. The screenshot appeared to show the Acceleration ball. :P
Right, the screenshot shows the Acceleration FLOLS, which is 5-ball Mk.6 I believe. The IFLOLS is Mk.13 and has 12 ball cells.
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Right, the screenshot shows the Acceleration FLOLS, which is 5-ball Mk.6 I believe. The IFLOLS is Mk.13 and has 12 ball cells.
Oh, so the Acceleration ball is FLOLS? All this time and nobody told me? :o
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Fellas...
I only care about ONE THING with this release: is the Ball set to 3.5 glideslope. Everything else is eyecandy and extras.
Later
Sludge
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Well, if it is indeed the Acceleration system, the ball is still set to 4 degrees.
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Fellas...
I only care about ONE THING with this release: is the Ball set to 3.5 glideslope. Everything else is eyecandy and extras.
Later
Sludge
Dunno bout that 3.5 glideslope.
http://www.sim-outhouse.com/sohforums/showthread.php?61761-More-Alphasim-re-releases&p=670818&posted=1#post670818
there are some recent posts and you may send a pm
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http://www.sim-outhouse.com/sohforums/showthread.php?61942-Team-SDB-USS-Enterprise
a new thread on the upcoming Enterprise
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Wily...
Thanks for asking the question. If its Sylvain, I think he has the Clemenceau FLOLS completely redone and it was at 3.5? Hopefully, thats the case, so we can start using a correct glideslope.
Later
Sludge
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Unfortunately, as Sylvain wrote on SOH Forum :
Hello,
A quick answer: the FLOLS system used is the FSX Acceleration feature, so you'll have exactly the same lights effects and glideslope with the BigE than FSX's carrier or Javier's Nimitz... But I can't tell you if it's 3.5 or 4 degrees... I guess FSX set it at 4 degrees but I'm not sure...
regards,
Sylvain
Ost
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What sort of animation has been modeled with the crew?
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What sort of animation has been modeled with the crew?
What kind of animation do you want to see? Sylvain is converting his crew from the Clemenceau/Foch for use with the Enterprise. So if there was some animation there it might be possible to do the same but in a way appropriate to the US.
Would seriously like hear everyone's expectations and "deal breakers" before hand rather than after.
Oh, and it is presently using the default Aceleration meatball. So whatever the angle is on that, that's what we have. Please explain to me what the deal is so I can try to get it fixed.
Thanks guys! I'm part of the team calling the shots on this so I am listening.
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Frank Safranek
Mirage Aircraft for Flight Simulator
http://www.mirage4fs.com/
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What sort of animation has been modeled with the crew?
What kind of animation do you want to see? Sylvain is converting his crew from the Clemenceau/Foch for use with the Enterprise. So if there was some animation there it might be possible to do the same but in a way appropriate to the US.
Would seriously like hear everyone's expectations and "deal breakers" before hand rather than after.
Oh, and it is presently using the default Aceleration meatball. So whatever the angle is on that, that's what we have. Please explain to me what the deal is so I can try to get it fixed.
Thanks guys! I'm part of the team calling the shots on this so I am listening.
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Frank Safranek
Mirage Aircraft for Flight Simulator
http://www.mirage4fs.com/
There was a huge argument over on the VRS forum of why FSX's 4.0 glideslope ball is wrong, and 3.5 is correct, but that's another story.
tl;dr; Pilots can use reference altitudes and distances [tables] to make sure hes on the right path for landing, make sure all of the real world pattern numbers add up and directly translate into the sim. The problem is it doesn't in FSX, because the meatball uses a 4.0 degree glideslope in FSX, while in the real world it uses a 3.5 degree glideslope. I'm sure Sludge can expand on this.
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Frank...
Oh, and it is presently using the default Aceleration meatball. So whatever the angle is on that, that's what we have. Please explain to me what the deal is so I can try to get it fixed.
Thanks for stopping by.
OK, the problem with the FSX 4.0 carrier glideslope is that, to be semi-realistic, one has to setup a Wind Over Deck (WoD) of 35+ knots so that the basic angle of 4.0 becomes an "effective angle" (due to WoD) of 3.2 degrees. Whereas 3.5 basic angle (what you see on the meatball), then becomes a 2.8 effective angle and requires WoD of around 30 kts (more realistic). A 3.5 glideslope is "the most commonly used" in carrier ops. This is all according to 2009 LSO NATOPS.
Also, in the Carrier Landing Pattern table (figure 8-2), one cannot "hit" the altitudes listed or even come close (within 50ft) if using the 4.0 glideslope. At the 90, one is supposed to be APPROX. 450 ft, but with the standard FSX glideslope one is about 550 ft.
Thats about it, as to why I'd definately purchase your carrier if it comes with a 3.5 meatball glideslope.
Later
Sludge
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Frank,
Definitely second the 3.5 glideslope for the meatball. This alone would make a huge improvement.
Couple other additions:
- Create a Meatball that works with pitching deck/ heavy seas conditions (this would make for some challenging flying). Currently a pitching deck (roll & heave) can be created with Javiers NIMITZ and simconnect, but since the meatball doesn't work or provide correct info under these conditions it is not realistic to fly them.
- Create animated arresting wires that react to the hook and also retract following a trap.
- Deck animations, create a yellow shirt, that signals hook up after successful trap, then give taxi clear of LA hand signals.
- Deck animations, create a yellow shirt that gives hand signals for lineup (left/right) with CAT 1 or 2, then stop/brakes, and then extend launch bar hand signals.
- Sense a foul deck condition (aircraft in LA realtime), flash wave off lights, and animate the LSOs holding pickle over their heads until clear.
- Animate AI pilots doing preflight walk around static aircraft.
- AI aircraft being towed and parked, repositioned, fueling, etc.
Understand these are not simple feats, but they would significantly add to the realism and experience on the deck.
Besides 1980/90s traffic, what is new about your carrier compared to Javiers?
-CAPT
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Some good ideas there Capthaltli also AI flights taking off and landing would be very cool. So far Javiers Carrier has this animation:
DIs Superhornet used to have deck crew guide you onto the cat which was very cool.
Years ahead of its time. ;)....Any addon that has that I'll pay for. 8)
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Frank,
Definitely second the 3.5 glideslope for the meatball. This alone would make a huge improvement.
Thanks for the wish list. I'll pass it on.
And Sludge, thanks very much for explaining why the 3.5 meatball glideslope is important. If I understand it correctly, not having to lose an extra 100 feet altitude on the final is what you're trying to avoid? If so, then that does seem like a worthwhile reason to try and address that.
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Frank Safranek
Mirage Aircraft for Flight Simulator
http://www.mirage4fs.com/
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- Create a Meatball that works with pitching deck/ heavy seas conditions (this would make for some challenging flying). Currently a pitching deck (roll & heave) can be created with Javiers NIMITZ and simconnect, but since the meatball doesn't work or provide correct info under these conditions it is not realistic to fly them.
I recall reading somewhere in these boards that, because the FLOLS lights stay in the same position relative to the model reference point, it is effectively stabilized. Is this not correct?
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Following this on SOH as well, but I do like the different period set ups, I cruised on Big "E" in the mid-90's. As far as animations, agree with Capt about the deck crew, more immersion factor while on deck. Would be nice to see the helo in "Starboard Delta" like the Javier boat's, most fastmovers forget about these until they are needed.
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Frank...
If I understand it correctly, not having to lose an extra 100 feet altitude on the final is what you're trying to avoid? If so, then that does seem like a worthwhile reason to try and address that.
That's part of it, for sure, as getting to the start close to the right altitude is vital to a good pass. However, once flying the pass, a 3.5 ball gives the pilot a little more room to make a correction without having such a big power change to correct back to glide. Meaning if you're flying at 4.0 (and 35+ WoD), if you're above glide and you pull power off too much and get a little low, you then really have to OVERCORRECT to get back up to glideslope. Whereas, with the 3.5 (27-30 WoD), if you pull off power, the result isnt as brutal (in relation to glideslope). To visualize, with the current 4.0, we fly our passes around 700-800 ft/min decent rate. With the 3.5, it gets into the 600-700 ft/min rate regime and hence... not as harsh on power corrections, when needed.
Later
Sludge
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- Create a Meatball that works with pitching deck/ heavy seas conditions (this would make for some challenging flying). Currently a pitching deck (roll & heave) can be created with Javiers NIMITZ and simconnect, but since the meatball doesn't work or provide correct info under these conditions it is not realistic to fly them.
I recall reading somewhere in these boards that, because the FLOLS lights stay in the same position relative to the model reference point, it is effectively stabilized. Is this not correct?
I saw this thread, thought you were on it, but maybe it is dated now. http://www.fsdeveloper.com/forum/showthread.php?t=8622
I think the issue was the FLOLS meatball (the actual light) was blocked by the ship, not visible. So I guess the meatball info is correct, but if you can't see it due to the ship moving, you can't fly it. CLARA, CLARA! ;)
-CAPT
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I saw this thread, thought you were on it, but maybe it is dated now. http://www.fsdeveloper.com/forum/showthread.php?t=8622
I think the issue was the FLOLS meatball (the actual light) was blocked by the ship, not visible. So I guess the meatball info is correct, but if you can't see it due to the ship moving, you can't fly it. CLARA, CLARA! ;)
-CAPT
Oh, yeah. The pitching deck is really useless though, as the deck basically turns into jello. Sometimes you can stay on it, but it isn't long till you either fall through or start moving about. And yeah, the FLOLS lights are obscured by the pitching ship. You can see this in the video I made a while back.
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DIs Superhornet used to have deck crew guide you onto the cat which was very cool.
Years ahead of its time. ;)....Any addon that has that I'll pay for. 8)
Janes USNF had deck animation almost two decades ago ???
Another cool animation I thought could be added is an AI Weight Board operator, that runs up to the side of your cockpit and shows you the CAT Launch Weight like the picture below;