FSDreamTeam forum

General Category => Unofficial F/A-18 Acceleration Pack board => Topic started by: Razgriz on January 30, 2011, 09:57:14 pm

Title: Sludge/Combat Hornet Integrator - Released
Post by: Razgriz on January 30, 2011, 09:57:14 pm
The Sludge Hornet and Combat Hornet integration installer is ready.  It also features an option to install the CS F/A-18D with the Combat Hornet integration.

Features:
-Coded from scratch for optimization
-Multi-threading
-Deletes old installations (if any)
-Installs new Sludge Hornet(s) and effects.

Pictures:
(http://www.SludgeHornet.com/downloads/pictures/step1.png)
(http://www.SludgeHornet.com/downloads/pictures/step2.png)
(http://www.SludgeHornet.com/downloads/pictures/step3.png)
(http://www.SludgeHornet.com/downloads/pictures/step3-end.png)

Download:
Sludge/Combat Hornet Integration (http://www.SludgeHornet.com/downloads/SHCHI.exe)
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Orion on January 30, 2011, 10:01:28 pm
Still using Visual Basic?
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Razgriz on January 30, 2011, 10:16:25 pm
Yup.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Orion on January 30, 2011, 10:25:22 pm
Cool stuff.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on January 31, 2011, 04:24:15 am
Everyone...

As this release has only gone out to FSDT'rs and SH.com'rs, please let me know of any discrepancies you find.  It will not go WIDE RELEASE (avsim.com, flightsim.com, etc.) for at least a week.  Please try it out and let me know of any problems you encounter.

Currently working on a few installation oversights, a few fixes, and mistakes that will be corrected within a day.  Luckily, if you have the installer, you simply need to run it again, and your install will be updated as the install files are downloaded from SH.com.

Thanks for your patience.
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Johan on January 31, 2011, 04:51:41 am
Razgriz, Sludge,

Thank you for this great news. I am very happy to test this new release, thank you for making it easy for us out there.
Question: I had already made my "in-house" integration of the Combat-Sludge and it works very nicely. Does this new release bring any new features ( I know that Sludge was working on a few enhancements...).
Many thanks again,

Johan
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on January 31, 2011, 11:52:39 pm
Johan...

"Kinda" NEW features.  Tweaks some (ie. less parasite drag = more speed), changes the default eyepoint, standardizes the current tweaks and features (GUN HUD and FX, specifically).  Also, I modded the EG Smoke and Vapor.

Id say just cut/paste your current Sludge Hornets to a safe backup place (my docs folder?).  Run the installer and see if you like the new stuff?  If not you can simply delete it and copy/paste the old Sludge Hornets back into the SIMOBJECTS/AIRPLANES folder.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on February 02, 2011, 07:42:52 am
Fellas...

The latest "iteration" of this Integrator Installer is out.  To use, simply run the same Installer program (SHCHI.exe) that you used to install the "initial release" version.  This new batch of files has some MUCH NEEDED "fixes" and corrections.  Thanks to JR for pointing most of these out.

1.  Correcting both FA-18/SOUND Gun HUD directories to pull their sounds from the installed directory and NOT from the Combat Hornets directory.  This ensures that you DONT HAVE TO HAVE JR's Combat Hornet installed for these sounds to work.

2.  There is now a "DOCUMENTATION" folder in EACH Sludge/CaptSim Basic/FX directory that will give the user information on how to employ most of the gauge and how they work on the Hornet.  Another BIG THANKS to JR for his help here!!

3.  I had installed an older version of the JR's Gun HUD MINUS the range circle.  That has been corrected.

4.  Implemented a combination fix that allows Serge's BlackBox to work WITH the Rusev/Printz HUD.  Very simply, if the pilot selects an RALT of 450' on the UFC, there will be a Betty RALT audio tone alongside the HUD Altimeter FLASHING at 450' AGL.

NOTE:  Please BACKUP any earlier Sludge and/or Capt Sim Installs prior to running the Integration Installer.

Enjoy and report back any problems, discrepancies, or ideas.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: wilycoyote4 on February 02, 2011, 10:26:29 pm
Uhmmmm.......I've rather confused......that is, more than usual.........the link to download from here, is it the same as the original posted at the start of this thread topic?
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Razgriz on February 02, 2011, 10:35:05 pm
Uhmmmm.......I've rather confused......that is, more than usual.........the link to download from here, is it the same as the original posted at the start of this thread topic?

That it is.  The way I've coded the installer this time is that it downloads the files from our website, so that we can do updates that are a) easier, b) painless, and c) more efficient on OUR ends.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: fael097 on February 02, 2011, 11:39:29 pm
Uhmmmm.......I've rather confused......that is, more than usual.........the link to download from here, is it the same as the original posted at the start of this thread topic?

That it is.  The way I've coded the installer this time is that it downloads the files from our website, so that we can do updates that are a) easier, b) painless, and c) more efficient on OUR ends.
what if i installed it, and you updated after my installation? is there an updater executable?
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Razgriz on February 02, 2011, 11:45:32 pm
Nope, just run the installer again (the same, original one) and it will update.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Johan on February 03, 2011, 07:25:50 am
Hi Sludge,

Great integration for the combat-Sludge, just have to adjust my Saitek functions a bit. Very nice new EG vapors. One problem I need your advice on, I don't have any sound when I fire the gun from the VC, and I had it in the integration I made and I saved. Please let me know if I am missing something.
Thanks a lot,

Johan
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on February 03, 2011, 08:16:44 am
Johan...

OK, that was a problem that JR pointed out and should be fixed with the very latest "iteration".  Simply run your installer again and it should work...  let me know what happens.

Also, if it still doesnt work, let me know IF you have the Combat Hornet installed and what Sludge or Capt Sim Hornet you were flying.  Information such as: "Sludge FX, effects work, combat hornet is/is not installed, Gun works but no sound."

I just re-installed the latest version to check and all JRs Gun HUD sound files are directed properly and it worked as advertised, so you should be getting sound IF you have the LATEST VERSION.

Later
Sludge

Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Orion on February 03, 2011, 08:39:54 am
Probably worth mentioning, both in the post and installer GUI, that it downloads files off the internet, so you need an active internet connection.  Good to mention for people who have limited bandwidth or who might want to save it on a USB drive and bring it to an offline computer to install, so you don't take anyone by surprise.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Johan on February 03, 2011, 10:46:30 pm
Hi Sludge,

I just re-ran the integrator and I have the same problem. Plane works great, but no gun sound, and all other sounds are kind of "soft" compared with the original Sludge. I will check all the sound files tonight when I have more time...and will let you know. I might be the only one in this situation.
Have a great day,

Johan
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: neutrino on February 03, 2011, 11:41:57 pm
Hi Sludge,

I just re-ran the integrator and I have the same problem. Plane works great, but no gun sound, and all other sounds are kind of "soft" compared with the original Sludge. I will check all the sound files tonight when I have more time...and will let you know. I might be the only one in this situation.
Have a great day,

Johan


Hey, no worries, I caught the problem with the missing gun sound and will report it to Sludge, and it will be corrected quickly.

Here is how I test it  ;D
(http://i589.photobucket.com/albums/ss333/neutrino2009/Centennial_Attack2.jpg)
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: simaddict on February 04, 2011, 02:24:32 am
Just wondered, before the final installer, any way to get the gunfire visual from the outside view?? That would be cool. :)

Thanks for all the work you guys have done on this project!
Mike
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on February 04, 2011, 04:39:23 am
Johan...

Got the fix uploaded, so you just have to re-run the installer and all is well.  Sorry about this oversight, fellas... everything else seemed to be fixed, but JR highlighted the culprit and its fixed now.

Mike...

I think you can see it from the outside.  Try doing an additional window... and you should see the "burst" outside.  Look at my Viper Gun Kill picture.  In the upper right I have a separate view that I use to simulate head tracking, but you can change it to "chase view" and should see the gun burst from outside.

JR...

Great pic.  Looks like you are linin up an SU-27?

Later
Sludge
(http://)
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on February 04, 2011, 04:53:44 am
Mike...

This is probly the best youre gonna get unless JR re-works the Gun HUD and makes it fire from the outside position.  I wont even pretend to know HOW it can be done.  Thats not a yes or no, as I have no idea how to do that.

Here's what I was talking about.  If you wanna see the gun blazing, keep your primary view as VC, then pull up a secondary window to chase view or fly-by.  Once youre setup with the right secondary view and zoom, make sure to reselect your primary view by clicking on any of the VC.  Then pull the trigger and you should see gun smoke.

Enjoy

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Johan on February 04, 2011, 07:05:02 am
Sludge,

Thanks. Everything works fine with the latest release. The IFLOLS is also much better, seems more accurate than before, but maybe it's just me. You just made my upcoming weekend fun.

Johan
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Paddles on February 04, 2011, 08:40:25 am
juyttewaal,
This is an updated version of the IFLOLS gauge, as per NAVAIR 00-80T-104, 01 MAY 2007  :)
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Orion on February 04, 2011, 10:00:42 am
Probably worth mentioning, both in the post and installer GUI, that it downloads files off the internet, so you need an active internet connection.  Good to mention for people who have limited bandwidth or who might want to save it on a USB drive and bring it to an offline computer to install, so you don't take anyone by surprise.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Johan on February 04, 2011, 04:57:40 pm
Navypilot....thanks for the info, I just took a peek at the manual.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: tazman56 on February 05, 2011, 11:54:14 pm
Having trouble getting the new installer to work.  Norton rejects it saying: 'This insight network threat has been removed'.  Even if I turn off Norton and download a new installer and click on it, Win 7 Home Edition 64 bit gives me a notice the 'Sludge/combat hornet installer has stopped working'.  When I press, view problem details it lists this:

Description:
  Stopped working

Problem signature:
  Problem Event Name:   CLR20r3
  Problem Signature 01:   shchi(3).exe
  Problem Signature 02:   1.0.0.0
  Problem Signature 03:   4d458192
  Problem Signature 04:   SHCHI
  Problem Signature 05:   1.0.0.0
  Problem Signature 06:   4d458192
  Problem Signature 07:   4a7
  Problem Signature 08:   110
  Problem Signature 09:   System.InvalidOperationException
  OS Version:   6.1.7600.2.0.0.768.3
  Locale ID:   1033

Read our privacy statement online:
  http://go.microsoft.com/fwlink/?linkid=104288&clcid=0x0409

If the online privacy statement is not available, please read our privacy statement offline:
  C:\Windows\system32\en-US\erofflps.txt

 Help any ideas - Does it matter were the installer is placed?  Lost for ideas.

Thanks Mike
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Razgriz on February 06, 2011, 12:02:10 am
Check your PMs.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: lvflyer on February 12, 2011, 06:02:20 pm
Thanks for all your work.  Has this been released for anyone yet?  What do I search for and where?
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Razgriz on February 12, 2011, 09:31:07 pm
Having trouble getting the new installer to work.  Norton rejects it saying: 'This insight network threat has been removed'.  Even if I turn off Norton and download a new installer and click on it, Win 7 Home Edition 64 bit gives me a notice the 'Sludge/combat hornet installer has stopped working'.  When I press, view problem details it lists this:

Description:
  Stopped working

Problem signature:
  Problem Event Name:   CLR20r3
  Problem Signature 01:   shchi(3).exe
  Problem Signature 02:   1.0.0.0
  Problem Signature 03:   4d458192
  Problem Signature 04:   SHCHI
  Problem Signature 05:   1.0.0.0
  Problem Signature 06:   4d458192
  Problem Signature 07:   4a7
  Problem Signature 08:   110
  Problem Signature 09:   System.InvalidOperationException
  OS Version:   6.1.7600.2.0.0.768.3
  Locale ID:   1033

Read our privacy statement online:
  http://go.microsoft.com/fwlink/?linkid=104288&clcid=0x0409

If the online privacy statement is not available, please read our privacy statement offline:
  C:\Windows\system32\en-US\erofflps.txt

 Help any ideas - Does it matter were the installer is placed?  Lost for ideas.

Thanks Mike

Oh boy.  I just re-read your debugging of the crash.  I'm assuming you use windows 7.  That is called font corruption, and I had the exact same issue.  Here's (http://realenvironmentxtreme.com/forum/index.php?topic=12757.0) my thread over @ REX.  It should fix it, hopefully.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: lvflyer on February 14, 2011, 08:45:13 pm
I guess I'll ask again.  If this integrator is not released to all yet can I get it to test it?  I am a member of FSXFleet and USNVA so will have plenty of opportunity to put it through its paces.

Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: fael097 on February 14, 2011, 09:36:05 pm
I guess I'll ask again.  If this integrator is not released to all yet can I get it to test it?  I am a member of FSXFleet and USNVA so will have plenty of opportunity to put it through its paces.

i'll help you.
no, better, i'll give you some clues, figure out yourself.

1st page, 1st post, this very thread.

oh look whats that? :o
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Razgriz on February 14, 2011, 09:38:11 pm
I guess I'll ask again.  If this integrator is not released to all yet can I get it to test it?  I am a member of FSXFleet and USNVA so will have plenty of opportunity to put it through its paces.



Yes, it has.  Here's a quote from the first post on the first page. 

The Sludge Hornet and Combat Hornet integration installer is ready.  It also features an option to install the CS F/A-18D with the Combat Hornet integration.

Features:
-Coded from scratch for optimization
-Multi-threading
-Deletes old installations (if any)
-Installs new Sludge Hornet(s) and effects.

Pictures:
(http://www.SludgeHornet.com/downloads/pictures/step1.png)
(http://www.SludgeHornet.com/downloads/pictures/step2.png)
(http://www.SludgeHornet.com/downloads/pictures/step3.png)
(http://www.SludgeHornet.com/downloads/pictures/step3-end.png)

Download:
Sludge/Combat Hornet Integration (http://www.SludgeHornet.com/downloads/SHCHI.exe)
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: lvflyer on February 15, 2011, 02:53:00 am
DUH sorry guys didn't see it.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: ndts on February 19, 2011, 11:11:08 pm
I've been trying to download the Sludge/Combat Hornet Integrator, but I get a "installer has encountered a problem and needs to close" message every time I try and run SHCHI.exe.

I've tried downloading it in Firefox, Chrome and IE (with my AV shut off), and I always end up with the same 712kb file that triggers the same message.

Any ideas why the installer refuses to run?
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Razgriz on February 20, 2011, 12:23:10 am
Can you get the logs from Event Viewer?
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: ndts on February 20, 2011, 05:11:46 am
For the "error signature" in the XP message, I have the following:

EventType : clr20r3     P1 : shchi.exe     P2 : 1.0.0.0     P3 : 4d458192     
P4 : shchi     P5 : 1.0.0.0     P6 : 4d458192     P7 : 4a7     P8 : 10a     
P9 : system.invalidoperationexception     

Otherwise, I'm not quite sure what the "event viewer" you're referring to is.



Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on February 20, 2011, 07:24:58 pm
NDTS...

Been a golf weekend, but now that its UGLY outside, I cant golf... so I can devote some time to figuring this out.  Ive had a few others write to me and tell me of similar problems.

Do you have Norton Anti-Virus?  If not, what anti-virus do you run?  If not, maybe we can run down, item-for-item... what you run on your system?  IF you have the time.  Meet me on Skype today, if you can, and we can go over this.  I have WinXP, so we will have a baseline comparison, as opposed to people who are on Win 7.  But this problem has occurred with Win 7 users as well, so Im guessing if we can figure it out in WinXP, this "fix" should apply to Win 7 too?!

PM me, if you can meet up on Skype.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: ndts on February 20, 2011, 10:14:18 pm
I'm running WinXP, with Microsoft Security Essentials and firewall.

My system is as follows:

Asus M2N-SLI Deluxe Motherboard
AMD Athlon 64 X2 5000+
Nvidia Geforce 7900GT
2GB RAM
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on February 21, 2011, 03:11:11 am
NDTS...

OK, Ill look into this and see what I can come up with to get a fix.  The other guy who had this was running Win 7 and he had problems with Norton Anti-Virus getting in the way.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on March 15, 2011, 02:08:31 am
Fellas...

The most recent version of the Sludge/Combat Hornet Intergration Installer is available now for testing.  If you are willing to try, backup your prior Sludge/Combat Hornet/Capt Sim Hornet installs.  However, IF you have the CAPT Sim, remember to keep the original CS FA-18D folder in the SIMOBJECTS\AIRPLANES directory, as Installer looks for specific files there... AND the CAPT SIM Delta Hornet will not run if that folder isnt there and named as such.

Minus any last minute fixes, this will be the released version.  I have all the permissions and READMEs ready to go.  This version includes the "new engine" inner turkey feathers, the missile rail textures, Fael's Specular texture fix, and a minor engine tweak (a tad more power); it will only affect the Sludge Hornets and not the default, thanks Orion.  And Thanks again, Fael for your work on those.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: fael097 on March 15, 2011, 04:15:42 am
glad to be part of this, Sludge!
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Johan on March 17, 2011, 04:18:17 pm
Hi Sludge,

I have been testing, you guys (and by that, thank you to all involved) do an awesome job as usual, textures and all. Even the vapor effects stay now when/if I add CSW to the plane.
BTW, were you considering adding J.R.'s dust effects?
Thanks for giving us the opportunity to test before the official release.

Johan
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on March 19, 2011, 07:54:55 am
Johan...

Cool.  Glad you got the CSW along with the weapons.  Just a tough thing to do, since the CSW HUD conflicts with JRs HUD and Refueling gauge.  But glad you got it working decently enough.

I was considering it, but since its been a while... I figured I need to put this out in its current form, so that people can experience what you guys have had for a few months now.  If no objections, fixes, or new problems reported from anybody else... Ill wide release it tomorrow.  Then its time for a good break, then back to work with the Sludge v1.3, and who knows when that will be ready.  Got the dust cloud/water spray effect to incorporate..  Serge is working on a new gauge... Im still gonna try to tackle the CHAFF/FLARES thing and work with Serge to get it controlled by the UFC panel.  And, IF I feel it has a chance of success.. using the "hook" idea to make a moveable drogue line?  Itll be tough though, as Im not versed in that area.  Ill still give it a go and see if it has potential with my limited programming skill.  As well as several other ideas that may or may not work at all... we will see and Ill keep people posted here and at SludgeHornet.com...

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: svicar on March 19, 2011, 09:08:48 am
Hey Sludge,

Wasn't sure if you were aware or not but it looks like Dave Sweetman has retured from Afganistan.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on March 19, 2011, 06:21:11 pm
Ray...

Thanks for the info., he hasnt wrote back to me, so I think Ill keep with the USMC-weighted squadron breakout (4 USMC/2 USN) for the Delta Hornets (as it mirrors real-life anyway, the marines are the sole Delta Hornet operators) and wide-release today.

That way, if there are any changes, people have the baseline .exe file and can simply re-install and they will have the changes.  Oh, any last minute fixes or problems.... anybody?

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: neutrino on March 19, 2011, 09:37:44 pm
Sludge, it worked fine for me - I reinstalled it today - tried some aerial refueling and carrier landings, checked my gauges - all was working well  :)
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on March 20, 2011, 01:32:50 am
JR...

Thanks for the info, getting it ready for upload as we speak.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on March 20, 2011, 03:43:45 am
Fellas...

Just uploaded to AVSIM.com and flightsim.com, so it will take a day or so before being available to the general public for download.  Also, just uploaded to Simviation as well, they have a quick turnaround time.

Seriously want to thank alot of the forum members for the work and support.  I know Im the unofficial "team leader", but without your help the "Sludge Hornet" would just be a couple of folders with modded .air files and .cfg files and a few effects.

Thanks fellas and here's to hoping more people get to enjoy the Sludge/Combat combo!

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: frenchie88 on March 21, 2011, 08:15:25 pm
All good here, Thanks Sludge!
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: svicar on April 01, 2011, 12:33:42 pm
Hey Sludge,

I had a bit of idle time and thought I would try some visual tweaks on the default "Grunge Sludge". Let me know what you think ;D

(http://img94.imageshack.us/img94/4584/sludgelibyanspecial.jpg)
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Tregarth on April 04, 2011, 09:47:21 pm
I cannot make the Integrator run.

I am using WinZip and also have Firefox running.  I have downloaded SHCHI from FlightSim.com. When I try to run SHCHI.exe I see a message saying it has stopped working and also the screen shown below.

I am using Win7 but do not have any Sludge Hornets on this install of FSX.

The PC had just run Automatic Update and installed Win 7 SP1.  This had reset the !"£$%^ User Account Control to Medium.  The first time the SCHI file did not install I checked UAC and to my annoyance discovered the reset setting.  I turned off UAC, restarted the PC and tried again but still with no luck.

Please be aware that Win 7 SP1 seems to reset the UAC.

Tregarth  :( :(
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: SpazSinbad on April 04, 2011, 10:13:21 pm
Purely guess work in this case (Integrator because I have not used it) however often I get these erroneous messages in Windows 7 - even though the program has installed correctly without any other interference. Because I have not used the Integrator I don't know what the result will be. Has the result been checked - despite the message?
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on April 04, 2011, 10:51:26 pm
Tree...

Just got your post.  Will see what can be done.  If nothing else, Ill just get you the full files with simple install instructions.  It will be big, but keep in mind, that you wont get any install errors as it will be manually done.  Since Raz made the installer in Win7, Im kinda powerless to help unless he comes up with an idea or fix.  Just like the UAC thing, that I have no idea about, being a WinXP user.

Also, I've just been upgrading the Sludge with some really awesome fixes, in conjunction with Jimi of FSXBA.  He's got some really good ideas for the aircraft.cfg and the fa-18.air file that make the Sludge even more stable and easy to control.  Put it this way, when doing a 30 deg AoB turn, the Sludge will now HOLD 30 deg very easily with little stick input.  And of course, I have an even better version of the G-Vapor (alpha blends into the wing better), and EG Smoke (now one effects file; lower alpha; better blending) effects.  The smoke effects are now one file, no more EG_Smoke_DARK/Smoke.  I figured out a better gear compression too, so that its even more stable, and the nose gear gets more bounce on the strut itself, but the jet itself is more stable on touchdown.  Great for carrier landings... if done right (about 700 ft/min RateOfDescent), when you trap, you dont NOSE DIVE into the carrier deck.

So all in all, this Sludge will be part of what v1.3 will look like.

BTW, anybody up for testing the newest Sludge mods?  If so, would you rather it be in the SHCHI.exe installer or as a manual install?  Or I can make it both?  Let me know what you'd prefer.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: fael097 on April 04, 2011, 11:03:01 pm
Purely guess work in this case (Integrator because I have not used it) however often I get these erroneous messages in Windows 7 - even though the program has installed correctly without any other interference. Because I have not used the Integrator I don't know what the result will be. Has the result been checked despite the message?

messages like "the program might not have been installed correctly" and then two options such as "install using recommended settings" and "program was installed correctly" ?

if thats the case, you can just ignore it, or click the option that says it installed correctly.

if not, whats the message?
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Johan on April 04, 2011, 11:29:04 pm
Sludge,

I am in for testing and the SHCHI.exe installer works fine for me.

Johan
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Letourn on April 05, 2011, 12:54:11 am
I will be more than happy to try the new setup. Like you already know i will need a full package SHCHI.exe don't work for me.

Thanks
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: simaddict on April 05, 2011, 12:55:01 am
Tregarth,
Not sure if this will help, but I noticed when I tried to save , and burn to disc from work, the I got the same message..."stopped working". Win 7 at work, and home. I figured it couldn't find FSX at work which makes sense, it works fine from home. Is the path for FSX on a different drive or something where it could't find it? Just a thought.

Sludge,
Can't wait for 1.3, sounds great!
Take care guys! Mike    
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: frenchie88 on April 05, 2011, 01:42:06 am
Hi Sludge,
I'd like to test the new mods please. The installer is good with me on windows7.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: GOONIE on April 05, 2011, 04:07:46 am
Same here, I would like to help test, prefer the manual install if possible.

-Capt
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Tregarth on April 05, 2011, 01:09:49 pm
Firstly,  Thank you all for your helpful replies.  I am very grateful to you all.

I only downloaded SHCHI.zip dated 03-20-2011 from FlightSim.com; should I have also downloaded sludgehornet_modification..zip as well?  The way I have read the SHCHI Read Me only SHCHI is required.

To reply to all of your suggestions:

1.  Spazsinbad.  I have checked in Select Aircraft - No Sludge Hornets show.

2.  Fael.  I tried this yesterday and again today; nothing happens.  Please see the ScreenGrabs they are in the order SHCHI 1 then 2.

3.  Johan.  Is this a fresh install or did you have Sludge's Hornets already installed so your instal was an upgrade?

4.  Mike.  FSX is in the default location.

I tried to manually extract to FSX/..../Sim Objects the file appears in the appropriate folder but does not "unpack" so I just have SHCHI in the folder (which is what I expected).

Sludge version 1.3 sounds spectacular, will you be releasing it soon?

Thank you all again,

Tregarth
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Johan on April 05, 2011, 03:46:44 pm
Tregarth,

I re-installed the Sludge on 3/15/11 with a downloaded SHCHI also on 3/15/11. I always save the "older Sludge" (no offense Christian...) far away from my FSX folders before re-installing a new one, so the new version doesn't know there was an old one before. Make sure you keep your MS original F/A-18 in your plane folder though because the install may look for it...

Johan
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Tregarth on April 05, 2011, 06:37:07 pm
Johan,

Thanks, my default F-18 is intact and flies as a MS F-18 should.

Tregarth
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: simaddict on April 06, 2011, 04:36:23 am

Also, I've just been upgrading the Sludge with some really awesome fixes, in conjunction with Jimi of FSXBA.  He's got some really good ideas for the aircraft.cfg and the fa-18.air file that make the Sludge even more stable and easy to control.  Put it this way, when doing a 30 deg AoB turn, the Sludge will now HOLD 30 deg very easily with little stick input.  And of course, I have an even better version of the G-Vapor (alpha blends into the wing better), and EG Smoke (now one effects file; lower alpha; better blending) effects.  The smoke effects are now one file, no more EG_Smoke_DARK/Smoke.  I figured out a better gear compression too, so that its even more stable, and the nose gear gets more bounce on the strut itself, but the jet itself is more stable on touchdown.  Great for carrier landings... if done right (about 700 ft/min RateOfDescent), when you trap, you dont NOSE DIVE into the carrier deck.

So all in all, this Sludge will be part of what v1.3 will look like.

BTW, anybody up for testing the newest Sludge mods?  If so, would you rather it be in the SHCHI.exe installer or as a manual install?  Or I can make it both?  Let me know what you'd prefer.

Later
Sludge


Sludge,
Thanks again for all the updates!
Just wanna know...if I run the SHCHI.exe again, right now, are there the changes that you are working on? Or is there a separate full installer on your site, or another site? Sorry, getting anxious to try it!! Thanks, Mike   
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on April 06, 2011, 04:52:25 am
Fellas...

Cleaning up Sludgehornet.com, so that I can send out both the SHCHI.exe AND a single downloadable Sludge Hornet.ZIP package for MANUAL install and testing.

Mike...

The SHCHI.exe doesnt have all the new updates, as of right now, but Im working on that, along with the Sludge.ZIP folders.  Give me a little time TONITE, and I will have them done.  Making sure everything's installed correctly.  Found a few errors that I have to fix before I upload.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: simaddict on April 06, 2011, 05:02:04 am
Thanks Sludge! Take your time, it must be intense! Mike
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on April 06, 2011, 11:34:17 am
Fellas...

OK, the latest version is up for testing.  For the installer, simply click on my link in my SIG and use the SHCHI.exe like before.  An active internet connection is required for the installer to work.

For the MANUAL install requests.  Download the FULL Sludge Files at:  www.sludgehornet.com/downloads/SludgeHornets.zip (http://www.sludgehornet.com/downloads/SludgeHornets.zip)  Remember, its about 100MB, so it helps to have a fast connection.  Once downloaded, UNZIP to desktop or a temporary directory.  Copy/Paste both SludgeFA18_Basic and FX versions into your SIMOBJECTS\AIRCRAFT folder.  Then open up the UNZIPPED effects folder and copy/paste all the .FX files into your FSX\EFFECTS folder.  Let me know what you think about the new Vapor and exhaust smoke.  Also, for the MANUAL fellas, I CANNOT send out the CAPT SIM Delta Hornet version, sorry.  There are CAPT SIM specific files that Im not allowed to send.

There are new .TXT files for the UFC/BlackBox AND the UFC-NAV Page in the Documentation folder.  Feel free to try out and test.  Let me know what works and what doesnt.

These fa18.air and aircraft.cfg mods come from JIMI, and seem to give the jet a more-FCS FEEL.  I also recommend resetting your FSX in-game joystick sensitivities to FULL (far right), and minimal null zones.  That way, tiny controls are required to maneuver.  The jet will respond and will also HOLD your stick inputs better, even tho you still have to trim if youre heavy on the thrust inputs (mil to flight idle).

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Tregarth on April 06, 2011, 12:44:00 pm
Dear Sludge,

I have just downloaded your latest creation from your site and manually installed the files.

I have run a quick check flight - CONGRATULATIONS.  IT IS AWESOME.

Thank you very much to all who have contributed so much to a really extraordinary experience.

Tregarth
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: frenchie88 on April 06, 2011, 10:20:58 pm
Sludge, she's steady as a rock! Nice work....again.
Thanks!
Paul
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Johan on April 07, 2011, 05:39:16 am
Hi Sludge,

Fabulous work and some great improvements. I love the new G-smoke. The UFC-NAV will take some time for me to master, a learn by doing kind of thing. I noticed one thing though, my wheels are sinking again in the concrete by a couple of inches, whereas in the last release, the contacts were perfect. I looked in the aircraft.cfg, and there seems to be some changes in the gear points on contact in this new v1.3.  Just to mention, in case it needs to be changed back to previous version. Other than that, many thanks to the team for all this work. People have busy lives, and this dedication to keep improving this product is just commendable.

Thank you,

Johan
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: simaddict on April 07, 2011, 01:21:02 pm
Hi, Sludge. Just wondered why VFA-115 for CS Delta Hornet is missing, but it is listed in the aircraft folder? Anyone else have this issue??
Thanks,
Mike
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on April 07, 2011, 07:27:02 pm
Tree...

Thanks.  And this is more for testing and evaluations.  We havent even got to v1.3 yet.  This is more like v1.2_A.  Still working on stuff.  Getting feedback, criticisms, and corrections.

Frenchie...

Thanks for the good words.  Glad you like it.

Johan...

Thanks.  Also, dont forget Serge for his work with the UFC-NAV page and many other gauges.  Were the instructions helpful?  If yes, cool.  If not, tell me what you think I should add or what would help a casual FSX flyer use this gauge.  Ive gotten the NAV page down pretty well, and it makes cross-countries alot more interesting.  You can "push it up" to make an earlier time, or "float it back" and arrive casually late.  Now, IF someone can just figure out a good Mach or Airspeed Hold AT ALTITUDE, we'd be in business.  The default straight up sucks for me.  I cant get it to hold at all when Im cruising.  Dont know how the "logic" works but it stinks.  Maybe Ill set the "use Indicated Airspeed" instead of True airspeed option in the FSX setup menu, then go fly on auto-throttle?

It was easier to make the G Vapor this time around.  I may "trim down" the effect (less particles/emitters = more fps friendly) or make it two separate effects [left/right g-vapor] (14 or less particles/emitters that I can mod directly in the SDK; SDK doesnt allow more than 14 particle/emitter entities, which I have to "workaround"), so I can mod them in the SDK?  Who knows what Ill end up doing, thatll probly wait for v1.3?  As of right now, for v1.2-Alpha, itll stay as is.  What did you think of the EG_Smoke?  Get straight and level about 8k, set the view to "fly by", zoom out to .5, and when you get about 300-400 kts, PLUG IN BURNERS, do some yanking and banking and tell me what you think.

And, I checked your complaint about the gear and saw exactly what you meant.  So I messed with it last night and did some testing.  Its ALOT better now (lowered the dampening but changed some values to get the jet back to what you're used to seeing), I think you'll like it.  Ill get those corrections added to the SH.com download server when I get home tonight.

Mike...

Its not soo much an issue as it is a "clerical/book-keeping error" on my part.  Thanks for the catch.  I got rid of those repaints because I couldnt get the release permissions as Dave Sweetman (author of VFA-15 and VFA-115 CS Delta Hornet repaints) was in Afghanistan 'til just after I released them.  When I get home, Ill recheck them for correctness, as the current Sludge/Combat CS Hornet should have the defaults, two USN [VFA-102, -103 CAG], and four USMC [VMFA(AW)-121, -242, -332. -533] repaints.  I went "USMC-centric" as the Marines are main flyers of the Delta Hornet.

Serge...

Much thanks for the mistake-catches you pointed out and the fixes.  Along with the gear fix and the aircraft.cfg repaint oversight, both your corrections will be uploaded to the server tonite.  Keep it up and we may just rename it the "Serge Hornet", as you have had a big hand in all of this.  Thanks big time, friend!!

Fellas...

One other thing Im working on is the Roll Rate.  I remember a few people saying the Hornet doesnt seem to roll fast enough.  With the new fa18.air data and the aircraft.cfg/aileron effectiveness scalar =  1.4, is that enough?  I was flying around last night and it SEEMED low to me.  So I UPPED the scalar 1.8 and it did some really snappy-fast rolls.  Maybe I overkilled it?  I know its subjective, but Id like to hear people's opinion on this issue.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on April 08, 2011, 05:45:51 am
Hi, Sludge. Just wondered why VFA-115 for CS Delta Hornet is missing, but it is listed in the aircraft folder? Anyone else have this issue??
Thanks,
Mike

Mike...

I looked at both CS Delta Hornets and both have the old VFA-15 and VFA-115 notations removed in the aircraft.cfg, nor can I find it anywhere else.  Maybe Im missing what youre seeing.  Can you describe or take a screen shot of what's not right?

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: simaddict on April 08, 2011, 01:56:12 pm
Sludge,
I know you removed them from the config, but look what's in my actual folder....
I just noticed this, no big deal to me. Just wanted to show ya.
Mike
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on April 08, 2011, 07:03:17 pm
Fellas...

Last night, I uploaded the newest Sludge corrections and fixes to the sh.com site.  Both the Auto Install files AND the MANUAL install .ZIP file are there.

Again, any and all input is welcome.  Enjoy.

Sludge,
I know you removed them from the config, but look what's in my actual folder....
I just noticed this, no big deal to me. Just wanted to show ya.
Mike

Mike...

Thats what I was looking for, thanks for the pic.  Im guessing it may have been a prior install?  Did you use the auto Sludge installer?  If so, it may not have deleted the OLD install?  If you re-install the new stuff, let me know what happens... will keep an eye on it.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: simaddict on April 08, 2011, 08:26:13 pm
Sludge,
I used the SHCHI.exe  with the CS option. Maybe your right, it didn't fully remove the previous version. I will let you know after the new download.
Thanks,
Mike
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: frenchie88 on April 09, 2011, 02:47:40 am
Hey Sludge,
From an amateurs viewpoint the whole pack suits me down to the ground. Easier to fly [or so it seems], easier to fly onto the deck and the effects looking really good on my system. If there is anything not right i cant see it.
Thanks
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: simaddict on April 09, 2011, 03:05:15 am
Sludge,
I tend to agree with frenchie88. The only thing That I noticed was the missing repaint (VFA-115), mainly because I like it and noticed it was missing!

Everything else seems great!
Mike
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on April 09, 2011, 04:58:07 am
Frenchie...

Thanks, much appreciated.  Im glad you liked the new effects.  I was pretty happy myself when I was done with them.

From your personal critical standpoint, does this latest version seem to HOLD your stick inputs better than earlier Sludge versions?  Meaning... if you set the waterline "W" symbol at 10 deg nose up, it holds it there to a far greater degree?  Or if you put in 25 deg of bank, it will hold it better?

The reason I ask, is when I tried out JIMIs numbers (fa18.air and aircraft.cfg scalars) from his Blue Angels release  coming out, they held REALLY WELL.  It had an FCS-"feel" that I liked alot.  So I copied them onto the Sludge and so far, its been great flying for me.  I just would like more inputs from other flyers, and using prior Sludge Hornets as a comparison.  If you guys like them, Ill keep it for the Sludge/Combat Int., and have to give credit where its due.

Johan...

What did you think on the latest gear contact points?  I tried to fix them after I saw what you were talking about.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Johan on April 09, 2011, 05:40:05 am
Sludge,

Let me get to it over the weekend. I was playing along with the UFC-NAV from Serge and I haven't reloaded the version you put on-line last night. By the way, the instructions to use that NAV gauge are perfectly clear. I saw your note to Virtuali about the "glitch" with ZULU time, but I haven't encountered the problem.
Thank you and have a good weekend,

Johan
 
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: frenchie88 on April 09, 2011, 02:59:49 pm
Frenchie...

Thanks, much appreciated.  Im glad you liked the new effects.  I was pretty happy myself when I was done with them.

From your personal critical standpoint, does this latest version seem to HOLD your stick inputs better than earlier Sludge versions?  Meaning... if you set the waterline "W" symbol at 10 deg nose up, it holds it there to a far greater degree?  Or if you put in 25 deg of bank, it will hold it better?

The reason I ask, is when I tried out JIMIs numbers (fa18.air and aircraft.cfg scalars) from his Blue Angels release  coming out, they held REALLY WELL.  It had an FCS-"feel" that I liked alot.  So I copied them onto the Sludge and so far, its been great flying for me.  I just would like more inputs from other flyers, and using prior Sludge Hornets as a comparison.  If you guys like them, Ill keep it for the Sludge/Combat Int., and have to give credit where its due.

Johan...

What did you think on the latest gear contact points?  I tried to fix them after I saw what you were talking about.

Later
Sludge

Sludge,
Yeah that's exactly it. It holds where i point it. I've always had trouble getting the trim right doing a carrier approach and just using power and small inputs [as i believe is right] and always ended up pulling the stick all over the place and hitting the deck at -900 descent and all kinds of speeds and angles! These mods seem to correct my problem, it just kinda holds there......... (got disturbed, so as i was saying) ....when i set the trim and is much easier to keep a proper descent rate. My usual 1 wire traps have ceased! Definitely feel more in control of the jet than before, so i would say yes. Goes where i point it and holds inputs both nose up and banks.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Johan on April 09, 2011, 04:24:36 pm
Sludge,

The new contact points are perfect for me. No sinking wheels any more when the plane is idle. I will continue to look at the flight behavior by practicing this weekend. Have a good weekend.

Johan
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: GOONIE on April 09, 2011, 04:34:10 pm
Sludge, looking forward to testing the latest hornet you and the team put together, thanks!

One question, I looked on the sludge hornet forums for the manual install with no joy, am I missing something?

-Capt
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on April 09, 2011, 06:15:14 pm
CAPT...

Yeah, I put the link to the file on THIS site.  Here you go:  http://www.sludgehornet.com/downloads/SludgeHornets.zip (http://www.sludgehornet.com/downloads/SludgeHornets.zip)

It should have all the latest updates.  I have a few more fixes this weekend... including different contact points (little to no "dip" on throttle up (mil power) and/or carrier landings), better camera views that include the MPCD (center MFD) and the two DDIs (left/right MFDs), and a slight tweak in the trim (upped the trim effectiveness scalar) so you dont have to put in a grip full of trim just to get set up for carrier landings. When dirtied-up FULL FLAPS, its now around 3.0 UP TRIM vs. 5.5-6.0 UP TRIM in the old settings.

RAY...

Hey Sludge,

I had a bit of idle time and thought I would try some visual tweaks on the default "Grunge Sludge". Let me know what you think ;D

(http://img94.imageshack.us/img94/4584/sludgelibyanspecial.jpg)

Sorry for the lateness of this reply.  I like it A LOT, especially the FRONT SIDE ARTWORK on the nose.  Send that bad boy over here to me when you get a chance.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on April 09, 2011, 06:38:00 pm
Ray...

BTW, due to popular demand (sure are alot of Canadian Flyers out there in the FSX world who have my email), Im gonna include a Canadian Alpha paint.  So find me your best active Canadian LINE squadron paint, fix it up how you like, put your rank, name and callsign on it... and Ill include it in the next big release.

Later
Sludge

Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: svicar on April 09, 2011, 09:06:18 pm
You got it, my friend. I'll PM you with the links later today ;)
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Woogey on April 14, 2011, 09:17:05 pm
Hello Sludge,

This is my first Time writing here.  I have a problem.  I have the CS F-18D, the Sludge Hornet, Combat Hornet, Dino's F-14D & T-45C.  Dino's Have been upgraded with the "Realistic" HUD's, Which I believe are the same as the Combat Hornet.  2 Days ago I purchased the Iris Pro F-14A/B as a Download, and low and behold, All my Hud's Disappeared!  The only Hud's I have working are the default acceleration Hud, and the Iris hud.  Not to mention, I can know longer load the aircraft and go.  I now have to do a full start-up like the aforementioned Iris product.  I wonder if anybody else has run across this problem?  Do you know what could be the problem?  I re-ran the sludge installer to no avail.  Also, a couple of weird glitches with the CS jets.

1)  If I take all the ordnance of the jet, the lower half of the landing gear disappear. 
2) For the VMFA-332, VMFA-121, VFA-103 re-paints, the Canopy goes almost completely opaque, A slightly Blueish color?  I looked through the Texture files, but there appears not to be any individual files for the canopy?

Please Help!  I want all my Jets to Work. 

         Please E-mail me as I may not see a reply post right away.    P.Woog1@Gmail.com  if you have a solution to my dilemma-Woogey
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Johan on April 14, 2011, 10:42:14 pm
Hello Sludge,

This is my first Time writing here.  I have a problem.  I have the CS F-18D, the Sludge Hornet, Combat Hornet, Dino's F-14D & T-45C.  Dino's Have been upgraded with the "Realistic" HUD's, Which I believe are the same as the Combat Hornet.  2 Days ago I purchased the Iris Pro F-14A/B as a Download, and low and behold, All my Hud's Disappeared!  The only Hud's I have working are the default acceleration Hud, and the Iris hud.  Not to mention, I can know longer load the aircraft and go.  I now have to do a full start-up like the aforementioned Iris product.  I wonder if anybody else has run across this problem?  Do you know what could be the problem?  I re-ran the sludge installer to no avail.  Also, a couple of weird glitches with the CS jets.

1)  If I take all the ordnance of the jet, the lower half of the landing gear disappear. 
2) For the VMFA-332, VMFA-121, VFA-103 re-paints, the Canopy goes almost completely opaque, A slightly Blueish color?  I looked through the Texture files, but there appears not to be any individual files for the canopy?

Please Help!  I want all my Jets to Work. 

         Please E-mail me as I may not see a reply post right away.    P.Woog1@Gmail.com  if you have a solution to my dilemma-Woogey

Woogey,

Concerning the CS jets issues, go to the CS website/support where you purchased your planes, and look at tickets #641, 685 resolving the problems...I personally do not own the CS F-18D but I read their forum. Try to resolve this first it see if it fixes the remainder of your issues.

Johan

Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: simaddict on April 15, 2011, 03:14:23 am
Woogey,
The disapearing landing gear happens to me now and then, I simply hit reset or (ctrl+;) and all is well. The Captain Sim support forum says to reinstall X Load, however I don't want to lose the Sludge mods, which I think it will if you reinstall.
Mike
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on April 15, 2011, 04:45:10 am
Woogey, (short for Wooganowski from 'Something About Mary'??)...

Not sure about the effects of the Iris F-14.  Ill look around the forums and see if I can find out something that might correllate to your losing HUDs on other aircraft, including the Sludge.  If I get an answer Ill get back to you via your email.

Very odd about #1 and #2 glitches.  Im doing some modding but Ill look into those tonight and this weekend.  First, to see if I can replicate...  Second, IF I CAN REPLICATE, to find a solution.  Again, IF I get it to replicate and find a solution, Ill send it to your email AND post it up here.

Fellas...

Thanks for the quick help.  Feels good knowing there are others at the ready.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Woogey on April 15, 2011, 07:50:51 pm
Thank you for replying Guys.  Sludge: For replication purposes, I Installed Combat Hornet first, Then Dino's F-14D, I found Sludge Hornet on AvSim, Then the T-45C.  I Added the realistic Hud's to both of Dino's aircraft.  Now up to this point everything worked, almost great.  2 very very minor issues The hud speed would not Drop below 43 knots, and the sound pack had issues when it came to warnings (very quiet and "fuzzed out" like a blown speaker almost).  Like I said very minor issues.  When I downloaded the Iris Pro F-14A/B (a very nice aircraft) from FSPilotshop, everything went to crap.  It reconfigured ALL my aircraft to require start-up from a dark cockpit, (although the engines are already started, with parking brake not set, kind of annoying).  But as previously stated Accel Default f-18 hud's are fine.

As a stop gap I went back to the Stock Hud's for Dino's airplanes and they work fine.  Still a Dark start-up though.  I will try to re-load the Realistic Hud's Again right now. 

Still nothing on the Sludge Modified aircraft, even after running Sludge.exe twice.  Just a little extra info, my system sucks.  I have a Amd dual core running Vista (I know) with an Nvidia 8600gt G.card.  FSX Deluxe, and Acceleration.  I will upgrade Hardware when I get some extra money.  I just started a new job at Boeing, at the very bottom.  --Woogey

 
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Letourn on April 15, 2011, 11:50:46 pm
Woogey,

I havent flown the F-14A for a while but it was working great on my system with modT45, F-14D and the Sludge hornet but i think it was always starting in dark. When i get home ill give it a try and let you know. What i do when i have a problem with starting plane like you have starting in dark i open free flight load any F/A-18 run a full startup when everything is running fine i save my flight then exit free flight restart free flight and the plane is ready to take off.

About the new Hud showing 43 knots on the ground its ok. Even the real hornet will indicate that airspeed come from differentiel pressure sensor that cant read below 4x knots. I also saw it by watching many videos of the CF-188 on the realhud but more experience people here will confirm this.

For your problem with installing the Sludge/Combat hornet have you try a manual installation.
You can download the file here http://www.sludgehornet.com/downloads/SludgeHornets.zip replace all your
existing files with the one on the zip file.

I hope this will help.

Let
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: GOONIE on April 16, 2011, 09:59:44 pm
Thanks, Sludge! I've been test flying today and really like the new handling characteristics and quality, more fly by wire feel, and the trim gain is nice.

Not sure I have the latest iteration, but after trapping I am getting some significant nose down dipping and nose gear going through the carrier deck. After the trap, the gear contact points look fine, but not sure if there is a way to reduce this nose down dipping action right after trapping?

Also, I can get the lexvapor effect to work, which looks great, but I am not getting the engine smoke effects when below 1k alt, and 65 to 91 rpm. Any ideas? I added the effects files to the main fsx folder, is it a display setting or graphics setting? I have all my sliders low.

-Capt
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Woogey on April 17, 2011, 12:29:20 am
Thank You gentlemen for all your Help.  I think I have it almost.  I have erased everything, uninstalled, then reinstalled FSX-A.  This time around I Loaded up the Iris F-14 first.  I then opened up the game to verify it is working.  Next My Aerosoft SH-60, verified-good.................and so on.  I am going to try to install Sludge now.  Wish me luck!
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on April 17, 2011, 07:15:22 am
Fellas...

Thanks for helping out Woogey.  Sounds like he's close to fixing the problem.  Now, IF the Sludge installs and works correctly, will have to keep this in the "book" for future troubleshooting.  Also, the F-18 HUD will only display 48 knots or greater.

CAPT...

Good feedback, I'll keep that in mind.  I actually went back to the initial gear contact points, as others were saying the same thing.  The ones I had up until this last update were really good, so I went back to them, made some very minor tweaks, and Ill get them uploaded to the server soon.


(if the video doesnt already start at :20 secs, go there and watch the smoke buildup when they go to full run up and all the way to the climbout)

Yeah, the new smoke only works from N1 90 percent or more... this was done to make it work when the jet goes to full throttle or AB, and I based that on videos of the Blues, especially the ground run-up and brakes release.  It has a secondary activation, where it will work at 1000 ft or below, below 150 knots, and N1 above 65 percent.  This is to give smoke when adding power in the landing configuration.  Sorry I didnt clarify or put in the README, I'll get on that soon.  Thanks.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: simaddict on April 17, 2011, 11:58:14 am
Capt-
Do you have CS Weapons installed? If so, try removing them. I get the smoke and vapor effects back without CS Weapons installed on the Sludge.

Sludge,
When you fix the contact points, will we have to do a full re-install or can we copy/paste changes from here, if possible? I only ask because I live in the Adirondack Mts. upstate NY, only dial-up available here in the boonies and it takes 4-5 hours to re download! No problem if you can't, I can just start it when I go to bed or take my laptop into work and use the WI-FI.
Thanks,
Mike
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Johan on April 17, 2011, 05:17:27 pm
Capt-
Do you have CS Weapons installed? If so, try removing them. I get the smoke and vapor effects back without CS Weapons installed on the Sludge.


I used to have the same problem with CS Weapons (smoke and vapor effects gone). When I re-installed the Sludge last week I was pleasantly surprised to see that CS Weapons works fine, the smoke and vapor effects are there. I always do a manual install of CSW on my planes, I don't use their automatic installer, I don't like the way it changes my panel.cfg.

Sludge,
I agree with Capt about the dipping nose on AC landings. The contact points are great though. Need to stiffen that front landing gear a bit.
Thanks,

Johan
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on April 17, 2011, 07:25:13 pm
Fellas...

No worries... I'll post the better contact points here, so all you have to do is cut/paste into your aircraft.cfg file.

Here ya go:

point.0=1, -18.00,  0.00, -6.475, 3600, 0, 1.0349, 75.0, 0.2200, 2.50, 0.9900, 3.0, 3.0, 0, 0.0, 0.0
point.1=1, -35.80, -8.00, -7.075, 3600, 1, 1.2349,  0.0, 1.1000, 1.15, 0.9856, 3.9, 3.9, 2, 0.0, 0.0
point.2=1, -35.80,  8.00, -7.075, 3600, 2, 1.2349,  0.0, 1.1000, 1.15, 0.9856, 3.7, 3.7, 3, 0.0, 0.0

Additionally, on the Sludge Hornets, go down to [tailhook] (its near the bottom of the file, just above [smokesystem]) and make sure this ONLY reads:

[tailhook]
cable_force_adjust = 0.70

You should be good to go, til I can get a full update running... I'll get you the CS Delta Hornet [tailhook] numbers when I get around to installing/testing the changes on it.  I'm still modding some really good changes, so thats why its taken a while.  I'll be golfing today, and have to finish up my taxes tonight, but if you have anymore questions, feel free to holler at me and I'll see what I can do.

Great work, Woogey.  Glad you got everything fixed, now we have additional information to use to troubleshoot.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: simaddict on April 17, 2011, 09:11:56 pm
Sludge,
Thanks for the quick fix! Hope you have fun golfing!!

Johan,
What do you mean by a manual install of CS Weapons? How? That would be awesome to keep the Sludge effects!
Thanks,
Mike
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Victory103 on April 18, 2011, 01:06:53 am
BZ gents, just moving over from FS9 and the VRS, didn't think much of the FSX/A Hornet initially, but I was wrong after seeing this mod. Strictly military only flyer and huge Naval Aviation fan, purchased the CS jet for $12USD. Having a few issues that I think I fixed with the Integrator, but what files need to swap into the CS folder adding the mods manually?
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Johan on April 18, 2011, 02:06:16 am
Sludge,
Thanks for the quick fix! Hope you have fun golfing!!

Johan,
What do you mean by a manual install of CS Weapons? How? That would be awesome to keep the Sludge effects!
Thanks,
Mike

Mike,

I PM'ed you the procedure.

Johan
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: simaddict on April 18, 2011, 02:27:05 pm
Johan,
Thanks for sending that! Awesome!
Mike
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on April 18, 2011, 04:40:33 pm
Fellas...

Thanks for your patience.  It was a great weekend... great golf, got ALL my taxes (FED and STATE) done, AND got some really good mods/ideas installed and initial tested for the Sludge.

I'll simply post the numbers here that you'll enter into your AIRCRAFT.CFG and PANEL.CFG files respectively.  This will allow those of you that have prior Sludge installs to keep what you have without re-writing everything.  Also, for those of you with limited bandwidth, it will let you be included in this "beta testing" without the download hassle of a FULL Sludge install.

I also have some new HUD spacings.  This is done, so I can see the numbers more clearly at far widescreen zooms (.40 and back), while maintaining a semblance of F-18 HUD realism that is a staple of Jivko's/Scott's HUD.

Without further ado, here are the numbers...
Please read the NOTES.

AIRCRAFT.CFG:

[WEIGHT_AND_BALANCE]
empty_weight_CG_position = -34.20, 0, -0.6  // (feet) longitudinal, lateral, vertical distance from specified datum
// NOTE:  Make sure this reads as such.  Its important for contact points to be valid and workable.

[flight_tuning]
cruise_lift_scalar     =    1.0
parasite_drag_scalar   =    1.05            // slow down Hornet at high speeds
induced_drag_scalar    =    1.2             // higher AoA drag, more realistic for CVN Ops
elevator_effectiveness =    1.0
aileron_effectiveness  =    1.1
rudder_effectiveness   =    1.0
pitch_stability        =    2.2
roll_stability         =    1.5
yaw_stability          =    1.5
elevator_trim_effectiveness =    4.5
aileron_trim_effectiveness  =    1.1
rudder_trim_effectiveness   =    1.0

[contact_points]
;Gear
point.0=1, -18.00,  0.00, -6.475, 3600, 0, 1.0349, 75.0, 0.2200, 2.50, 0.9900, 3.0, 3.0, 0, 0.0, 0.0
point.1=1, -35.80, -8.00, -7.075, 3600, 1, 1.2349,  0.0, 1.1000, 1.15, 0.9856, 3.9, 3.9, 2, 0.0, 0.0
point.2=1, -35.80,  8.00, -7.075, 3600, 2, 1.2349,  0.0, 1.1000, 1.15, 0.9856, 3.7, 3.7, 3, 0.0, 0.0

static_pitch =             -0.01
static_cg_height =           7.0
gear_system_type =             1        //Hydraulic
emergency_extension_type =     2        //None=0,Pump=1,Gravity=2

[tailhook]
cable_force_adjust =   0.70
// NOTE:  Ensure this is the ONLY entry.  If you have tailhook length or position, delete them.

PANEL.CFG

[Vcockpit01]
gauge20=FA18_HUD\FA18_HUD_VC_R!FA18_HUD_VC_R, 585, 508, 428, 471

Thats it for the manual entries. Some of these are redundant but necessary to ensure standardized testing for all, so that I get good feedback.

In the PANEL folder, delete your old FA18_HUD folder... then copy/paste the one I've included in the .ZIP file here.  For the included FA-18.AIR file, copy/paste that into your main Sludge folder.  Overwrite?Yes.

Thats the FULL Install procedures for this most recent Sludge "beta".  Consider this v1.2 BRAVO.

Load em up, install it, fly it around... test out everything possible (such as the contact points on land, on carriers, taxiing, almost tipping over; the new flight dynamics, how it holds position, does it Over-G LESS, can you carrier land with them?, dogfighting; and the new HUD symbology, the placement, functionality), then get back to me with what you think.

Enjoy.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Johan on April 18, 2011, 05:06:35 pm
Thanks Sludge...Good homework for tonight.

Johan
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on April 18, 2011, 08:50:38 pm
Johan...

Thanks man.  Looking forward to hearing your inputs.

Victory...

Thanks and glad you like it.  Several of us starting doing this for the same reason, Hornet infatuation.  Do I need an intervention?

Also, talk to Johan, I think he has a fix where you can use all the typical Sludge/Combat gauges, but then you put the FSX Weapons HUD on the 2D HUD?  That way you can still keep the Sludge/Combat mods/VC HUD yet still have the availability of the FSX weapons pack.  I havent tried it, just been too busy, but as much as I like to annihilate things (we all know Im a recovering FSX civilian airliner killer)... once I get un-busy, Ill give this a whirl.

One thing is certain:  DO NOT use CAPT SIM's FSX WEAPONS INSTALLER on the Sludge/Combat.  It will jack things up as it doesnt care about anything except putting its gauge/parameters in the panel.cfg in its own way.

FELLAS...

Feel free to post screenies and/or videos of stuff you liked, didnt like, want me to fix.  Someone else might've been thinking the same thing, but just didnt know how to word it.  Also, it helps me get a direct visual of what you are talking bout.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Johan on April 18, 2011, 10:08:58 pm
BZ gents, just moving over from FS9 and the VRS, didn't think much of the FSX/A Hornet initially, but I was wrong after seeing this mod. Strictly military only flyer and huge Naval Aviation fan, purchased the CS jet for $12USD. Having a few issues that I think I fixed with the Integrator, but what files need to swap into the CS folder adding the mods manually?

Victory,

Please confirm that you have both the Sludge Combat/Hornet (a clean version, not loaded with weapons) and the CSWeapon add-on, and I will send you a procedure to integrate both without losing any upgrade/mods of the Sludge.

Johan
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Victory103 on April 18, 2011, 11:32:00 pm
I can confirm that I have the following: Sludge 1.2, Combat Hornet, CS D Bug, negative CS weapons pack, all separate installs. Got FSX installed and went crazy installing prior to looking at this site for all the gouge. Trying  to search the forums for any issues already explained, turned off my AV and think I got the SCHI working with no errors.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: wilycoyote4 on April 19, 2011, 02:21:19 am
elevator_trim_effectiveness =    4.5

This data in the [flight_tuning] section seems a helpful change.  My first coupla flights have been done using the above new aircraft cfg changes and the new air file.

The Accel Hornet is about 3.5 years old and getting better.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Johan on April 19, 2011, 03:51:51 am

Without further ado, here are the numbers...
Please read the NOTES.

AIRCRAFT.CFG:

[WEIGHT_AND_BALANCE]
empty_weight_CG_position = -34.20, 0, -0.6  // (feet) longitudinal, lateral, vertical distance from specified datum
// NOTE:  Make sure this reads as such.  Its important for contact points to be valid and workable.

[flight_tuning]
cruise_lift_scalar     =    1.0
parasite_drag_scalar   =    1.05            // slow down Hornet at high speeds
induced_drag_scalar    =    1.2             // higher AoA drag, more realistic for CVN Ops
elevator_effectiveness =    1.0
aileron_effectiveness  =    1.1
rudder_effectiveness   =    1.0
pitch_stability        =    2.2
roll_stability         =    1.5
yaw_stability          =    1.5
elevator_trim_effectiveness =    4.5
aileron_trim_effectiveness  =    1.1
rudder_trim_effectiveness   =    1.0

[contact_points]
;Gear
point.0=1, -18.00,  0.00, -6.475, 3600, 0, 1.0349, 75.0, 0.2200, 2.50, 0.9900, 3.0, 3.0, 0, 0.0, 0.0
point.1=1, -35.80, -8.00, -7.075, 3600, 1, 1.2349,  0.0, 1.1000, 1.15, 0.9856, 3.9, 3.9, 2, 0.0, 0.0
point.2=1, -35.80,  8.00, -7.075, 3600, 2, 1.2349,  0.0, 1.1000, 1.15, 0.9856, 3.7, 3.7, 3, 0.0, 0.0

static_pitch =             -0.01
static_cg_height =           7.0
gear_system_type =             1        //Hydraulic
emergency_extension_type =     2        //None=0,Pump=1,Gravity=2

[tailhook]
cable_force_adjust =   0.70
// NOTE:  Ensure this is the ONLY entry.  If you have tailhook length or position, delete them.



Sludge,

I think that you need to leave those 2 lines in [WEIGHT_AND_BALANCE], otherwise the plane will not load...

max_gross_weight = 56000.0                  // (pounds), default fsx = 56000.0
empty_weight = 24500.0                      // (pounds), default fsx = 24500.0

then:
"empty_weight_CG_position = -34.20, 0, -0.6"
would become the 3rd line.

Johan
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on April 19, 2011, 04:38:45 am
Johan...

Yeah, I guess I coulda worded it different or clearer to make sure that people understood that this line just needs to have those specific entries and not delete the other lines.  Sorry bout that.  Sometimes I miss the obvious in pointing things out.

I should copy/pasted the whole entry, then highlighted what needs to be validated by the user.

Where it should read:

[WEIGHT_AND_BALANCE]
max_gross_weight = 56000.0                  // (pounds), default fsx = 56000.0
empty_weight = 24500.0                      // (pounds), default fsx = 24500.0

;Moments of Inertia
empty_weight_pitch_MOI   = 62300
empty_weight_roll_MOI    = 16645
empty_weight_yaw_MOI     = 71170
empty_weight_coupled_MOI = 0.0

reference_datum_position =  29.00, 0,  0    // (feet) distance from FlightSim Reference position, which is: (1/4 chord, centerline, waterline)
empty_weight_CG_position = -34.20, 0, -0.6  // (feet) longitudinal, lateral, vertical distance from specified datum

// NOTE:  Ensure this bottom line reads exactly as such.

Thanks for the point out.  Anything else during flying?

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on April 19, 2011, 04:40:50 am
Wily...

Thanks.  Also, what was your perception of the handing in G turns?  Were the gear contact points better?  How was ground handling?

Did you like the newer HUD setup?

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Johan on April 19, 2011, 07:18:47 am
Thanks for the clarifications Sludge, I didn't mean to be critical :)
I wanted to ask a candid question: what are the changes you made in the HUD? I know that you have made some subtle ones previously...If you could post a snap shot of the differences, that would be great.
I have been flying a little tonight with the new changes. I don't have any problems with the points of contact anymore. My EG-smoke and vapors are great. I made a few AC landings, and that is the extend (picture) of the nose dive (my speed and vsi are OK, my alpha a little high). I will do more in the next few days.
Thanks again for keeping improving this great plane.

Johan
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: wilycoyote4 on April 19, 2011, 08:13:43 am
Wily...

Thanks.  Also, what was your perception of the handing in G turns?  Were the gear contact points better?  How was ground handling?

Did you like the newer HUD setup?

Sludge

My coupla flights were simple enough.  Airport runway north-south taking off into slight headwind (5 kts) with low fuel weight of 20% to 30%, payload (1680 pounds) not reduced, landing on east-west runway with the slight crosswind of 5 kts.  Main test was joystick elevator trim which by my stick and default stick settings, seemed better.

Not doing AP at this time nor flight plan, nor carrier but will do so.

I've not gotten to other matters of your questions properly yet but shall ASAP.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: wilycoyote4 on April 19, 2011, 09:18:54 am
Quote
.....what was your perception of the handing in G turns?  Were the gear contact points better? Sludge

Screenies of vapor in sunlight and shadow, data in screeny label.  Smooth control,
Doing a bit of basic "aerobatics", smooth, wingroll very nice, seems that trim is important for a wingroll, at least that's what I try to do first, then roll.

Contact points look good, function well, haven't made carrier trap flights yet, but have dropped the nose quickly to the runway on landing.  The nose gear compression seems good at this point.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: wilycoyote4 on April 19, 2011, 11:34:36 am
Carrier traps are much smoother when stopping after catching a wire, that is, not tumbling.  Approaching the carrier is smoother, that is, control of speed and rate of descent is better.
AoA is easier using stick trim.  The proper AoA seems to be 7.2 at the weight shown.

The trap stopping distance seems a little longer(?) noticed on another trap catching 4 wire and stopping near the end of the slant deck, interesting from the VC, eh?  This is better.

I need to do more than 2 carrier traps to evaluate but this version of the Hornet seems better at once.

One screeny shows the nose dip.  Speed at this point of the trap is quite slow, about 60 KIAS. This dip is better in my opinion.
Correction---60 knots at that moment but that includes the 25 knots of the moving carrier.  The dip of the nose started a second or so before at a higher speed and just after catching a wire but a trap last only seconds.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on April 19, 2011, 07:25:43 pm
Wily...

Good testing and screenshots.  Thats definately the feedback Im looking for.  Happy to hear that the contact points are working better.  Thats the goal I was shooting for, now we will see what others say as well.

Quote
The proper AoA seems to be 7.2 at the weight shown.

The NATOPS AoA is 8.1, and it does hold true.  One thing that might help is making BOTH FLAPS (LeadingEdgeFlaps/TrailingEdgeFlaps) manual control; in the AIRCRAFT.CFG/[FLAPS] section, make sure both maneuvering flaps= is set to 0 (manual).  In the latest Sludge, only the TEFs are manual, the LEFs are AUTO and hence follow the FSX default flaps schedule.  Im definately gonna change both to MANUAL in my next output of the Sludge/Combat, as the minor gain LEF AUTO gave in low speed dogfighting doesnt offset the consistency of lift/AoA during carrier approaches, that the MANUAL setting gives.

I found this out last night as I was flying a carrier approach, and after hearing the flap motor sound, I did an external view and sure enough the LEFs were cycling.  This was in the 135-140 kts speed regime.  So I PAUSED, changed the setting in the aircraft.cfg, did a re-load aircraft, setup again... and sure enough, there was a noticeable difference using MANUAL at 138 kts approach speed.  3 wire, 138 KIAS, 8.0 Alpha, -720 RoD.  Works like a champ, so Im not messing with it.

A request when you test.  Start at 60 percent fuel state or more, so the jet is in its normal condition (RW Hornet's RARELY are AT/BELOW 3k fuel) for manuevering/dogfighting/carrier ops.  At 3k in the carrier pattern, CATCC would work on getting them tanked.  And when doing carrier ops, set the wind to 12 kts down the angle (BaseRecoveryCourse - 9deg), you'll get more realistic carrier landing conditions.

Thanks for your inputs and screenies.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: wilycoyote4 on April 19, 2011, 11:13:56 pm
I've set LEF to "0".  Fuel over 60%.  I set 12 knots wind over slant deck heading. 

The carrier moves at 25 knots so the total is 37 knots.  In the cat screeny the air speed at that moment is 181 KIAS with very little throttle so as soon as possible I must throttle up but this is closer to reality.

Thanks for instructions.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on April 20, 2011, 04:49:05 am
Wily...

Yup, thats about right.  Was doing carrier ops with Raz one time and came across the same discovery regarding carrier cat shots.  If you stay at flight idle til the end of the cat shot, then throttle up to 90% N2, it gets closer to a realistic cat shot.

Keep on testing.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: wilycoyote4 on April 20, 2011, 04:54:46 am
Wily...

Yup, thats about right.  Was doing carrier ops with Raz one time and came across the same discovery regarding carrier cat shots.  If you stay at flight idle til the end of the cat shot, then throttle up to 90% N2, it gets closer to a realistic cat shot.

Keep on testing.

Later
Sludge

I think Raz posted that info to me somewhere on this forum. 
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on April 20, 2011, 06:17:53 am
Wily...

Here's a good screenie for ya.  It shows all the conditions I test with IN RED and the wire trap results.

Fellas...

My next "big fix" for the Sludge/Combat will be working on getting "at altitude" thrust corrections for FSX.  This is another thing that has been bothering me since day one, but I see others have come across some possible fixes/solutions.

Check this out:
http://fsdeveloper.com/forum/showthread.php?t=34404 (http://fsdeveloper.com/forum/showthread.php?t=34404)

Til I can get my pea-brain wrapped around this and what exactly to mod/test this, I will setup the S/C Hornet to behave as the real world flight test numbers that Ave Joe gave to me for 5k feet.  That way, once Im setup with those correct thrust/mach numbers, once I get a grasp on this... I can simply work from the ground up, getting the proper thrust change as altitude increases.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: wilycoyote4 on April 20, 2011, 06:31:54 am
Very good screeny, precise, thanks, we can learn from it
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on April 20, 2011, 04:31:28 pm
Johan...

Thanks for the clarifications Sludge, I didn't mean to be critical :)

Johan

No worries.  You dont have to apologize for being critical, its what I want.  I'd only get "touchy" if you're contradicting something I've seen in real life, but thats not the case.  ALL of you guys have been providing great feedback and thats what Im looking for...  appreciate it ALOT.  The landing gear contact points problem and fix is a great example of what you guys bring to the table.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: wilycoyote4 on April 20, 2011, 10:30:50 pm
3 screenys in sequence --- all have 12 knot headwind and 25 knot carrier speed for a total of 37 knots.

1st at 92 KIAS, 57% fuel, nose coming down just touching deck to compress struct, Alpha -2.8

2nd at 66 KIAS, Alpha -7.8

3rd at 45 KIAS, Alpha -7.2

Approach speed before trap 137 KIAS, Alpha 7.9, so Hornet loses about 40-45 KIAS before nose hits deck (?).

EDIT: 40-45 seems too high after further traps the nose wheels have touched the deck sooner such as 16 KIAS difference.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Johan on April 21, 2011, 12:23:40 am

Did you like the newer HUD setup?

Later
Sludge

Sludge,

Thanks, it's fun to test all the mods.
Could you please let me know what are the mods in the HUD and their effects?
Thanks,

Johan
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on April 21, 2011, 04:18:42 am
Johan...

The HUD changes are from the aircraft.cfg (moves default eyepoint closer), making the HUD smaller (.65 size vs. standard .70 size), and moving some of the symbology around to make it the smaller size.  Other than the NAV Page that was added, there is no NEW functionality.  These new HUD mods are visual changes ONLY and were done so I can see the numbers better.  Does this work OK for you guys?  Are you able to read the numbers easier at farther zooms?  Do you like how it looks?

Here's three pics for comparison.  Tell me what you think.
Pic 1: Combat HUD original settings.
Pic 2: Combat HUD w/my modified size and symbology.
Pic 3: Real World HUD projecting onto a hangar door.  Pic was included in Scott Printz' original HUD upgrade package.

[EDIT]:  I had to reposition the HUD Clock higher than it is in real life because if you land with the 2D HUD, the HUD Clock will get in the way of the Meatball.  And, hopefully you can see by the illustrations that the HUD is lower and allows more projection room above the heading tape.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Johan on April 21, 2011, 05:51:02 am
Sludge,

Now I get it, thanks to the pictures to compare. Thank you. I agree on the improvement of clarity, I personally like it better. I will test both HUDS in flight and play with the zooms.
Thanks Sludge,

Johan
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: GOONIE on April 21, 2011, 07:55:08 pm
Sludge,

Couple things, first I really like the new 2D and VC HUD size and layout.

I am still getting the nose down pitching, which looks just like the pics Wiley posted. Two things I've done to overcome this, is first I reduced the cable_force_adjust =   0.55, and then when landing I don't apply mil power and apply more back elevator once down, seems to keep the nose gear up or from going through the deck. Now this is just cosmetic, to be used when landing and taking video, when I land normally using the 2D HUD I don't really care about the nose wheel dip and apply mil/burner (as req) as per NATOPS until I know I’ve trapped. Does anyone else have the problem after trapping and applying mil/burner then reducing to idle, that you still roll forward pretty significantly? I always have to stay sharp on the breaks to not go off the end of the ship, even though I feel I reduce to idle as soon as I know I am trapped/caught a wire. Not sure there is a way to fix that.

Also, one thing I like, personal preference, is to keep the aileron_effectiveness  = 1.4 (old sludgefx value), instead of the updated value to 1.1 . It seems to give me the aileron authority and response I desire behind the boat.

Finally any thoughts on the engine smoke not showing up even with correct N1 and altitudes? I think it might be a FSX.cfg setting I have turned off, or a display setting, but not sure. I get the lexvapor to work fine.

Keep the great updates coming!

-CAPT
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: wilycoyote4 on April 21, 2011, 08:54:40 pm
HUD is good, in my opinion, new placement ok.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: simaddict on April 21, 2011, 09:56:13 pm
Sludge,
Wow, I think you're working your way to perfection here! Handling is so much smoother!! By the way...you crack me up with the humor..."recovering FSX airline killer" and do you need an "intervention".My girlfriend catches me downing anything in sight and askes me if we need to talk!!! I hear ya!

I did notice that if I change the tailhook setting to only the one line..cable_force_adjust =   0.70 and remove the length and position lines(ONLY ON THE CAPT SIM DELTA HORNET), it wont catch a wire? I tried several times, no luck.
So, I put the length, and position lines back, left your " cable_force_adjust =   0.70" and now it traps again. Again, only on the Capt Sim hornet.

Johan's work around to install CS Weapons works great, dosen't remove the Sludge smoke and vapor effects!!
Thanks, Johan!

Sludge,
Thanks for understanding the slower connection and feeding these updates as we go, greatly appreciated!
Take care!
Mike
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Johan on April 21, 2011, 10:36:37 pm

Johan's work around to install CS Weapons works great, dosen't remove the Sludge smoke and vapor effects!!
Thanks, Johan!


Mike

Thanks Mike, I am glad it helped.

Johan
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Herbie on April 21, 2011, 11:33:17 pm
Hello Johan!
Why you don't post the work-around for the CS weapons? Herb

(Johan's work around to install CS Weapons works great, dosen't remove the Sludge smoke and vapor effects!!)
Thanks, Johan!
---------------------------------------------------------------------------------------------------------------------

Hello Johan and Mike!
I did get the work-around from Johan, thanks and wish you all a nice Easter-weekend. Herb
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: simaddict on April 22, 2011, 12:06:16 am
Herbie,

If Johan is busy or can't get back to you now, I can try to forward it to you. He emailed me the "work around". It takes some time and editing, but it works! Let me know if you want me to forward it, I'll try.
Mike

Also, follow each step, in that order, exactly the way he spells it out, that's important.
Mike  
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Johan on April 22, 2011, 12:41:02 am
Hello Johan!
Why you don't post the work-around for the CS weapons? Herb

(Johan's work around to install CS Weapons works great, dosen't remove the Sludge smoke and vapor effects!!)
Thanks, Johan!

Herbie,

I will send it to you tonight (I am PST). I would like to have a couple of people test it before I post it. It seems to have worked for Mike, so that's a good thing.
Thanks,

Johan
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: wilycoyote4 on April 22, 2011, 06:39:51 am
Bolter, drats, missed the 4 wire by inches, but very smooth, bit of fun, trying and learning, but mostly having fun.  Pause key is so useful.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on April 22, 2011, 06:44:15 am
CAPT...

Sludge,

Couple things, first I really like the new 2D and VC HUD size and layout.

I am still getting the nose down pitching, which looks just like the pics Wiley posted. Two things I've done to overcome this, is first I reduced the cable_force_adjust =   0.55, and then when landing I don't apply mil power and apply more back elevator once down, seems to keep the nose gear up or from going through the deck. Now this is just cosmetic, to be used when landing and taking video, when I land normally using the 2D HUD I don't really care about the nose wheel dip and apply mil/burner (as req) as per NATOPS until I know I’ve trapped. Does anyone else have the problem after trapping and applying mil/burner then reducing to idle, that you still roll forward pretty significantly? I always have to stay sharp on the breaks to not go off the end of the ship, even though I feel I reduce to idle as soon as I know I am trapped/caught a wire. Not sure there is a way to fix that.

Also, one thing I like, personal preference, is to keep the aileron_effectiveness  = 1.4 (old sludgefx value), instead of the updated value to 1.1 . It seems to give me the aileron authority and response I desire behind the boat.

Finally any thoughts on the engine smoke not showing up even with correct N1 and altitudes? I think it might be a FSX.cfg setting I have turned off, or a display setting, but not sure. I get the lexvapor to work fine.

Keep the great updates coming!

-CAPT

Cool, thanks.  Yeah, I like the overall look myself, and the fact it doesnt change any functionality.

As far as the dipping, I think you've hit on it exactly in that whole paragraph.  If you want to make a good video, change the cable_force to something acceptable that keeps the nose above the deck.  But if you want some closer to realistic, keep it at .70, even tho you get the nose dip.  Its just alot of work to get every case fixed, so I just take the best I can and enjoy it for what it is.  Sometimes I have to remember, I can only mod soo much... and the F-18 will still not behave like real life.  Also, I have the very same problems with the carrier landing.  One of my cheap workarounds has been to lock the wheel brakes in the VC.  Then I can go to full mil at the end of trap without worrying about falling off.  Once my hook starts retracting I tag my toe brakes, while adding power and nose steering around to cat 2 for another go around.  Wish there were some type of fix for that, just dont know what we'd have to do.

Yeah, feel free to mod however you see fit.  Some people fly differently, and thats the beauty of modding.  Also, working on a new fa-18.air that has the level flight data from Ave Joe incorporated.  Meaning .85 Mach at MIL power at 5k MSL, clean config, full fuel, for an F-18D.  I've modded both the Alpha Hornet (.91) and the Delta (.85), and am not concerned about higher altitudes til I can figure out the fa-18.air file more and that article I quoted earlier.  I see how they are approaching the deficiency, but I'm missing how to actually incorporate it into the Alpha/Delta .air file.

I'm not sure why thats not showing up.  Can you send a screenie of you in a Sludge FX, at 5k, FULL MIL, chase cam view from front to back looking low to high.  And can you make sure both shift-z RED data lines are visible on your screenie as well?

Thanks.


SIM...

Sludge,
Wow, I think you're working your way to perfection here! Handling is so much smoother!! By the way...you crack me up with the humor..."recovering FSX airline killer" and do you need an "intervention".My girlfriend catches me downing anything in sight and askes me if we need to talk!!! I hear ya!

I did notice that if I change the tailhook setting to only the one line..cable_force_adjust =   0.70 and remove the length and position lines(ONLY ON THE CAPT SIM DELTA HORNET), it wont catch a wire? I tried several times, no luck.
So, I put the length, and position lines back, left your " cable_force_adjust =   0.70" and now it traps again. Again, only on the Capt Sim hornet.

Thanks for the good words.  Yeah, I try to lighten things up as I can get too wrapped up in this stuff and need to relax a bit.  And its fun to down any aircraft in sight every now and then, screw RoE.  Lets get in the merge and dance.

Also, yes... those settings to remove were ONLY for the Sludge Hornets.  Since they are based off the default, removing those lines wont "hurt" its tailhook settings.  However, the CS Delta Hornet is a different model and yes, it will mess up the contact points for the tailhook if you remove those lines from [tailhook] section.  Sorry about not making that clearer.  Apologies.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on April 22, 2011, 06:47:13 am
Wily...

Bolter, drats, missed the 4 wire by inches, but very smooth, bit of fun, trying and learning, but mostly having fun.  Pause key is so useful.

No better way to put it.  Sometimes we miss the point, but you nailed it.  Just go out, fly, and have some fun.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: wilycoyote4 on April 22, 2011, 07:00:57 am
I'll be going in the VC more often.  Yes it was so smooth just the normal thottle up in trap procedure.  Approach was almost on the numbers.  Lots of fuel onboard.  Sometimes that pause key is just the answer to see everything.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on April 22, 2011, 07:08:29 am
Wily...

Glad that worked for ya.  We may have to get together and fly on the multi someday.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Johan on April 22, 2011, 05:36:30 pm
Sludge,

   
In the Sludge Hornet v1.2 "Integrator" Video you released on 2/20/11, it shows your plane moving back forward a bit after AC landing while the hook is retracting...how do you do that? Mine doesn't, it stays put right there.
Thanks,

Johan
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on April 22, 2011, 06:25:50 pm
Johan...

Its funny you say that.  As of right now, thats Micro's moviemaking magic at work there.  He puts that into several of his videos.  One of his prior works even had a wire actually payed out and let go by the hook.  I think thats in his Tomcat landing video?

However, I'm gonna work with to make a gauge that "reads" when the trap gauge activates.  At activation, the gauge would:
1.  <key event: ctrl-.>   "set parking brake", wait 3-4 secs for FULL MIL power spool down.
2.  <key event: ctrl-.>   "set parking brake" again to undo setting brake.
3.  <key event: shift-p> "pushback" for a few seconds, to simulate wire pull back.
4.  <key event: shift-p> "pushback" to stop wire pull back.
5.  <key event: h>        "raise the tailhook"

Will keep you updated on this project as it goes along.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Johan on April 22, 2011, 07:09:19 pm
Johan...

Its funny you say that.  As of right now, thats Micro's moviemaking magic at work there.  He puts that into several of his videos.  One of his prior works even had a wire actually payed out and let go by the hook.  I think thats in his Tomcat landing video?

However, I'm gonna work with to make a gauge that "reads" when the trap gauge activates.  At activation, the gauge would:
1.  <key event: ctrl-.>   "set parking brake", wait 3-4 secs for FULL MIL power spool down.
2.  <key event: ctrl-.>   "set parking brake" again to undo setting brake.
3.  <key event: shift-p> "pushback" for a few seconds, to simulate wire pull back.
4.  <key event: shift-p> "pushback" to stop wire pull back.
5.  <key event: h>        "raise the tailhook"

Will keep you updated on this project as it goes along.

Later
Sludge

Micro is good, I tell you. Thanks for your response Sludge, have a great (golfing?) weekend.

Johan
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: wilycoyote4 on April 22, 2011, 08:28:42 pm

Interesting gauge idea.
Thanks but I'm dailup----can you believe it----so, I'm not able to join others on the net.

My bolter ---134 KIAS, 54% fuel, Alpha 7.8 as I flew past 4 wire just a foot or so too high.     
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: GOONIE on April 22, 2011, 08:59:35 pm
Thanks Sludge, I'll send pics when I get back from visiting the family for Easter.

Regarding the video and the roll back action after trapping, not sure this was used, but the COP 3 gauge will create this effect if installed (can be installed on any aircraft). It causes a roll back after trapping when engaged and also auto raises the hook, it also comes with other features like sonic boom effect and updated cat shot and trapping noises. Check out the guage here http://www.flightsim.com/kdl.php?fid=109390

-Capt
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Johan on April 23, 2011, 12:27:40 am
Thanks Sludge, I'll send pics when I get back from visiting the family for Easter.

Regarding the video and the roll back action after trapping, not sure this was used, but the COP 3 gauge will create this effect if installed (can be installed on any aircraft). It causes a roll back after trapping when engaged and also auto raises the hook, it also comes with other features like sonic boom effect and updated cat shot and trapping noises. Check out the guage here http://www.flightsim.com/kdl.php?fid=109390

-Capt

Capt,

I remember trying to install the "sonic boom" effect from COP 3 on the Sludge, and it didn't work very well, there were some interferences with the lights...I had followed Voodoo's procedure for the default F-A/18. Maybe it was just my novice status. I would be interested if you have done it yourself, together with the roll back effect.
Thanks,

Johan
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Letourn on April 23, 2011, 01:13:20 am
Hi Johan,

It does work with the latest Sludge/combat release but when you Hit the "I" key the sonic boom effect appear once even if you are not flying mach I. I dont have much flying time on the last release so i dont know if there is another problem. It was working fine with v1.1 and early v1.2

Sludge i really like the new visual effect they look Great even at 5760x1200 compare to early v1.2.

I also find a way to have the 2D gauges appear at that resolution. still working to find the right numbers but at least i can see them now.

let
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Johan on April 23, 2011, 03:12:00 am
Hi Johan,

It does work with the latest Sludge/combat release but when you Hit the "I" key the sonic boom effect appear once even if you are not flying mach I. I dont have much flying time on the last release so i dont know if there is another problem. It was working fine with v1.1 and early v1.2

Sludge i really like the new visual effect they look Great even at 5760x1200 compare to early v1.2.

I also find a way to have the 2D gauges appear at that resolution. still working to find the right numbers but at least i can see them now.

let

Thanks Let, I will try it over the weekend.

Johan
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on April 24, 2011, 11:26:36 pm
FELLAS...

Just talked to JR about a few things and he brought up a good issue.  That moving the Carrier Trap Gauge as a permanent part of the 2D HUD, some people dont land in 2D HUD, and think the gauge wont work.  Well, it does.  The only caveat being, to "activate" the Trap gauge you have to open the 2D HUD view just once during your flight.  Meaning, on your ground wipeout/runup, just click on the 2D HUD, then go back to flying the rest of your flight in the VC.  When you trap, go snap back to the 2D HUD, and you'll see it worked as advertised.

Hope this helps, 'til I can find something else for everyone.

CAPT...

Yeah, I've looked at that, but it requires the use of FSUIPC, and I'd have to get permissions to mod and include it in the Sludge, so I'm just gonna do my own or let you install it onto your version.  Another major problem would be, is it's coded to use the CABIN_LIGHTS, and that can be problematic, as the Sludge effects used to be done.

Johan...

Thanks.  Hey, I got in one good day of golfing.  Now, we are getting rained on like there's no tomorrow, but I'm not complaining ONE BIT.  We need every drop of it here in dusty, drought-ridden Oklahoma.  Thank God for this rain.

Also, keep in mind that the COP3 gauges require FSUIPC as they do somethings with their carrier trap gauge that set your final speed at trap time.  Plus, their effects are based in the lights, and the Sludge Hornets' are now based in the [smoke] section.  So thats why you get the conflict.

Letourn...

Did you move the effects to the [smoke] section?  Unless the COP3 codes an "I" to start the effect, it shouldn't work.  Just looked at v3.0, and it seems to be coded for the LIGHTS section, but who knows?

Thanks for the inputs fellas...  not doing a whole lot, just trying to re-learn how to kinda-"write" .XML gauges.  Trying to get a Fuel-ONLY readout by the Carrier Trap Gauge that activates when the gear is down. And trying to figure out how to make the Trap Gauge be "not visible" but active when the hook is down. Those are my current pet projects.  Working on putting out the newest Sludge on the server, so that others can enjoy what you guys already have.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Johan on April 25, 2011, 04:52:45 am
[

Johan...

Thanks.  Hey, I got in one good day of golfing.  Now, we are getting rained on like there's no tomorrow, but I'm not complaining ONE BIT.  We need every drop of it here in dusty, drought-ridden Oklahoma.  Thank God for this rain.

Also, keep in mind that the COP3 gauges require FSUIPC as they do somethings with their carrier trap gauge that set your final speed at trap time.  Plus, their effects are based in the lights, and the Sludge Hornets' are now based in the [smoke] section.  So thats why you get the conflict.


[/quote]


Hi Sludge,

As you probably already know, the COP3 gauge works great on the Tomcat F-14 from Dino Cattaneo with panel modified by Steve Hinson. I have that version. It works with the partial free version of FSUIPC. The Sludge is already well equipped with a great IFLOLS gauge and trying to install the COP3 on your plane creates interferences. One would have to disconnect either the Sludge or the COP3 IFLOLS in the panel. I managed this weekend to have the sonic boom work on the Sludge through the COP3 gauge, but then my FSX doesn't close correctly, and I don't like that...so I give up for the moment  and will give some more thoughts later.

Johan


Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on April 25, 2011, 08:56:08 am
OK Fellas...

As I'm waiting for an answer on a question before pushing everything to the server, here's a little taste of the mods I did over the weekend.  When I wasnt playing golf.

There are TWO sets of mods... one for the Sludge/Combat Alpha Hornets... one for the CS Delta Hornets.  However, this first post will ONLY be for the Sludge/Combat Alphas AIRCRAFT.CFG file and included FA-18.AIR .ZIP file.  The CS Delta Hornets will have their OWN post and FA-18.air .ZIP file.
Changes in BOLD, so you can copy/paste the entire selection, or just manually edit "by hand" each of the values.
NOTES are denoted by //, please read, but DO NOT include in the data.

For the Sludge/Combat Alphas, in the AIRCRAFT.CFG, edit these lines:

[WEIGHT_AND_BALANCE]
max_gross_weight = 56000.0                  // (pounds), default fsx = 56000.0
empty_weight = 23832.0                      // (pounds), default fsx = 24500.0
//NOTE:  Just the empty weight needs to be changed.  The other entries in WEIGHTS and BALANCE should be left alone.

station_load.0  = 300, -16.0, 0, 0.0        // Weight(lbs), longitudinal, lateral, vertical positions from datum (feet)
station_name.0  = "Pilot"       
station_load.1=190.0, -34.0, -19.0,  3.0, AIM9X
station_load.2=250.0, -33.0,  -4.0, -1.0, AIM120B
station_load.3=250.0, -33.0,   4.0, -1.0, AIM120B
station_load.4=190.0, -34.0,  19.0,  3.0, AIM9X

[flight_tuning]
cruise_lift_scalar     =    1.0
parasite_drag_scalar   =    1.0           
induced_drag_scalar    =    1.2            // higher AoA drag, more realistic for CVN Ops
elevator_effectiveness =    1.0
aileron_effectiveness  =    1.1
rudder_effectiveness   =    1.0
pitch_stability        =    2.2
roll_stability         =    1.5
yaw_stability          =    1.5
elevator_trim_effectiveness =    4.5
aileron_trim_effectiveness  =    1.1
rudder_trim_effectiveness   =    1.0
//NOTE:  This fix is now dealt with in the FA-18.AIR file.  The prior entry of 1.05 no longer needed.

point.0=1, -18.00,  0.00, -6.475, 3600, 0, 1.0349, 75.0, 0.2200, 2.50, 0.8900, 3.0, 3.0, 0, 0.0, 0.0
point.1=1, -35.80, -8.00, -7.075, 3600, 1, 1.2349,  0.0, 1.1000, 1.15, 0.8856, 3.9, 3.9, 2, 0.0, 0.0
point.2=1, -35.80,  8.00, -7.075, 3600, 2, 1.2349,  0.0, 1.1000, 1.15, 0.8856, 3.7, 3.7, 3, 0.0, 0.0
//point.0=1, -18.00,  0.00, -6.475, 3600, 0, 1.0349, 75.0, 0.2300, 2.6, 0.9900, 3.0, 3.0, 0, 0.0, 0.0
//point.1=1, -35.80, -8.00, -7.175, 3600, 1, 1.2349,  0.0, 1.1500, 1.2, 0.9856, 3.9, 3.9, 2, 0.0, 0.0
//point.2=1, -35.80,  8.00, -7.175, 3600, 2, 1.2349,  0.0, 1.1500, 1.2, 0.9856, 3.7, 3.7, 3, 0.0, 0.0

// NOTE:  the "REM'd out (//) contact points are included for prior data comparison. They DON'T have to be included.

[tailhook]
cable_force_adjust = 0.65
//NOTE:  Ensure, in the Sludge/Combat Alpha Hornet, this is the ONLY entry.

Changes are: EMPTY WEIGHT, which was done after reading the specs and doing my own conversions.  The WIKI entries are NOT CORRECT.  Also, changed PILOT WEIGHT, WEAPON WEIGHTS for AIM-120B, and WEAPON DESIGNATIONS(Technical eye-candy, nothing more). Also, the GEAR CONTACT DAMPENING values, along with the CABLE FORCE value, that when combined SHOULD make for a LESS Nose Pitching Down landings (land/carrier).

Also, as CAPT discussed earlier, during a trap when going to MIL power the Hornet will still blast forward a bit when toe brakes are maxed out.  My temp fix has been to setup my x52 SECONDARY TRIGGER to set PARKING BRAKE.  That way, when I'm at the ball call, I just click thru my 2nd trigger and I'm ready to trap.  Granted if you watch the external view the wheels lock up... but hey, its FSX and its the best we can do for now.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on April 25, 2011, 09:18:03 am
Fellas...

Here's the second post with the CAPT SIM Delta Hornet AIRCRAFT.CFG file changes and FA-18.AIR .ZIP file.

Changes in BOLD, so you can copy/paste the entire selection, or just manually edit "by hand" each of the values.
NOTES are denoted by //, please read, but DO NOT include in the data.

For the CS Delta Hornets, in the AIRCRAFT.CFG, edit these lines:

[WEIGHT_AND_BALANCE]
max_gross_weight = 56000.0                  // (pounds), default fsx = 56000.0
empty_weight = 23832.0                      // (pounds), default fsx = 24500.0
//NOTE:  Just the empty weight needs to be changed.  The other entries in WEIGHTS and BALANCE should be left alone.

station_load.0  = 300, -16.0, 0, 0.0        // Weight(lbs), longitudinal, lateral, vertical positions from datum (feet)
station_name.0  = "Pilot"

station_load.1  = 300, -20.0, 0, 0.0        // Weight(lbs), longitudinal, lateral, vertical positions from datum (feet)
station_name.1  = "WSO"

station_load.2=190.0, -34.0,  19.0,  3.0, AIM9X
station_load.3=250.0, -33.0,  12.0, -1.0, AIM120B
station_load.4=250.0, -33.0,   7.5, -1.0, AIM120B
station_load.5=250.0, -33.0,   4.0, -1.0, AIM120B
station_load.6=250.0, -33.0,  -4.0, -1.0, AIM120B
station_load.7=250.0, -33.0,  -7.5, -1.0, AIM120B
station_load.8=250.0, -33.0, -12.0, -1.0, AIM120B
station_load.9=190.0, -34.0, -19.0,  3.0, AIM9X
//NOTE:  WSO weight and distance are now accounted for, as well as new AIM-120B weights.

[flight_tuning]
cruise_lift_scalar     =    1.0
parasite_drag_scalar   =    1.0           
induced_drag_scalar    =    1.2            // higher AoA drag, more realistic for CVN Ops
elevator_effectiveness =    1.0
aileron_effectiveness  =    1.1
rudder_effectiveness   =    1.0
pitch_stability        =    2.2
roll_stability         =    1.5
yaw_stability          =    1.5
elevator_trim_effectiveness =    4.5
aileron_trim_effectiveness  =    1.1
rudder_trim_effectiveness   =    1.0
//NOTE:  This fix is now dealt with in the FA-18.AIR file.  The prior entry of 1.05 no longer needed.

point.0=1, -18.00,  0.00, -6.475, 3600, 0, 1.0349, 75.0, 0.2200, 2.50, 0.8900, 3.0, 3.0, 0, 0.0, 0.0
point.1=1, -35.80, -8.00, -7.075, 3600, 1, 1.2349,  0.0, 1.1000, 1.15, 0.8856, 3.9, 3.9, 2, 0.0, 0.0
point.2=1, -35.80,  8.00, -7.075, 3600, 2, 1.2349,  0.0, 1.1000, 1.15, 0.8856, 3.7, 3.7, 3, 0.0, 0.0
//point.0=1, -18.00,  0.00, -6.475, 3600, 0, 1.0349, 75.0, 0.2200, 2.50, 0.9100, 3.0, 3.0, 0, 0.0, 0.0
//point.1=1, -35.80, -8.00, -7.075, 3600, 1, 1.2349,  0.0, 1.1000, 1.15, 0.8456, 3.9, 3.9, 2, 0.0, 0.0
//point.2=1, -35.80,  8.00, -7.075, 3600, 2, 1.2349,  0.0, 1.1000, 1.15, 0.8456, 3.7, 3.7, 3, 0.0, 0.0

// NOTE:  the "REM'd out (//) contact points are included for prior data comparison. They DON'T have to be included.

[[tailhook]
tailhook_position =    -51.00, 0, -2.0
tailhook_length =      4.6
cable_force_adjust =   0.65
//NOTE:  Ensure ALL ENTRIES are made.

Enjoy.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on April 26, 2011, 07:21:02 pm
Fellas...

I uploaded and released BOTH the NEWEST SHCHI.exe Installer files (Sludge/Combat Alpha and CS Sim Delta Hornets), along with the manual install .zip files (Sludge/Combat Hornets ONLY) to the sludgehornet.com server last night.

Auto Installer (small .exe to download; approx. 55MB to download base files)
http://www.sludgehornet.com/downloads/SHCHI.exe (http://www.sludgehornet.com/downloads/SHCHI.exe)

Manual Install (approx. 100MB full download)
http://www.sludgehornet.com/downloads/SludgeHornets.zip (http://www.sludgehornet.com/downloads/SludgeHornets.zip)

I'll get around to a new README.txt tonight, but I'm still considering this v1.2 Bravo.  Its not v1.3 yet.  Still got a few more mods and additions.

All of the current mods are included, subtracted the white NASA bird (least popular), and added Ray Gagnon's new CF-18 paint.  Also, added a small bonus in the AIRCRAFT.CFG, that most of the people who fly are included in the radio callsigns.  As you pull up each plane, you should see the modex, service, and initials/modex.  In example: for JJ's VMFA-323 CAG its listed as: tailnumber=200, airline=marine, flightnumber=JG200.

Enjoy.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on April 27, 2011, 09:38:33 pm
Fellas...

So whats the word on this latest iteration?  Whats good?  Whats bad?  What doesnt feel right?  What works well?

Let me know what you think.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: simaddict on April 28, 2011, 01:38:39 am
Hey, Sludge!
I'm about to install the latest, one question, I burned the 100mb(Sludge Only, not Capt Sim) to disc from work today. Were there any other changes to the CS Hornet other than the one you posted in the last one? I did that manually. Wanted to make sure I have the delta hornet up to date, too. I tried the  SHCHI.exe twice and got an error. Most likely due to dial-up!
Thanks,
Mike   
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: frenchie88 on April 28, 2011, 03:03:43 am
Sludge,
Once again from a amateur point of view, all the visual stuff [vapour, smoke, lights, contact points] looks good and the feel of the hornet in flight is great. I flew around with the original unmodded hornet earlier and the difference is extremely noticeable to say the least. For me, traps and refuel are easier and normal landings are a breeze. Feel totally 'in control' of the jet.
Great work from you and your associates.
Thanks. Paul.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: simaddict on April 28, 2011, 03:16:54 am
Sludge,
Not sure if this posted, so I'll try again.
When backing off the throttle, to about 80-85%, I get the old MSFS crappy burn-off, mixed in with your great effect. And, it dosen't happen with the CS Hornet(wierd, huh?) I noticed it after about the last 2 Sludge updates.
Here's a couple screens...

Thanks,
Mike
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Johan on April 28, 2011, 03:35:54 am
Hi Sludge,

I have installed your mods on an incremental basis as you were releasing them on the forum. So, it is hard to make a clean cut comparison between the latest official release (last month?) and the one from last night.
Generally speaking though, I see some nice improvements on:
-HUD: more clarity and nice regrouping of data
-Vapor effects: a little more see-through and less dense
-Points on contacts: seems to be perfect on my carrier
-AC landing with less nose-diving
-Flaps: I like your recommendation on making them non-automatic. It gives more flexibility on approaches to get my alpha right.

On such a great plane, I am still annoyed by two things which you probably have no input on, they must be MS issues:
1-back wheels blocking when braking at landings...it's funny because on other planes, like the IRIS A-10, back wheels continue to roll nicely when braking.
2-back wheels sinking upon take off (see picture below), whereas my points on contact are fine when plane is idle on the ground.

Other than that, I am enjoying it a lot.  Any news on the dust cloud/water spray effect or the CHAFF/FLARES? I know you guys were working on it, just asking to check status, not to push in any way.

Thanks a lot,

Johan



Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on April 28, 2011, 09:19:39 am
Fellas...

Sorry I havent gotten back sooner.  Been feeling under the weather a bit and finally decent enough to hash out some answers.  As I get better, you'll hear from me more.  Most of my answers have been from work, where I dont have access to all my files, but I should be on more as I get better.

Mike...

Good thinking about downloading to a CD and taking it home.  Also, there are a few changes to the CS Delta Hornet.  Just copy/paste the entire FA-18_HUD folder and the BlackBox.CAB from the latest Sludge into the CS Delta Hornets /PANEL folder and you should be fine.

Thats an MSFS issue with the default that Im working on getting rid of... I'm gonna try to "dummy out" (ie. wake=dummy.fx) that effect, so you dont get it.  Makes no sense and it looks really bad, IMO.

Frenchie...

Thanks, good way to compare and the difference of feeling between the two is enormous.  I can barely fly the default anymore.  I sure as hell cant land it "USN style".  Still working on v1.3, so more late nights in my future.

Johan...

Right on.  Thats the breakdown I was looking for...  good to hear.  In regards to your questions:

1-  What brakes do you use?  Personally, I have rudder pedals with toe brakes and use them, but they dont provide the stopping power that "set Parking Brake" does, so with traps, I like the MIL runup (for extra realism touch), and I use "set Parking Brake"  On shore landings, I use my toe brakes and the wheels still roll from the external view, but I dont get the stopping power.  IF you use a joystick key for braking, there's also an "anti-skid on/off" key in the FSX in-game key commands setup.  If you use that, youll get braking and the wheels will still roll.

2-  This is an FSX limitation.  I've seen other planes do it too.  It happens with the "virtual weight" comes off the deck and extends the gear into the ground.  Nothing I can do there.  Sorry.

3-  Yes, still working on getting dust cloud/water spray AND Chaff/Flare implemented.  Maybe even a wire pull back, hook up gauge?  That will part of v1.3 release, with no set date... as of right now.  Or even a ball park.  Maybe late summer?

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Johan on April 28, 2011, 05:47:24 pm

1-  What brakes do you use?  Personally, I have rudder pedals with toe brakes and use them, but they dont provide the stopping power that "set Parking Brake" does, so with traps, I like the MIL runup (for extra realism touch), and I use "set Parking Brake"  On shore landings, I use my toe brakes and the wheels still roll from the external view, but I dont get the stopping power.  IF you use a joystick key for braking, there's also an "anti-skid on/off" key in the FSX in-game key commands setup.  If you use that, youll get braking and the wheels will still roll.
Later

Sludge

Sludge,

Thanks for all the good answers. I am using a joystick key for braking (Saitek X-52 Pro). I need help though, I can't find  the "anti-skid on/off" key your are mentioning in  FSX. In what "menu" is it (the settings menu is not really user-friendly in FSX) ? There is an "anti-skid " switch on the F/A-18 front panel (bottom left side) but is doesn't seem to have any action on the plane breaks, the wheels still block.
Thanks for letting me know when you have a minute.

Johan

PS: I just found the answer to my question, as you said, in the settings/key commands...
Hope you are holding on out there and that you were not impacted by the storms/twisters.

Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on April 29, 2011, 07:02:24 am
Johan...

Cool, I've used that "on stick" brakes configuration too.  OK, open FSX.  Go to the Settings --> Controls --> "Buttons/Keys" tab, and make sure your "controller type" is correctly selected.  Then under EVENT, scroll down to "Brakes anti-skid (on/off)".  Now you can assign a keyboard key to it, or a joystick key.

It doesnt respond when you try to activate it using the VC switch.  So you have to give it a keyboard key commmand or joystick button command to activate.

CAPT...

This applies for you too.  Setup a key or joystick command to activate the anti-skid and sure enough, it will also "unlock" the set parking brake.  Meaning, you can use the parking brake on trap, w/anti-skid ON, go to MIL power on trap and it will keep the parking brake on but the wheels will roll freely.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Herbie on April 29, 2011, 09:20:40 pm
Hello Sludge!
Nice to hear from you after all the disaster around Alabama, Oklahoma, Johan and I was worried. Herb 

Johan...

Cool, I've used that "on stick" brakes configuration too.  OK, open FSX.  Go to the Settings --> Controls --> "Buttons/Keys" tab, and make sure your "controller type" is correctly selected.  Then under EVENT, scroll down to "Brakes anti-skid (on/off)".  Now you can assign a keyboard key to it, or a joystick key.


Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: GOONIE on April 29, 2011, 11:31:25 pm
CAPT...

This applies for you too.  Setup a key or joystick command to activate the anti-skid and sure enough, it will also "unlock" the set parking brake.  Meaning, you can use the parking brake on trap, w/anti-skid ON, go to MIL power on trap and it will keep the parking brake on but the wheels will roll freely.

Later
Sludge

Cool, I'll give it a try this weekend, also will install your updates for the Delta hornet.

Here are the pictures you asked for, to hopefully help with the jet exhaust/smoke not showing up on my FX version of the jet. Let me know if this is what you wanted.

(http://i914.photobucket.com/albums/ac350/bhaltli/th_2011-4-25_19-8-48-434.jpg) (http://s914.photobucket.com/albums/ac350/bhaltli/?action=view&current=2011-4-25_19-8-48-434.jpg)

(http://i914.photobucket.com/albums/ac350/bhaltli/th_2011-4-25_19-9-3-965.jpg) (http://s914.photobucket.com/albums/ac350/bhaltli/?action=view&current=2011-4-25_19-9-3-965.jpg)
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on May 01, 2011, 08:19:08 am
Herb...

Thanks.  Yeah, we actually had little to no storm activity here.  The closest it got was Arkansas.  It really nailed other states though.

CAPT...

After reading your through your posts and looking at the pics, I'm guessing you MAY have an earlier install AIRCRAFT.CFG file?  When I did EG_Smoke_DARK and EG_Smoke?  The newest AIRCRAFT.CFG [smoke] section should read like this...

[SMOKESYSTEM]
smoke.0= -10.00, 0.00, 0.00, fx_dummy
smoke.1=  -6.00, 0.00, 0.90, fx_F18_gun_smoke
smoke.2= -17.35,-0.53,-2.32, fx_AOA_green
smoke.3= -17.35,-0.53,-2.45, fx_AOA_amber
smoke.4= -17.35,-0.53,-2.58, fx_AOA_red

smoke.5= -62.50, 2.00,    0, fx_F18_EG_Smoke_R
smoke.6= -62.50,-2.00,    0, fx_F18_EG_Smoke_L


smoke.7= -62.50, 2.00,    0, fx_F18_EG_Smoke_R
smoke.8= -62.50,-2.00,    0, fx_F18_EG_Smoke_L


smoke.9= -19.00, 0.00, 1.50, fx_F18_MedG_LEXVapor
//NOTE:  I BOLDED these particular "smoke effects" because they are the ones that have to read as such.  Also, in your PANEL folder you need to have the latest FX Folder as well, that makes use of these effects.

Additionally, you need to have the fx_F18_EG_Smoke effect in your FSX\EFFECTS folder.

Let me know if you check that... and if everything is installed correctly, and you still dont get the smokes, something is wrong with your install.  I may have to meet you on Skype to fix, OK?

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Letourn on May 01, 2011, 03:45:12 pm
Thanks for adding the CF-188

Let
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Victory103 on May 02, 2011, 03:30:45 am
Sludge,
Getting up to speed on the mods and only wanted to know if you can add a quick "manual install" to the read me, I'm still having issues with the Integrator, but comfortable doing the manual on both models, just wanted to make sure I transfer the right files over to the Delta, as I fly both 50/50.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on May 02, 2011, 05:11:48 am
Victory103...

You and Letourn have the same problem and request, so I'll see IF I can put something MANUAL together, so that you just have to cross the files over to the CS Delta Hornet.  The main problem is that I have to make sure Im not sending any of CS proprietary files...

Working now.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: StraitDJ on May 03, 2011, 06:10:22 pm
This manual install guide would be MUCH appreciated, as are all of your previous efforts.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: GOONIE on May 03, 2011, 08:27:18 pm
Sludge,

Still no joy on the smoke, but no worries, not like I really have to have the smoke, and we both know it won't help me get an OK3 wire.

Really I am just enjoying the new handling characteristics (performance tweaks) of the jet and flying around the boat, looking forward to flying it on Serge's vLSO mission!

-Capt
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on May 03, 2011, 09:05:21 pm
StraitDJ...

Will try to get that out this week.  Every time I start working on it, I get sidetracked with new mods or ideas.  I just made a full set of "converted" CSWeapons Hornets for the Sludge/Combat Alphas and CS Delta Hornets, that have the collimated CSW HUD in the VC, and the Combat HUD in the 2D.  All the Sludge effects work, the CSW HUD AoA bracket is even set correctly (8.1) and it needs minimal cross-over changes, so I'm on the right track of how this MANUAL Sludge install needs to get done.

Now, I just have to get it set up to a point where I can send out a .zip package to everyone, along with user-friendly instructions.  Ill try to stay the course, put down the modding wand for a night and get that done.  I know you guys want to fly the latest Sludge mods too.

FELLAS...

In my mods for the CSWeapons integration, what setup is preferred?  1- CSW HUD in VC; Combat HUD in 2D.  2- Combat HUD in VC; CSW HUD in 2D?

Just let me know which version you'd rather fly with, and after I get this MANUAL install stuff done for SDJ, Letourn, and others...  I'll get to work on the CSWeapons MANUAL integration as well.

CAPT...

Lets definately meet up on Skype and Ill try to fix it.  The smoke is really a cool effect to have, so when you get some time, let me know and we can meet up and get that fixed for ya.  Usually, in finding a fix, I come across something thats helpful to everyone, as far as troubleshooting is concerned, so I'd definately want to get this figured out.

And yes, I cant wait for the vLSO mission either.  When Serge is done Ill be waiting in line to try it out.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Johan on May 03, 2011, 10:50:16 pm
In my mods for the CSWeapons integration, what setup is preferred?  1- CSW HUD in VC; Combat HUD in 2D.  2- Combat HUD in VC; CSW HUD in 2D?

Later
Sludge

Hi Sludge,

If you ask me, go for 1- CSW HUD in VC; Combat HUD in 2D

I already have solution #2 which is the one I would assume most people have.

Thanks a lot.

Johan



Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: simaddict on May 04, 2011, 01:25:24 am
Sludge,
Yeah, I second that: 1- CSW HUD in VC; Combat HUD in 2D


On the Capt Sim site, under Free Liveries for CSW, there is an integrater for the hud. I am set up where as I can pop up the Combat Hud control and turn it off if I only want the CSW hud.

Thanks,
Mike
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on May 04, 2011, 05:01:37 pm
Fellas...

Good news, I got most of the MANUAL integration hammered out.  Now, I just gotta test it tonight and get it out to everyone that needs it.

Also, when I'm done with that, I'll get out the CSWeapons integration as well, with the #1 configuration:  CSW HUD in VC; Combat HUD in 2D.  This works with everything BUT refueling in the VC HUD, for obvious reasons.  It can still be done but the refueling gauge symbology breaks down because it cant be displayed in the HUD.  Refueling can and does work in the 2D HUD, as advertised.  I tested/confirmed this myself.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: StraitDJ on May 04, 2011, 10:19:56 pm
Any word on how well each/any of these will behave with TrackIR? I am looking forward to seeing what you have already done and just asking for clarification.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: rj16066 on May 06, 2011, 12:50:48 am
How do you use this?
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on May 06, 2011, 08:39:33 am
Fellas...

The MANUAL Sludge/Combat to CAPTSIM is done.  Try it out, tell me what you think.  If you have troubles, feel free to meet me on Skype for any help or clarifications.  This will also help me write better instructions.

http://www.sludgehornet.com/downloads/Sludge2CAPTSIM.zip (http://www.sludgehornet.com/downloads/Sludge2CAPTSIM.zip)

Also, I will be working on a CAPTSIM Weapons integration with all the Sludge/Combat Hornets and CS Delta Hornets.  So far, people want 1- CSW HUD in VC; Combat HUD in 2D.  As thats what I already have installed on my personal Sludge/Combat Alpha Hornets and CS Delta Hornets, I'll press ahead with that and let you know when a manual install is ready for release.

S DJ...

The Combat HUD works OK with Track IR.  Its not collimated, but it is conformal when at the default eyepoint.  I know that the Capt Sim Weapons HUD has been problematic with TrackIR, so at this point, it probly doesnt work well with it.

RJ...

What do you mean?  Can you be more specific?

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on May 10, 2011, 05:33:33 pm
Sludge,
Not sure if this posted, so I'll try again.
When backing off the throttle, to about 80-85%, I get the old MSFS crappy burn-off, mixed in with your great effect. And, it dosen't happen with the CS Hornet(wierd, huh?) I noticed it after about the last 2 Sludge updates.
Here's a couple screens...

Thanks,
Mike

Fellas...

I got a temporary fix for this FSX glitch.  What happens is that the default afterburners are set to show 2 x "fueldump.fx" effect at MIN afterburner setting.  So for now, if this effects glitch gets on your nerves as much as mine, and you dont mind losing the "in flight" fuel dump effect, the fix is simple.

In FSX/EFFECTS folder --> rename FX_FUELDUMP.FX to FX_FUELDUMP.FX.BAK
(this will effectively disable the "white smoke" at MIN A/B glitch, but also preserve the original file, should you wish to re-use it at some point.)

Also, been working on several updates.  One being:  in conjunction with Skippy Bing sending me a new file that activates Window Panel 6 when the Hook is down and deactivates it when the Hook goes up; I'm also re-ordering the Panel windows so that you can manually select the Trap Gauge/IFLOLS window. Another: I've combined the IFLOLS and Trap Gauge window, so they come up together when this new file activates them.  The result being when the hook is lowered, whether you are in the VC, or 2D HUD, Panel 6 (IFLOLS/TrapGauge) will automatically be activated.  Additionally, the 2D HUD Indexer no longer appears when WoW, OR when in flight and the gear is up.  The end result being you have a "clean" 2D HUD when in "up and away" flight. Finally, Ive been working on the dust cloud and water spray effects... I'm in preliminary testing/modding, so we will see what happens with those.  Hopefully, the lessons I learn (few here and there) when putting these effects in, I can put to use with the flares effect, which is on the horizon now.

Just a quick update, and I'll let you know when I get these changes out everyone.  Also, putting the Sludge/Combat-FSWeapons combo on the backburner for now, til I solve these basic problems with the Sludge/Combat Hornet.  I'm sure alot of people will like the new panel configuration as it operates very well regardless of what "up and away" and/or landing configuration you fly in; 2D HUD or VC.

Oh BTW, I have a quick question.  Are there people out there that would like the Combat HUD to fire from the 2D HUD?  I personally use it that way, as I dont have TrackIR and dont like that I have to zoom wayy in to get a visual.  Plus, I like the "HUD tape" feel of shooting someone down.  Gonna ask JR if he is cool with me releasing a version of that... if enough people want it.  If not, no big deal.. I just figured I may not be the only one who likes it this way?  Let me know what you'd prefer.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Johan on May 10, 2011, 06:29:41 pm

Oh BTW, I have a quick question.  Are there people out there that would like the Combat HUD to fire from the 2D HUD?  I personally use it that way, as I dont have TrackIR and dont like that I have to zoom wayy in to get a visual.  Plus, I like the "HUD tape" feel of shooting someone down.  Gonna ask JR if he is cool with me releasing a version of that... if enough people want it.  If not, no big deal.. I just figured I may not be the only one who likes it this way?  Let me know what you'd prefer.

Later
Sludge

Hi Sludge,

Responding to your question above, yes, it would be great to use JR's Combat HUD firing capabilities from the 2D panel, whether or not you keep the Combat HUD in the VC in the next release. JR's HUD was huge leap in the Sludge's overall improvements.
Thank you,

Johan
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on May 10, 2011, 07:17:16 pm
Johan...

OK, I'll take that as a yes. Keep in mind, the Combat HUD will still b active in every aspect in the 2D or VC. It will only FIRE from the 2D HUD.

Hope this clarifies the issue.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: wilycoyote4 on May 10, 2011, 08:12:21 pm

Also, been working on several updates.  One being:  in conjunction with Skippy Bing sending me a new file that activates Window Panel 6 when the Hook is down and deactivates it when the Hook goes up; I'm also re-ordering the Panel windows so that you can manually select the Trap Gauge/IFLOLS window. Another: I've combined the IFLOLS and Trap Gauge window, so they come up together when this new file activates them.  The result being when the hook is lowered, whether you are in the VC, or 2D HUD, Panel 6 (IFLOLS/TrapGauge) will automatically be activated.  Additionally, the 2D HUD Indexer no longer appears when WoW, OR when in flight and the gear is up.  The end result being you have a "clean" 2D HUD when in "up and away" flight. Finally, Ive been working on the dust cloud and water spray effects... I'm in preliminary testing/modding, so we will see what happens with those.  Hopefully, the lessons I learn (few here and there) when putting these effects in, I can put to use with the flares effect, which is on the horizon now.

good !!!!
------------------
I don't have the CSW product so I can't comment and very rarely "fly" combat HUD which is still great.  

Anything that makes carrier ops "flying" better is for me !!! lol
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Letourn on May 11, 2011, 03:00:52 am
Sludge,

Thanks for the MANUAL Sludge/Combat for CS. So far it works great.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on May 12, 2011, 09:29:38 pm
Letourn...

No problem.  Was the least I could do.  Have pulled back the modding a bit, as the late nights are getting old.  Also, been playing golf more, so that cuts into my time for modding.

Wily...

The good part is that JRs Combat HUD (esp. the Gun HUD) will be part of any upcoming Sludge/Combat Hornet release.  And to clarify, the Combat HUD is all the JR/Printz Hornet HUD up to and INCLUDING the Gun HUD, w/my mods (symbology, viewpoint) and Serge's (Betty, BlackBox UFC-Nav, AoA, ALA) gauges included. Also, since I have to only update a few files and update the README.txt, newer wide releases are far easier, thanks to Raz' auto-installer.  Any other mods (ie. CSWeapons Sludge/Combat integration) will be a special-"FSDT only" release that I do for you guys here.  I may put out the information to others, but as far as a wide release to all the major servers as a version release, probly not.  Just dont see myself doing all the work FOR the Capt Sim bubbas when they dont work WITH ME at all.  I like their FSWeapons product enough, but they as a company are not very malleable, when trying to deal with them in any customer support capacity.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on May 31, 2011, 07:47:31 pm
Fellas...

Sludge/Combat Integration v1.2 CHARLIE is almost ready.  Will work on final implementation this week, but right now its got alot of "goodies" that carrier flyers should appreciate.

One of the main "goodies" is the auto-enabled Parking Brake on Hook Down and auto-AntiSkid features.  As well as auto-popup of Window Panel-6 (IFLOLS/WireTrap) on Hook Down. This will allow you to get setup in a dirty carrier landing config, in the VC if desired, then land and go to MIL power and not fly off the angled deck when the "virtual wire" lets go.  Once you are spooling down, HOOK UP then deselects Window Panel 6, and "unlocks" the Parking Brake so you can either just unset the parking brake or hit your toe brakes to release the parking brake.

Also, there are several new "buttons" for use.  Including a newer-HUD cage/uncage button (seat-belt keyboard/joystick command); FSXBA "show smoke" button (pitot heat k/j button).  Much thanks to Serge for his wizardry (gauges) and his tutlege (pointing me in the right direction, helpful hints).  Also, to JR for similar wizardry and tutledge.  I'm still barely a newbie-coder but thanks to these gents, I'm learning more and more each day.

In addition, I improved the G-vapor once again... I REALLY LIKE IT.  Added VooDoo's heat shimmer, and I'll ask if we can straight up include his effects in the SCI or if he wants a separate download that fits right into the Integration install.  The heat shimmer is a "ground only" effect, so that when you taxi (up to 50 kts), you get the shimmer.  Its mostly cosmetic, but it does look cool and adds to the overall "immersion".

Will get back to you more as I get it closer to release.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Johan on June 01, 2011, 12:41:13 am
Sludge,

These are exciting news, can't wait to try the new mods. I am a carrier landing fan... Thank you and thank JR.

Johan
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: GOONIE on June 01, 2011, 08:07:22 pm
Sounds great! Looking forward to flying the Charlie version of the Sludge.

Separate question, does anyone know how to edit the FSX Accel carrier catapult values or adjust how the sludge hornet accelerates during the cat stroke? I imagine there has to be a way to edit the carrier file or aircraft file in FSX, to adjust/reduce the force/acceleration values used to catapult the jet. This would be a great fix, since it just feels really strange taking off with the throttle at idle, then going to max mil power at the end of the stroke to simulate correct flight and airspeed response.

-Capt
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: wilycoyote4 on June 01, 2011, 09:20:34 pm
Sounds great! Looking forward to flying the Charlie version of the Sludge.

Separate question, does anyone know how to edit the FSX Accel carrier catapult values or adjust how the sludge hornet accelerates during the cat stroke? I imagine there has to be a way to edit the carrier file or aircraft file in FSX, to adjust/reduce the force/acceleration values used to catapult the jet. This would be a great fix, since it just feels really strange taking off with the throttle at idle, then going to max mil power at the end of the stroke to simulate correct flight and airspeed response.

-Capt


http://www.sim-outhouse.com/sohforums/showthread.php?53561-New-T-45C-Goshawk-update
Replies 17 and 23, other replies as well but not as defining and even contain wrong understandings in my humble bumble opinion of the moment.

It seems someone has done something very recently.  But whether or not it is useful for the Hornet I can't say but it looks like it will be.

I suggest cat changes become a new topic.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: lvflyer on June 06, 2011, 12:18:27 am
Sludge first I want to thank you and all contributors for supporting the sharing aspect of how this hobby grew to where it is now.  With people like you we can minimize the negative aspect that the commercial interests have caused.  So thank you thank you thank you.

As to a problem that I am having with the sludge modifications.  I posted in Unofficial F/A-18 forum so I won't go into detail and refer you there in hopes that you are monitoring this thread closer.  Blackbox.cab is causing unexplained disconnects from multiplayer server.  I am at a loss as to where to go from here.

Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on June 20, 2011, 04:37:24 am
Fellas...

Just a quick update from Sunday night.  It was a great weekend, alot of testing, modding, figuring things out, and in-general... much success.

Now the bad part, I'm waiting for one permission AND writing the README's.  Everyone here knows how much I hate those things but they have to be done for the general public.

So as of right now, the SludgeCombat v1.2 CHARLIE is ready for launch MINUS permissions, README, and final uploads.  I will upload the auto-install stuff first, then I'll finish and upload the MANUAL install later this week.

Also, these SludgeCombat have the Combat (GUNS WORKING) HUD in the 2D.  There is another PANEL.CFG named COMBATHUD_VC_panel.cfg that can be used to get the HUD back to the VC, if you desire it there.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Johan on June 20, 2011, 07:09:56 am
Thanks Sludge, can't wait to try it. I am sure the wait was worth it.

Johan
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on June 24, 2011, 04:50:11 pm
Fellas...

Since I havent gotten the last permission yet, Ive been working on releasing the v1.2 CHARLIE without one upgrade that can be easily implemented when I do get permission.  Also, I had a fallback the other day with the new cat-shot brakes/contact points interaction, but it should be out this weekend.

Sorry for the delay, just that I know you guys are waiting and so am I. I'll release this version this weekend, minus one gauge, and once I get permission or find a work-around, Ill get that to you.  Its really easy to upgrade.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on June 27, 2011, 10:25:59 am
Fellas...

Finally.  v1.2 CHARLIE is uploaded to the server, ready for download/install, and DONE.  Late night making this happen, but hopefully you guys will enjoy the newest version.

For all you guys that want a MANUAL install version, I will work on that tomorrow night. I have the template, I'm just tired as all get out.

Take the new girl for a test drive and tell me what you think... good/bad/indifferent... whatever.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: lvflyer on June 27, 2011, 07:29:18 pm
Guys I need your help.  I have an FSXA server running up on gamespy in the Bush Flying room named FSXtreme.  When I use the Sludge, any configuration from the integrator, I get disconnects saying the host has cancelled the session when it didn't.  I can only correct this by expanding blackbox.cab into a folder and renaming blackbox.cab and the files within the folder namely F18_Approach_Lights.xml, F18_FMC.xml, F18_LandingLight.xml, and F18_UFCD.xml.  Another symptom in multiplayer is the opponents plane will not move and even buries itself in the tarmac.  I have tried to launch a server from my house and business with same results.  I can, however, join a session other than my own on Gamespy and don't get the disconnects.  I have searched in vain and found no solutions.  The server is updated with XP Pro SP3 and DX9 with all current updates.  I run the server in Map view so there is no severe CPU requirements, but I have tried it in Radar view as a tower and as a plane with same results.  So what on my server or computer would be sensitive and conflicting to those files.  With no disrespect to Surge or any of the other programmers I have been told by other programmers the refresh rate on those gauges are way too high for the servers and should be changed, but my logs don't show any overload or other errors.  It just simply drops the player session, but remains running for the other players if they aren't in a Sludge with non-renamed blackbox.  The password for the server is fsxairops in lower case so if you care to log on and test this for me I would appreciate it.  It would be best to do this after 7PM Central time since it is on a business network and I wouldn't want the bandwidth to be overloaded during business hours.  You can also connect direct at 98.214.122.138.  I appreciate any feedback you can offer.

Dirk
www.aircombatoperations.org
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on June 27, 2011, 07:56:45 pm
Fellas...

Hopefully, you guys can help LV out.  When I get a break from modding/testing, I have tried to replicate and come up empty.  I cant get into a situation in ANY MULTIPLAYER where I drop out or the other planes act as LV says.  I may try to get on his server when I can to give it a final go to help out.

Also, for those of you that download and install v1.2 CHARLIE, please let me know if you find any bugs or have major problems.  Orion already pointed out a "3am uploading" mistake, so I'm sure there will be more.  Also, be aware, the CS Delta Hornet external model doesnt behave like the Alpha model (surprise?), so the carrier cat-shot "cheat trick" to slow launch speed using the MLG brakes doesnt work on the Delta.   You might have anomalies, such as the nose gear "stuttering up and down" when hooked up to the shuttle at =/> MIL power.  However, the trap "trick" works, so you can still MIL power on wire touchdown, same as you would with the Alpha. I know about these and am working on them.

Keep in mind, its always a balance-fight between realism, practical use, and frame rates with everything in FSX, especially since I didnt make the Alpha or Delta external models.  All the Sludge/Combat mods are made from the "outside looking in". I mean, the cat-shot mod idea ALONE added a week delay to this release because of the modding/testing involved, plus FSX on-land vs. on-carrier deck behave far differently as far as model-surface interaction.

PLEASE read the v12_CHARLIE README and the NEW FEATURES included in the .ZIP, so that you can fully test out the new features and let me know what problems (setup or functionality) exist, if it was an "instructions" error, or a coding problem.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Paddles on June 27, 2011, 08:21:46 pm
..I have been told by other programmers the refresh rate on those gauges are way too high for the servers and should be changed..

Dirk,
The refresh rates on my gauges are actually way too low, compared to JR's HUD gauge, for example  ;D There are different values from 1 to 9. Perhaps you can try setting them ALL to something like 18 (the highest value allowed)? And then gradually decrease them untli your problem is gone?
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: lvflyer on June 27, 2011, 08:31:16 pm
I take it this is Surge.  Thanks for replying.  Do you mean to change the refresh in the xml gauge themselves?  I was told not to touch the default timeout settings on the server by Geoff from FS-MP.  I had done that and it seemed to help, but in reality all it did was keep the image up even though the player had in reality disconnected.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on June 28, 2011, 12:17:50 am
Fellas...

Here is a quick update.  Since I missed including these in the release early this morning, simply UNZIP, then copy/paste these .DDS files into the SIMOBJECTS/AIRPLANES/SludgeFA-18_Basic/Texture folder and the same for the SludgeFA-18_FX/Texture folder.

Should be a quick/simple fix.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: lvflyer on June 28, 2011, 12:51:02 am
In all the texture folders?
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on June 28, 2011, 02:05:35 am
LV...

Just the Texture folder inside each Sludge version.  Doesnt work for the CS Delta Hornet as they use a different A/B effect.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: lvflyer on June 28, 2011, 02:24:01 am
So all the other textures alias the main texture folder?
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Johan on June 28, 2011, 03:42:38 am
Fellas...

Take the new girl for a test drive and tell me what you think... good/bad/indifferent... whatever.

Later
Sludge


Sludge,

I took her for a test drive all right...
Thank you Sludge and the team participants in this great upgrade. A lot more testing will be necessary for me.

What I liked upfront after 15 mn of testing tonight:
-power heat shimmer, looks more real-life.
-G-Vapor
-tail hook combined with IFLOS and wire gauges. Those 3 are meant to work together, except maybe on Serge's land missions. But you can still operate IFLOS and wire gauges independently from the hook with HOTAS.

What surprised me:
-after landing on the AC and releasing the brakes, I have no breaks anymore, neither with keyboard (period) nor with HOTAS button 1...and that's not good on the AC. Maybe I need to read the instructions over...
-the plane seems a little more unstable during approach. I will work on that after I realign my joystick to my liking.

Final point:
I was hoping to see the CSW HUD in the VC like we discussed earlier, but that might be the point where you were waiting for authorization...

I am looking forward to more testing and flying. Thanks for bringing this great plane to us and for keeping all the upgrades coming.

Johan
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on June 28, 2011, 06:06:46 am
So all the other textures alias the main texture folder?

LV...

Yes, thats exactly how it works.  So if you have the newer effects inside the Sludge, IF you use the Sludge those .DDS files inside the Sludge Basic or FX will take precedence.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on June 28, 2011, 06:31:48 am
Johan...

OK, in answer to your question, the brakes are part of the new "BASIC" folder .XML that sets them when the tailhook is down.  However, I anticipated this MIGHT happen, here's what you do:
In FSX\SIMOBJECTS\AIRPLANES\SludgeFA18_Basic and FX\PANEL\BASIC (and CS_FA18 and FX, if you have those installed) rename BASE.XML to BASE.XML.BAK, then rename BASE_2.XML to BASE.XML. What this will do is CANCEL the MLG brakes "trick" on touchdown and cat-shots.  You'll still get the uptrim 2.0 on flaps down, gear down, and get the auto-up elevator on LAUNCHBAR HOLD EXTENDED, but you wont get any of the brakes "trick".  I'm guessing you have brakes hooked up to your trigger and not on done thru rudder pedal toe brakes?  I read a few problems areas with this and might just get rid of the "tricks" for now? Its why I release it to you guys first with that secondary .XML ready for quick renaming.

If more people have their Toe Brakes set to a trigger function or something other than actual toe brakes on rudder pedals, let me know, and I'll just send out the Base.XML minus the brakes "trick".

Unstable on approach? Lateral, side-to-side maneuvering?  If so, tell me what its like.  Also, its getting closer to real as you HAVE TO add a little power before turning to a real-world Hornet, as the LSO guide and everything I've read NATOPS-wise says one of the problems is that the Hornet "settles" on LineUp corrections.  So IF its something more than that, and continues past your joystick re-cal, definately let me know.  Or is it holding nose up on approach?  I intentionally put 2.0 nose uptrim, so that its not entirely trimmed out... as id rather have you pulling a little nose up on approach, rather than nose down.  If the "unstability" is still there after your re-cal and its more difficult to hold lineup, let me know.

Yeah, sorry bout the CSW thing.  I've been having problems with CSW lately, and havent been able to get it working correctly again.  Maybe once this gets these bugs ironed out, I'll work on a FSDT-only CSW release?  Like I said, that cat-shot overspeed problem and subsequent "trick" I came up with delayed the release a week. I dont know when I can get CSW up and running again, but once I do and Im confident of WHY it failed, then I'll restart my work to incorporate that into the SludgeCombat, OK?

Still working on getting the MANUAL release out.  Will keep you guys up on the status of that... keep the inputs coming... thanks Johan.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Johan on June 28, 2011, 04:34:47 pm
Thanks Sludge. I will work on all this and give you more feedback.

Johan
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: micro on June 29, 2011, 06:11:12 am
Sludge, simply outstanding work. I really like the new cat shots and effects. The ball window linked to the hook is a nice set-up too. I can’t say I’m a fan of the auto-trim with the gear and flaps. I have to push forward quite a bit on the climb out, and that may be due to the way I have my controls configured. Personally, I’d like to see a “takeoff trim” button or binding so it can be left up to the pilot to decide whether to use it or not. The other thing you might want to consider is that FS-Recorder does not record “pitot heat”, so the smoke with this new model isn’t visible in recordings. I would suggest linking the smoke to the “concorde nose” which is already an FS-Recorder variable. Other than those two things, you’ve got a big time winner. Nice job!
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on June 29, 2011, 08:17:11 pm
Micro...

Thanks.  I know you'd like the effects, and especially the automation on landing.

Now, when you talk about the auto-trim, do you mean the auto-elevator up on when doing a cat shot?  Or do you mean the 2.0 uptrim, and AFTER you've taken over the controls its still a pain to "push the nose over"? The reason I ask is, I set the 2.0 uptrim for gear and flaps down, so that even when landing at a land base, you still have a little bit of nose down (equalized with a tad bit of up pull) in the landing config, so its not just for carrier traps.

Will have to yap at you on Skype and get more of this figured out.  Maybe we can make that a button, like you said, will see on that one.

Yeah, I'll have to look into that about what buttons will show effects in FS-Recorder, since I know you and others like to use that for making great videos.

Im at work but will get on that when I get home and into the groove.

FELLAS....

Sorry about the MANUAL delay, but everytime I get ready to finish that, something comes up.  Last night, had to get back on the workout-mule, so I ran a couple miles and was DEAD TIRED when I got back.  I cant be a fat, dumb, and lazy slob all my life, so I hit the pavement but it knocked me out.  Ill try to get the MANUAL done and released tonight, as I know you guys who cant do the AUTO-INSTALLER want to mess with the CHARLIE version too.

All I ask is a little patience.  Remember, I'm just ONE GUY, I do this cause I love the FSX Hornet, and I definately dont get any pay for it.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: lvflyer on June 29, 2011, 08:50:17 pm
I think I can speak for the rest, but the last thing we want is to appear ungrateful or to make you feel taken advantage of.  I know how it is to spend 100s if not 1000s of hours on this hobby only to be criticized for things beyond our control and that are inherently part of the FS limitations.  I wish we could get more support from the original authors to make this what it was meant to be, but I guess that is reserved for the greed of the commercial interests.  I for one am extremely greatful that there are many of us out there still devoted to the sharing of the joys of this hobby without strings.  Without putting our minds together the task is way too large for one person to handle.  In the past all the great minds gathered in one place, maybe one day we'll get there too so we can break through the barriers once and for all.

In yours and his service

Dirk 
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Tregarth on June 29, 2011, 09:28:33 pm
Dear Sludge,

I am in awe of the great work that you do.  The words "Thank you" are really not enough to tell you how much I appreciate your dedication.

Take care of yourself and take your time.  It is more important you stay healthy than that you make a deadline which no one has set.

Best wishes and thanks,

Tregarth
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on June 29, 2011, 11:16:47 pm
Fellas...

Thanks for the support.  Dont take my last message too literally.  I only said "All I ask is patience" to mean for those with the AUTO-INSTALLER issues to remember that I havent forgotten about them, and I will get it out.  But to keep in mind that Im only ONE GUY with alot of demands on my time.  Its not an admonition or anything even close, just as reminder that Im working as fast as my time constraints allow, plus a little unwind brained-dumb shooter time.  Believe me, Im in the same boat as you guys, especially with things like Serge's upcoming vLSO.  I cant wait til he finishes it, but am willing to wait however long he needs.

Again, you guys are the best and thanks for your support.  All that said, I will try to get the MANUAL INSTALL version out before the break, so if you are stuck at home for the holiday weekend, you can have some fun and let me know the likes/dislikes with the CHARLIE version.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: simaddict on June 30, 2011, 03:12:04 am
Sludge,
Don't worry, kick back for the holiday! We appreciate all the time and effort you have spent and the Hornet. It's not your problem that a few of us live in the boonies where there are no high-speed connections!! Takes 5 hrs to download the latest Sludge! lol I do like the manual install for that reason, but I can simply run it before I go to bed. Problem with that is I wanna call in sick in the morning and fly the new Sludge all day!! lol
Take care of yourself and Happy Holiday!!
Mike
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on June 30, 2011, 03:44:12 am
Fellas...

OK, just got it done.  The MANUAL INSTALL is available.  I'll leave the CS Delta Hornet version til after the Holiday.

Here ya go.

www.sludgehornet.com/downloads/SludgeHornets_MANUAL.zip

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Herbie on June 30, 2011, 05:00:41 am
Hello Sludge!
Thank you for the nice Hornet v1.2 Charlie. Made on my second approach a Wire3, maybe the other figures are a little off  :-[ But the plane handles very nice. Wish you a nice Vacation. Herb
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Johan on June 30, 2011, 06:05:21 am
Sludge,

Only great things to say about your work and about the contribution of all the super skilled people who work with you. I resolved all my first day questions, I switched the "base.xml" files to re-take control of the breaks and my joystick is set back to make the best flying experience I can get from your plane. Thank you, take a break, there are a bunch of people out there who love your work and appreciate your kind responses to all our questions.
Have a nice weekend,

Johan
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: wilycoyote4 on June 30, 2011, 08:33:35 pm
most seems good

but the brakes aren't
I do not have rudder pedals so no toe brakes.
I made the change you suggest.  Seems ok but I'm testing so I'll report later.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: lvflyer on July 01, 2011, 01:00:46 am
Just had the chance to test out on SF2.5 Carrier Mission.  Peculiar thing regarding brakes, but may be unique to me only.  I use a RC simulator controller mostly and have the brakes activated by one of the toggle switches.  Normally by toggling the switch off then one, same as pressing . key, it will release the parking brakes.  With this integration the following happens.  Upon wire trapping the brakes are engaged and will not release by using my toggle or using the . key, but will release with ctrl ., like releasing the parking brakes.  They will not release using ctrl . if the toggle switch is in the on position, but will if in the off position so FSX is seeing the switch position.  The toggle switch will not apply the brakes at all when lining up at the catapult so have to be quick to engage the parking brake with ctrl .. The parking brakes do release with the shift space on catapult launch though.  In addition raising the hook does not restore normal function.  So I think it would just be matter of listening for the hook raised to restore brake function to normal would solve the braking issues.  But like I said this may only be unique to me.  I don't think anyone else uses an RC controller like I do, but others may use a joystick button for brake activation.

Thanks again Sludge.

Dirk
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: jonboy21075 on July 01, 2011, 01:02:22 am
I don't normally make a habit of posting on much of anything, but i couldn't pass this one up. i have the vrs superbug, the iris and aerosoft f-16s, and even the iris tomcat pro, yet the sludge hornet is my main bird. i love that plane. i just had to express my appreciation and awe over the whole project. Mr. Slugde, from one okie to another, thanks for keeping me in the groove and hitting that 3 wire
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: lvflyer on July 01, 2011, 02:02:57 am
Folks I have an update on my server problems as posted earlier.  Gamespy disconnected somtime after I posted so the only way to connect was direct as described above.  Gamespy has always been unstable when hosting.  Anyway with the new integration the server disconnects the player, even with the blackbox.cab renamed.  So something in the new structure is causing an issue, at least on my multiplayer server.  I renamed basic folder and it still disconnected so now back to square one.

Dirk
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on July 01, 2011, 05:01:23 am
LV...

Not JUST you.  Actually, that same issue was talked about just above your posts by WILY.  IF you have your "brakes" set to anything other than ACTUAL TOE BRAKES on a RUDDER PEDAL AXIS, this "trick" will not allow you to "unlock" the brakes after they are set. The XML "trick" involved a technique that sets KEY COMMAND "key_axis_brake left/right" with a 2000 value.  The problem is that IF you dont have TOE BRAKES on a rudder pedal, FSX has no way to RELEASE the "key_axis_brake" value.  So my temporary solution for those of you that dont have TOE BRAKES on an actual RUDDER PEDAL (ie. CH PEDALs) is to disable the function.
Just go into each SludgeFA-18\PANEL\BASIC folder, rename BASE.XML to BASE.XML.BAK, then rename BASE-2.XML to BASE.XML and boom, the auto-brakes feature will be disabled.

Jon...

Thanks for the good words.  Glad you like the Sludge Hornet.

Wily...

How'd the "fix" work for ya? I'm still working on a new way to get it done.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: lvflyer on July 01, 2011, 07:32:20 am
Thanks Sludge I did read that and was hoping this particular situation would help with some insight in how to solve.  I can continue to release the brakes with the parking brake command and then use the parking brakes at the catapult.  A little awkward, but acceptable. 

Regarding the disconnects, I have confirmed that the disconnects are not just on my server.  We have tried two other servers and any time a Sludge integration is logged in strange things occur, like frozen or buried aircraft and wrong position and speed data being transmitted.  We confirmed this by avoiding using the Sludge while using the same airframes and no problems then bringing in the Sludge and problems are repeatable.  Eventually aircraft get "the host cancelled the session error message".  It's maddening why some servers can handle it and others can't.  I'm surprised more have not experienced these issues, but I can only assume using this in a multiplayer environment is not prevalent.  It just seems odd that 3 separate servers experience the same issues.  I sure would like to work with those that have been involved with this project that have a server so we can extend the testing.

Thanks in advance.

Dirk
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: sonofabeech on July 01, 2011, 06:25:08 pm
Sludge you ol' dawg!! ;D you did it again, the charlie version of the sludge hornet is outstanding!!! ...thanks to you and all the guys that contributed towards this latest version ..After not having flown in over three months or so I fired up the sff2 carrier mission and put it to the test. started with a long approach from the golden gate side and once the hook was down and the hornet was trimmed up I swear it didnt move it was so stable I kept on checking that there was not an auto land function turned on somewhere :) never know with you guys the new developements happen so thick and fast these days I battle to keep up to date... I did notice it seemed to settle a little at the ramp but if memory serves that has always been the case? This has been the first version of the Sludge Hornet for a while now that seems to work well with the trackIR not sure if you changed the seat height position but the view through track Ir in the vc now seems to match the numbers on the hud if that makes any sense. I tried a couple of carrier circuits and was very happy with the results ...at the correct speeds charlie holds altitude in the turns really well and makes flying easy even for this rusty pilot  :)
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: wilycoyote4 on July 02, 2011, 09:00:56 pm
Is it me and my pc?

Anyone have the same problem?

I'm sitting at the end of the runway ready to takeoff, I turn on the pitot heat.  I go to outside view---locked spot----and I have engine contrails.  I turn off the pitot heat and no contrails.

The temperature is 59F dew point 41F both of which are considered default.
----------------------
screenys----

trap
--128 KIAS, 75% fuel, vsi -730, Alpha 10.1, 1 wire,
my errors on vsi

note---wing bank is sensitive, that is, left or right corrections to the centerline of the slant deck are easy to over-correct in my opinion
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on July 02, 2011, 10:57:35 pm
Wily...

Thats the new show smoke feature using the FSXBA smoke effect, not contrails.  Did you not read the NEW FEATURES file?  On #2, it talks about how to setup "pitot heat (on/off)" to get show smoke.  I had to do that as an FSX workaround because of how the smokes are designed and the limitations of putting all the effects in the [smoke] section.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on July 02, 2011, 11:00:20 pm
Simon...

How ya been?  Good to see that you are back flying again, kickin some patterns with the Sludge, just like ole times.  Might have to join up a multiplayer session with ya.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: wilycoyote4 on July 02, 2011, 11:06:59 pm
hahahahaha, dummy me, one of my 2 grey cells needs repair.

reading now, sorry on that issue
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on July 02, 2011, 11:48:49 pm
Wily...

No problem, keep flying and let me know what you encounter anymore problems.  Also, IF you want to tweak the variable for roll, there's two variables you can adjust. Open the AIRCRAFT.CFG file and in the [flight tuning] section, add 0.1 or 0.2 to the roll_stability OR subtract 0.1/0.2 from the aileron_effectiveness scalars, then test. Keep in mind that no matter how much you change variables, you still need to use "power-pause-turn" technique when correcting to centerline.  The Sludge follows real-world tendencies in this regard, itll "settle" (lose energy) in the turn.  Remember my carrier video... "add power, turn" in the bubble comment window before the 180 turn.  I knew the Sludge Hornet did that before I read the Approach article about this exact thing in real-world Hornets.

Fellas...

Just got permission from Skippy Bing to include "Fuel State" (in hundreds for "ball call") and "A/C Weight" (for max trap weight considerations) values in his gauge.

Also, let me know what you think of Wily's criticism.  Does anybody else have the same problem?  An ease to "over-correct" in landing config... if so, let me know how "bad" the over-correct tendency it is to you.

To install new Carrier Trap Gauge, simply download/unzip, then copy/paste the included file into your Sludge Basic/FX PANEL\Carrier_Landing_Gauge folder.  Overwrite y/n? Yes.

Later
Sludge

Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: wilycoyote4 on July 03, 2011, 12:00:19 am
My problems could be me-----ahem-----perhaps my joystick axis settings for bank so I'll check that as well.

But your advice "power-pause-turn" seems the best solution.  Will make several flights.

Thanks again and a good 4th holiday to all.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Johan on July 03, 2011, 01:00:03 am
Wily...


Fellas...

Just got permission from Skippy Bing to include "Fuel State" (in hundreds for "ball call") and "A/C Weight" (for max trap weight considerations) values in his gauge.

Also, let me know what you think of Wily's criticism.  Does anybody else have the same problem?  An ease to "over-correct" in landing config... if so, let me know how "bad" the over-correct tendency it is to you.

To install new Carrier Trap Gauge, simply download/unzip, then copy/paste the included file into your Sludge Basic/FX PANEL\Carrier_Landing_Gauge folder.  Overwrite y/n? Yes.

Later
Sludge



Sludge,

I don't have Willy's problem however I do encounter a small issue again that used to be corrected in the previous version, i.e., the plane nose dive after catching the wire at 135 mph and one of the back wheel lifts up...could this be adjusted with the tailhook parameters? Love this new version though, many thanks again.

Johan
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: wilycoyote4 on July 03, 2011, 03:27:08 am
"power-pause-turn" does make a difference for the better, thanks again.

I'll compare the two files concerning toe brakes in some flights soon.

Exhaust heat shimmer looks good.

Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on July 03, 2011, 03:49:58 am
Johan...

Yeah thats such a touchy issue with FSX Carriers.  Ive tried to balance looks (on-land and carrier) along with trapping and so far, this is the best I've gotten as the plane is rock solid on-land and has some problems on-deck because the carrier deck surface seems above the actual surface. The Sludge contact points behave/interact with carrier deck wayy different. Yeah, feel free to mod the AIRCRAFT.CFG, [tailhook] cable_force_adjust = 0.70 variable to 0.65, and 0.60 and see what happens.

I get that same landing action every now and then, but just dont know how to pin it down to one thing.  First it was using the PARKING BRAKE, I would get near tip overs on close to perfect 3-wire traps.  Once I used the TOE BRAKES method, the tipping-on-traps lessened, but it would still happen now and then.

Give the cable force adjust a try and let me know how that comes out.

Wily...

No problem, glad it helped.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Johan on July 03, 2011, 06:23:27 am
Johan...

Yeah thats such a touchy issue with FSX Carriers.  Ive tried to balance looks (on-land and carrier) along with trapping and so far, this is the best I've gotten as the plane is rock solid on-land and has some problems on-deck because the carrier deck surface seems above the actual surface. The Sludge contact points behave/interact with carrier deck wayy different. Yeah, feel free to mod the AIRCRAFT.CFG, [tailhook] cable_force_adjust = 0.70 variable to 0.65, and 0.60 and see what happens.

I get that same landing action every now and then, but just dont know how to pin it down to one thing.  First it was using the PARKING BRAKE, I would get near tip overs on close to perfect 3-wire traps.  Once I used the TOE BRAKES method, the tipping-on-traps lessened, but it would still happen now and then.

Give the cable force adjust a try and let me know how that comes out.


Later
Sludge

Thanks Sludge, I will play around with the parameters you mention. Right now, I am taking the Sludge to Miramar NAS, with MAIW, having a lot of fun. Just too bad it eats a lot of fps to have a few F-14 in the air and a AC out sea. Have a great 4th.

Johan
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on July 05, 2011, 07:08:04 pm
Fellas (especially Johan)...

I figured out why the jet "bucks up" (either right/left MLG kick up just before settling at trap).  Its the CG (center of gravity) that was set forward of previous models.  This was done to make a more evenly-balanced jet "in flight" but as we have all found out, when it traps, it has that "bucking" tendency.  I'm currently testing the Sludge at 34.00 CG, and might move it back a tad more, to get it back to default... but so far, the limited testing I've done has really toned down the "bucking" tendency.  I've only got it to do a micro-"buck" (no offense, MICRO).. so this means Im moving in the right direction.  If you want to test this out, simply modify the aircraft.cfg's CG (empty_weight_cg_position) to 34.00 or 34.20, and then change the fuel tanks length-wise position to 33.00/34.00 (from 32.00). Ill try to get out a new aircraft.cfg, so everyone can test out the changes and give me feedback.

I also have several revelations...

First is, JIMI and myself have made a decent G-Limiter.XML gauge.  We have tested it and its NOT perfect but neither is the one in the real-world jet.  In F-18 NATOPS and in the F-16 TACMAN, they explicitly say words to the effect of: "even with the g-limiter, the pilot can still over-G, and over-stress the aircraft."  What that means in laymen's terms is that you can SNAP-PULL Gs (past the g-limiter) for short periods of time, til it "catches up" and limits you back to what's its designed to do.  I'll get that gauge out to everyone shortly.

Second, when watching Y/T videos of carriers landing, I noticed that ALL OF THEM (ones I watched) landed in the 140 KIAS range.  Then I looked at the Hornet landing speed charts (which I used religiously in testing) and noticed that it says KNOTS IN CALIBRATED AIRSPEED.  NSHKH.  So I did the unthinkable and re-enabled AUTO-FLAPS.  BOOM!!  The jet flies the whole pattern in the 140-150 KIAS range, and definately flies the approach in the 140 KIAS.  And, its still in the low 80s for N2 RPM to maintain approach AoA and G/S.  I think that has more to do with the Induced Drag Scalar (AoA dependent) than the flaps position.  So unless something happens that drastically changes my mind, the Sludge will go back to the AUTO-FLAPS from here on out.  Feel free to test this out.

Here's one of the many Y/T videos I looked that that made me switch.


Finally, still working on the brakes "trick" and will see if this latest set of fixes helps with that or if it still behaves erratically (at best) and dump the idea altogether.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on July 05, 2011, 07:24:38 pm
Fellas...

Does the new Carrier Trap Gauge help?  With the ball call "Fuel State" and "A/C Weight" values added?  Do you like the position or do you need it elsewhere?

Oh yeah, speaking of which, I have a request for all that test out the Sludge.  Use more than MIN FUEL when testing.  Definately dont like to see the Master Caution and LOW FUEL lights illuminated (2.0 fuel or less) when trapping.  Id recommend anywhere from 7.0 to 3.0, and once you get to 3.0, just pretend you got some gas at the tanker (fsx a/craft fuel menu), get back up to 6.0 fuel and do some more traps at the proper weights.  In real-world, you'd never go below 2.0 unless you were in an emergency state, like we saw in another post about catching the barricade.  At 3.0, CATCC would send you to tank.

Thanks for all your help and will get you updated info when I get home tonight, as Im at work now.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Johan on July 05, 2011, 10:54:07 pm
Fellas (especially Johan)...

I figured out why the jet "bucks up" (either right/left MLG kick up just before settling at trap).  Its the CG (center of gravity) that was set forward of previous models.  This was done to make a more evenly-balanced jet "in flight" but as we have all found out, when it traps, it has that "bucking" tendency.  I'm currently testing the Sludge at 34.00 CG, and might move it back a tad more, to get it back to default... but so far, the limited testing I've done has really toned down the "bucking" tendency.  I've only got it to do a micro-"buck" (no offense, MICRO).. so this means Im moving in the right direction.  If you want to test this out, simply modify the aircraft.cfg's CG (empty_weight_cg_position) to 34.00 or 34.20, and then change the fuel tanks length-wise position to 33.00/34.00 (from 32.00). Ill try to get out a new aircraft.cfg, so everyone can test out the changes and give me feedback.


Later
Sludge

Sludge,

Thanks a lot, only someone like you with an inside and out knowledge of this plane...I will try this out after work.

Johan
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: frenchie88 on July 06, 2011, 02:31:01 am
Hey Sludge,
I had the tipping/bucking problem with the new release but everything else was cool.
Did as you suggested with the cfg and changed values as below:

empty_weight_CG_position = -34.00, 0, 0

[fuel]
LeftAux   = -34.00, 0, 0, 418, 0.0 ;Tank 1     //Longitudinal (feet), Lateral (feet), Vertical (feet), Usable(gallons), Unusable (gallons)
LeftMain  = -34.00, 0, 0, 263, 0.0 ;Tank 2     //Longitudinal (feet), Lateral (feet), Vertical (feet), Usable(gallons), Unusable (gallons)
RightMain = -34.00, 0, 0, 206, 0.0 ;Tank 3     //Longitudinal (feet), Lateral (feet), Vertical (feet), Usable(gallons), Unusable (gallons)
RightAux  = -34.00, 0, 0, 532, 0.0 ;Tank 4     //Longitudinal (feet), Lateral (feet), Vertical (feet), Usable(gallons), Unusable (gallons)
LeftTip   = -34.00, 0, 0,  85, 0.0 ;Left Wing  //Longitudinal (feet), Lateral (feet), Vertical (feet), Usable(gallons), Unusable (gallons)
RightTip  = -34.00, 0, 0,  85, 0.0 ;Right Wing //Longitudinal (feet), Lateral (feet), Vertical (feet), Usable(gallons), Unusable (gallons)

Whether by coincidence, luck or judgement i trapped on the carrier probably better than i ever have three times in a row!
You mentioned the micro-"buck", i did have a touch of that but no nose through the deck as before the cfg changes.
Had to remove the brake thing as i don't have toe brakes but all is good after doing the adjustments.
Only disapointment was when i went to replay my moments of glory and realised i couldn't cos of the moving carrier and the disabled
playback in multiplayer.
As always thanks to you and your mates for the work.

Frenchie.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on July 06, 2011, 03:58:07 am
Fellas...

OK, did some more testing and just about ready to release an update to all the FSDT flyers.  I think for now I'm definately gonna NIX the "brakes trick" on touchdown, as its definately contributing to the "bucking" problem.  I'll keep the cat-shot brakes, but if it gives me too many more problems, its going out the window as well.

I will do further testing and also release a MANUAL package that easily updates all the current changes in the v1.2 CHARLIE.  This will include more stable contact points and CG, AUTO-FLAPS enabled in aircraft.cfg, newer CARRIER TRAP gauge w/corresponding panel.cfg rewrites, a reworked PANEL\BASIC folder that includes the new G-LIMITER.XML gauge.

In the meantime, here's some screenies from my last testing session, and some good "sight pictures" to focus on when carrier landing.  Take note of where the wings level (W) is and where the velocity vector is in regards to the ship.  If you are lined up and correcting, the v/vector should be at the "crotch" (where the angled deck and forward deck intersect) til just before you touchdown, then let it work its way towards the middle of the angled deck.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Johan on July 06, 2011, 06:26:29 am
Well Sludge, these are perfect shots. Thank you for your enthusiasm, putting out some great work and still challenging it as our comments come back. I changed the CG parameters and it works much better with your recommendation and Frenchies' lines....much smaller "buck". Everything else is working perfect.

Johan
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: neutrino on July 06, 2011, 10:43:48 am
Second, when watching Y/T videos of carriers landing, I noticed that ALL OF THEM (ones I watched) landed in the 140 KIAS range.  Then I looked at the Hornet landing speed charts (which I used religiously in testing) and noticed that it says KNOTS IN CALIBRATED AIRSPEED.  NSHKH.  So I did the unthinkable and re-enabled AUTO-FLAPS.  BOOM!!  The jet flies the whole pattern in the 140-150 KIAS range, and definately flies the approach in the 140 KIAS.  And, its still in the low 80s for N2 RPM to maintain approach AoA and G/S.  I think that has more to do with the Induced Drag Scalar (AoA dependent) than the flaps position.  So unless something happens that drastically changes my mind, the Sludge will go back to the AUTO-FLAPS from here on out.  Feel free to test this out.

Here's one of the many Y/T videos I looked that that made me switch.


Finally, still working on the brakes "trick" and will see if this latest set of fixes helps with that or if it still behaves erratically (at best) and dump the idea altogether.

Later
Sludge


Sludge, I think getting back to maneuvering flaps is a step back from the realism the Sludge Hornet has achieved. The maneuvering flaps setting allows only half flaps in flight, and if you want you can still land that way with manual flaps by pressing F7 instead of F8. But as you mention your approach speed will be 9-10knots higher than with full flaps and you may break two restrictions on carrier landings for the Hornet depending on your gross weight - first, you will exceed the max trap speed of 145 knots if you are heavier than 32,000 lbs (>70% fuel), and second, with gross weights above 33,000 lbs (>78% fuel) you are only allowed to land at full flaps.

With full flaps the FSX Hornet matches exactly the approach speeds for the real F/A-18 at optimum AOA across the different gross weights. It's within 1 knot accurate! For example, let's take the video you posted. You will notice he is slightly fast all the way to touchdown, which means that at optimum AOA the approach speed will be 1-3 knots lower or about 139 kts. From the F/A-18 approach speed diagram this corresponds to 34,200 lbs gross weight. So if you load the FSX Hornet to 34k lbs gross and fly a steady 8.1 AOA approach at full flaps, your speed will be 139 kts :) But at half flaps (or maneuvering flaps) the speed will be about 150 kts and they will have to use the barricade ;)

So what I am saying is - sure, you can land at auto flaps at low gross weights, but don't limit the option to land heavier and at normal approach speeds by using full manual flaps.

Also, for the FSX Hornet calibrated airspeed and indicated airspeed is the same because there is no instrument error, so that shouldn't be an issue.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: SpazSinbad on July 06, 2011, 11:42:36 am
Thanks neutrino. I have not been able to use any updated Sludge Hornets for a few months so have not commented on what seems to be good updates but was leery about the 'auto flaps' regression. This graphic was made earlier and now I'm not sure if it applies to the engine in the FSX Hornet [F404-GE-402?] but it is NATOPS airspeed/weight info for the F/A-18A-D version. Sludge did not mention the weight for his idea about 145 knots and that detail is important for Optimum Angle of Attack airspeed. Anyway here is the graphic....
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: GOONIE on July 07, 2011, 06:29:40 pm
Thanks, Sludge. Finally was able to download and test out the charlie bird last night. Really like a lot of the new tweaks and how it handles around the boat. I have used the new CGs, and I really like them. Only wish I could get the catapault toe brake mod to work. What I mean is I have the same issue as others here, who do not have rudder pedals assigned to the brakes, and thus lose braking ability after launch. I assume there is no way to reverse the max brake trigger once it is used? Say launch bar down, etc triggers max brakes to result in a 150kt launch (as I see in the basic .xml) and then another trigger, say airspeed 160kts or launch bar up releases the max brake call/trigger.

Great work!

-Capt
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on July 07, 2011, 09:27:18 pm
JR...

I haven't been able to respond in-depth to your email cause I get back from working out late (its HOT in the days, so I have to run at night), then Im up late night, doing what I can.  I think you are have a point and I may have jumped the gun about "all future Sludge Hornets will have AUTO FLAPS", but Ill continue testing 'cause I'm still not getting why ALL the VIDEOS show Hornets landing in the low 140s.  If they are all at max trap and the G/S is at 3.5, then thats probly part of the answer.

Yeah, had a big discussion with JJ the last few nights about everything from KCAS on the HUD, to landing speeds of Hornets, Tomcats, and everything in-between.  Now Im still tweaking/modding.  I did some preliminaries with the Sludge Alpha and the CS Delta (with stores) and so far, the best fit FOR ME, seems to be taking a touch of lift off the flaps in the FA18.AIR, setting the flaps to AUTO on the LEADING EDGE and MANUAL on the TRAILING EDGE flaps.  I may be mistaken, and Virtuali can correct this, but I thought the FSX Hornet's LEFs at AUTO are AoA-based, just like the real bird.

I see what youre saying about the landing speed charts, and how you are working from airspeed backwards to A/C Weight. FOR ME... I see all these vids and something is not the same.  Whether that something is FSX 4.0 glideslope/higher WoD keeping us consistent with the chart and real-world using 3.5/nominal WoD and higher ?  Just something doesnt sit right, and Im trying to figure it out.  Look at 0:20 and how the HUD AoA bracket is ON-SPEED at 141.  Some more tests with the DELTA Hornet will make or break this mental block for me.  IF I do a max a/c weight trap in a DELTA Hornet, and the speeds are still low 30s, I'll look for more answers.

Spaz...

I dont know the weights, so the best I can assume is that they are at max trap weight.  Otherwise, if they are less, say 31k, this issue gets even more confusing for me.  In those pictures, you can see from the newly-modded Carrier Trap Gauge "A/C Weight", that Im at 31k.  So in my latest tests, everything is at max trap weight (unrestricted) = 33k, according to Legacy NATOPS.  I can even go up to 34k (restricted; NATOPS), once I start to get a handle on this issue.

I know those previous pics were at 31k, but my latest test pics are at 33k.  Some decent results but have to test with the DELTA Hornet and MAX TRAP, then we will see how much closer we get to the landing vids.

CAPT...

Thanks buddy.  Damn good idea, I may try it.  Give me a few days and Ill start working on it.

Fellas...

Have you guys gone to the official Blue Angels site lately?  Its really well done.  You gotta have Silverlight installed, but the site is really well done now.

Later
Sludge

Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: SpazSinbad on July 07, 2011, 10:28:38 pm
Sludge, I'll assume the correct engine is in that weight/Opt AoA table posted.

I have been trying to write some advice about modding the aircraft but not sure if it is relevant or useful so it has been deleted. One thing though. I would assume that most USN aircraft get back with stores onboard to be at or near their max trap weight. That assumption may be incorrect but unused fuel and unexpended weapons are expensive so retaining as much as possible not only saves money but allows for the unexpected in case of fuel.

Not always will the aircraft be at max landing weight of course. There will always be a minimum amount of fuel though (plus whatever is hanging from the aircraft).
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: neutrino on July 07, 2011, 10:56:39 pm
Sludge, I'll assume the correct engine is in that weight/Opt AoA table posted.

I have been trying to write some advice about modding the aircraft but not sure if it is relevant or useful so it has been deleted. One thing though. I would assume that most USN aircraft get back with stores onboard to be at or near their max trap weight. That assumption may be incorrect but unused fuel and unexpended weapons are expensive so retaining as much as possible not only saves money but allows for the unexpected in case of fuel.

Not always will the aircraft be at max landing weight of course. There will always be a minimum amount of fuel though (plus whatever is hanging from the aircraft).

Sludge and Spaz, I think we are getting somewhere here. The answer must be whether these Hornets are landing at close to 33-34k lbs gross weight (70-80% internal fuel), in which case the speed will be in the low 140s and all seems correct. If on the other hand they are landing at 30k lbs, they must be landing at half flaps to achieve this high speed we see on the videos. With full flaps they will be below 135kts at such low weights. So as soon as I wrote my post the other day I sent a message to WR2, who is a former Hornet driver and asked him if he ever remembered landing at half flaps. However I still don't have a reply. I asked on one more place, so eventually we'll figure it out  :)
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: SpazSinbad on July 08, 2011, 12:43:33 am
Thanks neutrino, it will be interesting to hear Hornet pilot reply. I'm wondering if the aircraft would carrier land with half flaps due to arresting gear limiting speed/weight - wear and tear on aircraft issue - but I'm only guessing. Perhaps 'half flap' is for runway landings for some reason? I'll look through NATOPS for any 'half flap' requirement issues for carrier landings. Perhaps there is a 'weight and balance' issue with different stores on different wings and asymmetric loadings requiring 'half flap' in some instances?
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: neutrino on July 08, 2011, 08:50:38 am
OK guys, here is the answer I got from an active-duty F/A-18 pilot:

A 1/2 flap approach is normally reserved for single engine situations. Normal ops would be full flap. I would expect most approaches are done with less than 3000 lbs of gas. On speed should be around 133-135, plus stores weight.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: SpazSinbad on July 08, 2011, 09:35:55 am
Thanks neutrino, good to know (never had more than one engine to think about only having one in the RAN FAA A4G Skyhawk).  ;D
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on July 08, 2011, 10:06:50 pm
JR...

OK, now Im really confused.  So its full flaps and he is saying that most approaches are 3000k gas or less?  And on top of that, even if it was =/- 3k gas, you'd figure that optimum AoA is SLOWER? 

Seriously confused now.  There's just something that doesnt jive between what Ive seen on most videos, especially the first video I included when talking about this, and the NATOPS sheet and what pilots are telling us.  We are missing some "factor(s)" that are making real world Hornets get into the low 140s when on glideslope.  Did you talk to Y/T Whiskey? Or the Seven-G guy?

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: neutrino on July 08, 2011, 10:39:35 pm
The Seven-G guy :) Well, the part that they don't normally use half flaps is not confusing :) However, at 3000 lbs of gas (30% fuel) the Hornet weighs 28k lbs (no external load) and with full flaps the on speed is 126 kts. No problem, except I never saw such low speeds on a video. So either they land with much more gas, or they do use half flaps. Or they have about 4,000 lbs external load.

JR...

OK, now Im really confused.  So its full flaps and he is saying that most approaches are 3000k gas or less?  And on top of that, even if it was =/- 3k gas, you'd figure that optimum AoA is SLOWER?  

Seriously confused now.  There's just something that doesnt jive between what Ive seen on most videos, especially the first video I included when talking about this, and the NATOPS sheet and what pilots are telling us.  We are missing some "factor(s)" that are making real world Hornets get into the low 140s when on glideslope.  Did you talk to Y/T Whiskey? Or the Seven-G guy?

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: SpazSinbad on July 09, 2011, 12:14:04 am
As mentioned earlier, my guess is that all aircraft return with maximum landing weight - or below - which includes maximum fuel and unexpended weapons (to save money and max fuel to maximise safe return etc.).
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: nicka117 on July 10, 2011, 03:32:47 pm
Hey guys, I have a friend that I help with his golf game on occasion (I'm a golf instructor) and he has a lot of time in the hornet (also flew for the Blues). I sent him a link to this thread and asked if he had any thoughts. Here is what he had to say:

The response the guy got from the Hornet pilot is correct.  We land with full flaps behind the boat.  If you think about it, it makes sense and it makes it easier.  The slower you are behind the boat when you roll out in the groove, you have more time to make corrections to land on the boat.  We want a stable and slower aircraft to make it easier to land on the boat.  The approach speeds for aircraft like the F-5 and F-16 are a lot faster.  You should roll out wings level from your turn with about 15-17 seconds of time(if my memory serves me correct!).  Long in the groove, or more time than that, you are screwing up the pattern for the other pilots and we can't land aircraft as quickly.  You will get waived off by the LSO.
 
I have only done a couple 1/2 flap landings in my life, and I have thousands of F/A-18 landings.  The auto-flaps landing is scary, very fast and the aircraft is not as stable.  Plus, depending on the approach speed you can get close to the tire speed landing limitations on touchdown.
 
As far as approach speeds, I really didn't focus on that.  I focused on the AOA.  I did a quick cross check to make sure the airspeed and AOA correlated.  There have been faulty sensors in the past where that caused a problem, but very rare.  I don't know what aircraft(A-D) or what you have loaded on the aircraft, so hard to tell approach speeds.  The chart you have is correct.  You should be landing in the low 130's below max trap weight.  I flew the F/A-18C, so it weighed about 25,000 lbs empty.  Add fuel and stores, then you have the weight.  
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: neutrino on July 10, 2011, 04:06:30 pm
Hey Nick, that was a great response and I very, very helpful information! Thanks a lot for helping clear this issue out :) It's always great to talk to a real NAVY pilot 8)
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on July 11, 2011, 03:33:17 am
Fellas...

Just got back from a weekend trip.  Read the last posts including the Hornet driver's inputs.  Now, what Im saying is that we are still NOT what REAL WORLD Y/T videos SHOW and what I can replicate in FSX.  IF anybody can replicate that or any other Hornet landing video put out, I will lay this to rest.

Here's my three newest pictures and why I'm still confused as to WHAT is missing between FSX and REAL WORLD, that gives them low 140s on approach and gives us mid-low 130s on approach with FULL MANUAL Flaps, and MAX TRAP WEIGHT (unrestricted), which should be 33k=139 (137 +2 [no AIM-9]) for the Alpha and 33k = 139 (137 +2 [external stores]).  Unrestricted bumps both up to 141.  I still cannot replicate that or other Y/T videos of Hornets landing.

Now to be clear, there are assumptions made.  I'm using MAX Trap Weight to assume the HIGHEST LANDING SPEED possible.  I'm also using adding +2 because the ALPHA has no 'Winders and the DELTA has external stores.  The ship is moving at 24 kts w/natural wind of 11kts, for a 35 kt WoD.  I'm using FULL, MANUAL FLAPS as I want to see what the numbers are without any mods/tweaks on my part.

As you can see from the provided pics, the ALPHA (MANUAL Flaps FULL) is 134 kts/ON-SPEED.  This is too slow as it should be 139 kts.  The second pic is the ALPHA (AUTO Flaps FULL) is slightly SLOW, and at 143 kts.  Too fast.  The third is the DELTA (MANUAL Flaps FULL) at 136 kts.  This is closer but still needs to be higher, around 139.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on July 11, 2011, 04:54:26 am
OK...

Im getting really close with a MAX TRAP WEIGHT Delta Hornet (33.0k) and it ON-SPEED about 140 kts.  Gotta do some more testing tomorrow, but it should be ready to go with a few tweaks.

Also, another Delta Hornet at (32.3) and its TRAP STATS which are really close as well.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: jimi08 on July 11, 2011, 09:17:45 pm
I talked to a Hornet driver (Charlies) in my curriculum today and he said that they usually worked it out to where they usually approached the deck right under max trap and that they usually looked at approaching the ship in the low 140s.  If you have any more specific questions, let me know and I will ask him.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: neutrino on July 11, 2011, 09:29:07 pm
Thanks Jimi, that explains the approach speeds. It's good to know how the real pilots do it ;)

I talked to a Hornet driver (Charlies) in my curriculum today and he said that they usually worked it out where they preferably approached the deck right under max trap and they would usually looked at approaching the ship in the low 140s.  If you have any more specific questions, let me know and I will ask him.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: SpazSinbad on July 11, 2011, 11:16:34 pm
neutrino, as has been hinted at all along (sadly I have never been a Hornet pilot so I can only guess) but having been an A4G Skyhawk pilot the suggestion is that any carrier pilot is constantly working out how to get back to the carrier with the maximum amount of fuel, just under the maximum arrested landing weight.

This gets to be second nature for reasons described in the dramatic low fuel barrier arrest situation. In any event a military jet pilot is constantly aware of their fuel state, always figuring out what the fuel will be at 'Charlie' time (programmed arrest time). One is never late for 'Charlie' without expecting a boot in the behind and one gets there with the maximum fuel.

In the case of the Hornet it has the capability to land with much more than just fuel and empty weapons pylons/carriers compared to the Skyhawk at Max Arrested Landing Weight. However the principle is the same. No one ever wins any points for running out of fuel in a miljet and a carrier pilot always wants to have the max fuel for any eventuality at the carrier before arrested landing.

Our A4Gs had a kneeboard card with every expendable or not item weight recorded. We all agreed on the empty weight (which can vary quite a bit but there are standards in NATOPS). Then the odd bits and pieces hanging off the aircraft were added - take that away from max arrested landing weight and the fuel for this event is known. Unsurprisingly the fuel burn during the first circuit could be added so that the aircraft weight crossing the ramp weight could be known but generally that fudge factor was not always used in case the mental arithmatic was off because sometimes some weapons might 'hang' (not fire) which otherwise might not be jettisoned by other means. And so it goes....
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on July 12, 2011, 08:49:30 am
JIMI...

Much thanks, and this confirms what I've been yapping about all along, that what's in those Hornet Y/T videos is commonplace, that they stay in the low 140s on approach.  As I've tried unsuccessfully to emulate in FSX til yesterday. Only after I shaved off a bit of lift from the flaps to get a MAX TRAP WEIGHT Delta Hornet close to 140. Another real-world vs. FSX factor is that we can only use UNRESTRICTED (33k) a/c weight, as one of the RESTRICTIONS (NATOPS) landing at 34k is a 3.5 glideslope.  Which we cannot have with any of the default Acceleration/AICarriers/Javier's Carriers 'cause they are coded for a 4.0 ball.

IF we could get the ball at 3.5, we could go up to 34k a/c weight, and that approach speed would be 141 (139 base speed + 2 for external stores) and it would be just like the video when he levels out, he is ON-SPEED at 141.  Now, its finally starting to make sense.

Thanks again, much appreciated for that real-world Hornet driver input.  If you dont mind, can you ask at what fuel state CATCC would send them to tank.  In my few times in CATCC watching flight ops, I thought they sent them to tank around 3k gas, but I've been mistaken before.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: jimi08 on July 13, 2011, 01:30:35 am
OK Sludge, the answer I got from my colleague about your tanker question.  He said that it all depends on the commander/squadron directives and the distance of Blue Water (the carrier) and diverts.  As a rule of thumb, he said that it was usually 400 lbs above bingo during daytime hours and 800 lbs above bingo during nighttime operations.  Of course because the Legacy Hornet's stubby legs, it wasn't uncommon for them to be directed to hit the hose right after cleaning up.  Hope this helps.

-Jimi
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on July 13, 2011, 04:03:56 am
JIMI...

Always helps to have a person "in the know" giving us straight up answers from real world experience.  And that answer is what I expected as BINGO is usually 3k'. I know that the Hornets we've trained with in "earwax" have called JOKER around 4k and and Knock-It-Offs (for Bingo fuel) at 3k.  Also during my ship time, when I'd go over to CATCC, I remember them going to get about 2k gas when they'd get around 3k.  What I would have given to been a division officer on ship as we are doing this stuff.  I could just go to ready rooms or maint. depts and get MOST (not ALL) of the answers we are looking for...  or I could watch the PLAT (ship's TV channel 2) and get some more answers there.

Thanks again and see ya on the Skype side when I get online.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on July 18, 2011, 07:59:53 am
Fellas...

Here's the current "skinny".  I have some updates but want everyone's opinion.

I have some "fixes" to v1.2 CHARLIE:
nose into the deck problem at trap (CenterofGravity for A/C and Fuel Tanks modded and updated UA (up and away) and PA (powered approach) auto-trim settings);
the "bucking" on wire trap problem (auto braking removed and above-mentioned CG fix); aircraft swerves right/left on cat-shot (braking speed "trick" removed);
get the low 140s on approach that Y/T videos show, cited NAVAIR document, and current Hornet driver supports (leading edge flaps (LEF) = auto (AoA driven) and the trailing edge flaps (TEF) = manual/FULL DEFLECTION AND decreasing FA-18.AIR flap lift slightly);

What I want to know is that who would like the brakes "trick" removed entirely?  I can make the Base.XML WITHOUT the brakes "trick" default, so that people who use a HOTAS button, trigger usually, (most flyers, I'm guessing), dont have to worry about UNLOCKING the brakes after landing or cat-shot.  Personally, I think it was a good, novel idea but practically, just doesnt work for most flyers.  Let me know what you think.
Also, would you rather I upload these new fixes in their entirety as a .ZIP file that contains the SHCHI.EXE along w/a new README and NEW FEATURE text files?  So you can simply delete the old v1.2 CHARLIE, use the auto-installer and you get all the new features? Manual install will be available as well.
OR would you rather I place them as UPDATE.ZIPs (here at FSDT and SH.com) to unzip, copy/paste into your current SludgeCombat v1.2 CHARLIEs?

I prefer the first method as it starts everyone from a clean slate with all the new mods, but I would like everyone's opinion.

Once we have come to a consensus on this, I'll re-release the v1.2 CHARLIE, and get to work on FLARES.  I have the base FLARE effect done but the smoke is proving a real pain the you-know-what.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: frenchie88 on July 18, 2011, 04:42:08 pm
Alright Sludge,
UPDATE.ZIP is fine for me cos i keep a folder for the different versions. Amazes me how you keep finding things to improve!

Thanks. Frenchie
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Johan on July 18, 2011, 09:24:19 pm
Sludge,

Great news for the fixes, as you know, the break trick didn't work for me since I am one of the ones using the trigger on HOTAS to break, so I went back to the original base.xml.
For the delivery of the fixes, I am good either way. If the updates are minor in nature (a few lines to tweak on aircraft.cfg...), then the update.zip would be better for the ones with low download speed.
Thank you,

Johan
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Jymp on July 18, 2011, 10:56:19 pm
Whichever way you'd like is fine to me, clean slate or an update.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: wilycoyote4 on July 18, 2011, 11:47:12 pm
"place them as UPDATE.ZIPs (here at FSDT and SH.com) to unzip, copy/paste into your current SludgeCombat v1.2 CHARLIEs?"

I'm for this and use a joystick trigger for brakes as I have no rudder pedals with toe brakes(at the moment, lol).
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on July 18, 2011, 11:51:06 pm
Fellas...

OK, so far its looking like Ill just post an UPDATE.ZIP to everyone.  Keep in mind, it will be harder to help you IF you've put in other paints and whatnot but I'll work on getting the UPDATE.ZIP out.

And due to popular request, BOTH brakes "tricks" (cat-shot and traps) are out.  Like I said earlier, they were a good idea, just too hard to implement at this time for people who dont have Rudder Pedal toe brakes.  Sorry to those of you that do, just a clear majority dont have the toe brakes and its causing more problems than it solves.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on July 19, 2011, 12:33:16 am
JIMI...

Im at work, but have a few questions to ask the Hornet driver when you get back to class.  What do they fly the pattern at?  150 or Yellow donut, whatever it higher?  Or at whatever speed to maintain interval?  Also, do they use rudder IN-THE-PATTERN or during the approach phase? Or both? Whats a common abeam length?

I think thats it for now.

Thanks
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: nicka117 on July 19, 2011, 01:08:36 am
Looking forward to it Sludge! Thanks for all your hard work!
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: jimi08 on July 20, 2011, 10:48:24 pm
JIMI...

Im at work, but have a few questions to ask the Hornet driver when you get back to class.  What do they fly the pattern at?  150 or Yellow donut, whatever it higher?  Or at whatever speed to maintain interval?  Also, do they use rudder IN-THE-PATTERN or during the approach phase? Or both? Whats a common abeam length?


Ok, this is the response I got:

1)      The pattern is always flown on-speed (yellow donut) with minor changes only used for interval correction.

2)      We never use rudder in the pattern.  The hornet is fly-by-wire and has an amazing flight control computer that we can only confuse if we use rudder.  The rudder in the hornet is used for tactical maneuvers or emergencies only.

3)      The Standard abeam length for a vintage hornet is 1.3-1.5 miles.

Hope this helps.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on July 21, 2011, 12:00:59 am
JIMI...

As usual, you come thru IN SPADES.  This is EXACTLY what I was hoping for.

Quote
The pattern is always flown on-speed (yellow donut) with minor changes only used for interval correction.

I heard (forget who) that the pattern is flown at 150 or yellow donut, or whatever is higher. Guess thats incorrect.

Quote
We never use rudder in the pattern.  The hornet is fly-by-wire and has an amazing flight control computer that we can only confuse if we use rudder.  The rudder in the hornet is used for tactical maneuvers or emergencies only.

Makes sense in the whole scheme of things as I use rudder alot in the pattern and a TAD on final, but will change that immediately. And I use rudder in Pirouette, PitchBack (banked vertical pull back into adversary), and Low Yo-Yo maneuvers, so Ill keep that going.

Quote
The Standard abeam length for a vintage hornet is 1.3-1.5 miles.
I fly a VERY TIGHT pattern at 1.1, so I think with less AoB (angle of bank; 27-30 instead of 30+) and no rudder, it should work out to 1.3 or close.  With the only major discrepancy being a higher AGL at "the 90" (on-glide still high because 4.0 Meatball) and the ball-call.

Thanks again.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: nicka117 on July 21, 2011, 12:27:28 am
JIMI...

Im at work, but have a few questions to ask the Hornet driver when you get back to class.  What do they fly the pattern at?  150 or Yellow donut, whatever it higher?  Or at whatever speed to maintain interval?  Also, do they use rudder IN-THE-PATTERN or during the approach phase? Or both? Whats a common abeam length?


Ok, this is the response I got:

1)      The pattern is always flown on-speed (yellow donut) with minor changes only used for interval correction.

2)      We never use rudder in the pattern.  The hornet is fly-by-wire and has an amazing flight control computer that we can only confuse if we use rudder.  The rudder in the hornet is used for tactical maneuvers or emergencies only.

3)      The Standard abeam length for a vintage hornet is 1.3-1.5 miles.

Hope this helps.

My dad said they never used rudder in the pattern either and his aircraft weren't fly-by-wire (A-3, A-7, F-4). So I guess no rudder regardless.

He said the A-3 was by far the hardest to get aboard, had to be super smooth. It would float through the glide slope, and he'd keep pulling off power, and then it would fall through the glide slope, and the engines would take forever to spool back up. And, the A-3 had asymetrical thrust issues with the engines so far apart. He would get a yaw rate developed on final, but he didn't correct with rudder--he would just stagger the throttles.

When he went to A-7's, the LSO said he was trying to be way too smooth. he said to man-handle it more: if you're high, don't finese it down, dump the nose and power immediately and reestablish with the counter corrections.

And then the F-4, by far the easiest behind the boat. He said it glided like a safe, and the power was so instaneous and enormous that essentially the meatball was attached to the throttle.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: neutrino on July 21, 2011, 02:31:35 pm
... and the power was so instaneous and enormous that essentially the meatball was attached to the throttle.

Nice ;D
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on July 21, 2011, 07:33:03 pm
Nicka...

Thanks for the additional information.  Always good to hear from old school pilots, pre- fly-by-wire days... somethings (no rudder in pattern) always stay the same, eh?

Everyone...

This brings up a question in regards to Rudder on final approach.  I know NO RUDDER in the pattern and that makes sense, but since there are LSO annotations for Rudder corrections, is rudder used on final?  In the LSO Manual there's NERR (not-enough-right-rudder) and TMRR (too-much-right-rudder) etc.  Is that a left-over from the non- fly-by-wire jets (Tomcat, S-3, EA-6Bs) or is that also used with Hornets? If someone (Nicka asking your Pops or JIMI asking the Hornet guy) could find out a real world answer, would be much appreciated.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: nicka117 on July 21, 2011, 08:20:35 pm
Nicka...

Thanks for the additional information.  Always good to hear from old school pilots, pre- fly-by-wire days... somethings (no rudder in pattern) always stay the same, eh?

Everyone...

This brings up a question in regards to Rudder on final approach.  I know NO RUDDER in the pattern and that makes sense, but since there are LSO annotations for Rudder corrections, is rudder used on final?  In the LSO Manual there's NERR (not-enough-right-rudder) and TMRR (too-much-right-rudder) etc.  Is that a left-over from the non- fly-by-wire jets (Tomcat, S-3, EA-6Bs) or is that also used with Hornets? If someone (Nicka asking your Pops or JIMI asking the Hornet guy) could find out a real world answer, would be much appreciated.

Later
Sludge

CORRECTION! CORRECTION! Sorry guys, I was telling you what I "remember" him saying. I just chatted with him. They did indeed use rudder with jets and props (he has carrier landings w/ S-2, A-4, A-3, A-7, F-4). He used it for final approaches for slight center line adjustments and assymetrical thrust adjustments.....but very little and not very much.

And, he calls all the new guys "HUD cripples."
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: wilycoyote4 on July 21, 2011, 09:06:05 pm
Quote
And, he calls all the new guys "HUD cripples."

lol
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: neutrino on July 21, 2011, 10:12:39 pm
And, he calls all the new guys "HUD cripples."

That's me ;D That's why I will train some carrier landings without HUD - no velocity vector, no speed indication, no ILS - just meatball and AOA indexer. I can even start at the abeam position and I will post a video with the results.  The video will be recorded live with Fraps. This will be a nice challenge and it can happen in real life with HUD failure 8)
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: nicka117 on July 21, 2011, 10:58:16 pm
And, he calls all the new guys "HUD cripples."

That's me ;D That's why I will train some carrier landings without HUD - no velocity vector, no speed indication, no ILS - just meatball and AOA indexer. I can even start at the abeam position and I will post a video with the results.  The video will be recorded live with Fraps. This will be a nice challenge and it can happen in real life with HUD failure 8)

Would love to see it Neutrino. Maybe I can learn something!
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on July 22, 2011, 05:18:30 am
Fellas...

Quote
That's me. That's why I will train some carrier landings without HUD - no velocity vector, no speed indication, no ILS - just meatball and AOA indexer.

(EA-6Bs do it like this ALL THE TIME.  They have NO HUD and still land Meatball and AoA.)

Quote
I can even start at the abeam position and I will post a video with the results.  The video will be recorded live with Fraps. This will be a nice challenge and it can happen in real life with HUD failure

Thats a challenge.  Who can do the best passes WITH the HUD, then WITHOUT the HUD.  Gotta at least have a baseline to start and see who can do it with the HUD first. It'll be a good way to pass the time 'til we get Serge's mission.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: nicka117 on July 22, 2011, 10:56:12 pm
Hey guys, with the HUD symbols, is it possible to have the velocity vector above the "horizon line" and still have an FPM rate of decent. I'm getting that quite a bit and it's harder to maintain altitude in the pattern, especially in the turns. The velocity vector is hanging above the 0 degree horizon, and it still might say -150 FPM.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: neutrino on July 22, 2011, 11:46:21 pm
If the velocity vector is on the horizon line, this means your altitude is not changing, even though you may see a non-zero reading on the vsi. The vsi indicator is measuring changes in air pressure to determine the vertical speed and has some built in inertia, while the velocity vector uses instantaneous vertical speed and does not depend on pressure measurements. When the vsi is steady, both methods will produce the same result.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: nicka117 on July 22, 2011, 11:52:12 pm
thanks Neutrino
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: heyvern69 on July 23, 2011, 06:43:09 pm
Sludge,

I just wanted to say "Thank you, thank you, THANK YOU!!!" for all the hard work you (and others) have been doing to make the Hornet fly better in FSX. My friends & I LOVE flying the Sludge Hornet!

I posted a few FSX multiplayer carrier landing videos on facebook of our flying with your Hornet & Dino's T-45.  We're not real pilots . . . so we are loose in our carrier procedures.  But our landings are getting better!

If you (or anyone) wants to see these landing videos . . . next time you are logged into facebook . . . simply search for "San Diego Simflite". Note: "flite" is purposely misspelled.  Scroll down and you'll see the videos.

One of the videos shows us flying online with a mixture of old & new Sludge Hornets, so you see an unusual vapor trail coming off the nose of the old Hornets, an odd by-product of us using old & new Sludge planes online.

Some of my friends are a little older, so I'm not having them update to your newest Sludge Hornet until all your modifications are done and finalized, because installing 1 final product will be easier than constantly helping a few of these older gentlemen upgrade little-by-little.  I'm looking forward to the final product with all your fantastic work in one big package.

Thanks again for all your amazing work.  We love it.

-Vern
Again, you can find my carrier landing vid(s) by "San Diego Simflite" on facebook



 
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: neutrino on July 23, 2011, 09:11:20 pm
Vern, I checked the videos - great fun ;D We should sometimes get together and set a record for a number of players on the carrier and of course do some serious carrier ops ;) We can easily get 4 people and with your wingmen we will be like 10 people ::)
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Orion on July 24, 2011, 02:02:43 am
Do you have the video uploaded somewhere else, such as YouTube or Vimeo, for those that don't use Facebook? :P
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: SpazSinbad on July 24, 2011, 02:11:02 am
Orion, thanks. Good idea. I'm no FaceBook user either.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: GOONIE on July 24, 2011, 05:22:49 pm
Nice videos Vern! Looks like a good time, and a good group of pilots.
-Capt
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: heyvern69 on July 24, 2011, 10:39:48 pm
Vern, I checked the videos - great fun ;D We should sometimes get together and set a record for a number of players on the carrier and of course do some serious carrier ops ;) We can easily get 4 people and with your wingmen we will be like 10 people ::)

That would be AWESOME!!!  But I noticed, the more people you add . . . (1) the more difficult it is to find a common online flying time, (2) the more time it takes to work out sound and game crash bugs, and (3) the more difficult voice comms are unless you make separate channels in TeamSpeak.  I knew how to make separate channels in TeamSpeak 2, but I haven't tried to figure it out yet for TeamSpeak 3.  My friend "Bingo" usually host's the TeamSpeak 3 server, and I usually host the game, so that we split the CPU duties between us.  And we are the only 2 in our group who know how to open firewall ports to serve the game, so the other guys only have to join in.  Hopefully we can work out these issues.

If you want to get together, Saturdays usually work best for our group.  Obviously, we all live in San Diego, and we typically fly from 12 noon to 3 PM on Saturday CA time.  If you want to e-mail me, we can chat more about the details.  My e-mail is the username here on this message board, @yahoo dot com.

Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: heyvern69 on July 24, 2011, 11:00:35 pm
Do you have the video uploaded somewhere else, such as YouTube or Vimeo, for those that don't use Facebook? :P

I tried uploading one of these videos to Vimeo, but Vimeo rejected the video because of the Top Gun background music.  I listed the songs in the credits, but Vimeo said the background music was "copywrited", so it rejected my video.  For some reason, facebook accepted it with no problems.  I didn't try YouTube, assuming it would be the same as vimeo about the music (or worse).

I know a lot of people are leary about FACEBOOK, and everyone should be.  However, I always tell people, if you setup a facebook account - Remember . . .
 
1) You don't have to use your real name.  You can use a callsign or some other name.

2) You don't have to use a REAL picture of yourself.  Even though it's called "facebook", you don't need to post ANY pictures of you at all.  You can, but you don't need to.

3) You can just setup a facebook account with the MINIMUM of real information!!!  That way, you're pretty safe.
 
The only "REAL" thing you need on facebook, is a REAL e-mail.  They send notices to you via e-mail when friends or family share messages or pictures with you.  You can turn those notices off somehow . . . if you don't want notices from facebook.   I haven't turned them off, so I'm not sure exactly how to do that.  But I know it's possible.  And I strongly recommend using a HOTMAIL or YAHOO account for these notices.

If you don't want to (A) play any facebook games, or (B) accept any facebook friends (or family), then just reject everyone and everything!!!  Facebook does not force you to interact with others, and others won't directly know when you "reject" them, or their various invitations.  They only get a message when you "accept" their invites, or when you interact with them.

If you still don't want anything to do with facebook, and you think youtube will accept my videos, I can try creating an account on youtube and try posting there.  But I assumed that youtube would be even more difficult than vimeo about background music.
 
-Vern.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: heyvern69 on July 24, 2011, 11:11:08 pm
Nice videos Vern! Looks like a good time, and a good group of pilots.
-Capt

Thanks! I'm glad you guys like the videos.

However, I really want to turn the "THANK YOU" back to Sludge, Neutrino, Dino, Javier, Orion, and all the others who have helped mod FSX, . . . for making our flight sim hobby (/addiction) so AMAZING.  You guys TOTALLY ROCK!!!  Seriously, you have made FSX absolutely amazing, by finding creative solutions around the limitations of FSX, to make the single player AND multiplayer experience a billion times more enjoyable.  And you've done it for free.  That's incredible.  Absolutely fantastic.  I can't thank you guys enough!

Sincerely,

-Vern.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Orion on July 25, 2011, 01:05:13 am
I actually had a Facebook account, but recently deleted it.  Never found any real use for it, and it was a waste of time for me.  I'd try uploading to YouTube; they seem slightly more lenient.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: SpazSinbad on July 25, 2011, 02:27:16 am
Gamefront was good when it was called Filefront. However sometimes now the site does not work well; but it may have settled down since name change. Worth a try:

http://www.gamefront.com/
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on July 25, 2011, 03:17:58 am
Vern...

Appreciate all the good words. I checked out your videos and they sent me down memory lane as thats how THIS FSDT group was during the winter of 09/10, before the "Sludge" was even a coherent idea.

IF you havent already, check out these Y/T of us during last years Multiplayer carrier sessions.  Sound very similar to yours.





Havent talked with Don in a while and only had a brief Skype session with Paco, but other than that, the people in those vids still hang out and fly or keep up on the boards here.

Still getting the UPDATE.ZIP together. Expect it tonite.
Thanks again and enjoy the vids.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on July 25, 2011, 07:21:56 am
Fellas...

Here it is. UPDATE.ZIP folder. PLEASE read the README.txt file first before starting. If you have any questions, send them my way and I'll try to accomodate to the best of my ability.

The important stuff (bucking problem minimized, brake trick removed) is pretty much fixed with a few extras that I threw in there (G-Vapor SOUND and G-LIMITER), along with an update to PLAT_Camera.XML gauge.

Thanks goes out to JIMI (big help in many ways) and Orion for his better idea and fix on the PLAT_Camera gauge.

Sorry for the wait but there was alot of testing/trial-n-error to make sure the problems, especially the "bucking", was minimized to the fullest extent possible.
Enjoy.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: wilycoyote4 on July 25, 2011, 08:09:05 am
The readme is quite a read.  Do you fellas ever sleep?  Lol
I'm really eager to try all this.
Many thanks

OK just made 1st trap and cat
I really like it.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: jimi08 on July 25, 2011, 06:04:42 pm
SLUDGE,

Thanks for the kudos bud!  I've been doing some thinking.... There are two ways to possibly fix your bucking problem....

Solution 1: Shift the nose wheel contact point forward by about 10 feet and up the damping.  This will eliminate the bucking and minimizes the tipping.  Only problem is that ground steering is a little more sluggish than the traditional Acceleration Hornet and the "contact smoke" generated when the aircraft's nose wheel hits the ground/deck will be a little off.

Solution 2: Now that I have a decent handle (well I think I do anyways...) on a true auto-pitch trim system that is native to the F/A-18, that automatically trims the aircraft to 1 G flight, we may be able to shift the CG a little further aft than before in order to better counteract the bucking encountered during rapid deceleration. 


NEUTRINO,

Thanks for the talk a few days ago.  I have since took a stab at making a true auto-trim system as discussed and have had some success.  It does a pretty good job of adjusting the aircraft's trim to maintain 1 G flight during climbs, dives and level flight.  It is set to engage accelerating through 180 KIAS and disengage decelerating through 180 KIAS.  Only problem I am running into right now is that it will command a slight climb as speed decreases and AOA increases in an attempt to keep 1 G on the aircraft.  I am sure I can possibly remedy that with an additional gauge that will try to maintain only .9 or .8 G after a certain AOA. 

Also, based on the NATOPS and the answers given to Sludge from the Hornet driver, the Hornet also has a robust auto-rudder system that is not implemented in the default Acceleration Hornet.  I started work on it last night with some mixed results.  I can set it up to where the rudder will keep the turn ball centered in turns, but for some reason, it will not re-center itself once the aircraft returns to straight-and-level flight.  Any help or recommendations would be greatly appreciated.  Thanks.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: heyvern69 on July 25, 2011, 08:37:07 pm
I actually had a Facebook account, but recently deleted it.  Never found any real use for it, and it was a waste of time for me.  I'd try uploading to YouTube; they seem slightly more lenient.

Ok Orion,

I'm uploading a new video to youtube now.  Looks like youtube allows some huge file sizes too.  Too bad I have compressed my previous older videos down to really low quality. The first one I'm uploading to youtube is a high quality video of us messing around with Dino's new T-45C.

   (Sorry Sludge, no Hornet footage it this one - 8+ mins) 

And here's a few others:

(Cliche' Top Gun music w/ carrier practice - 7+ mins)

(60 seconds - Take-Off to Landing - 1 min)

(San Diego NATOPS - 8+ mins)

(Night trap in foggy, windy, nasty weather - 1 min)
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on July 25, 2011, 09:26:27 pm
JIMI...

No problem, you've definately helped push my knowledge even farther and happy that you're a fellow modder/tester that pushes the envelope. Right now, the "bucking" problem is very minimized and shouldnt be too bad. The only change I may do is the "4th ghost nosewheel" idea you showed me, but other than that, its very good at this point. I was messing with the gear, went back to my most stable config and then changed the default CG's vertical value back to -0.6 and was quite happy with the results. Once I did that, I could only get a micro-buck when landing in the mid-140s and very off-center. BTW, just so you know, I did try moving the nosegear forward and it sank into the deck on a simple throttle up, so I think IF I need any additional changes, I'd prefer to use your "ghost" nose-stability (front training wheel) gear idea.

Wily...

Glad you liked the fixes and its working for ya. Any other inputs, good or bad? And no, I dont sleep much, thanks to FSX... and my unquenchable desire to fix everything. Probly an OCD problem that I have. I have to fix every problem that comes along til Im satisfied in my head (reference the recent "approach speed" issue). Yes, its a curse that I have to live with.

Vern...

Glad you posted those on Y/T. No big deal about Sludge Hornet footage. Im actually taking a liking to this new T-45, and have started flying that more. Although the other night, I couldnt land it to save my life... kept coming in at high RoD and busting the gear. Being drunk probly didnt help much?

Fellas...

Let me know the good and bad of the UPDATE. The "bucking" should be almost entirely done, the nose shouldnt dip into the carrier deck at all, and you should get a very stable platform throughout the whole flight regime. Also, let me know what you think about the G-Vapor "wind" sound. Is it decent and keep it or should I dump it?

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: jimi08 on July 25, 2011, 09:36:15 pm
Sludge,

The answer from last weeks questions in regards to Rudder on Final...

"Those notes (I'm an LSO as well) are only used for the
E-2. Other AC can get those if they use rudder but they
are not expected to use it...especially the Hornet. E-2s use
rudder due to prop effects on the AC. I have never seen it
used for a hornet approach. Short answer, it is unsafe for
a hornet use rudder in the approach and post touch down."

Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Letourn on July 26, 2011, 01:04:57 am
Hey guys will you ever stop ;)

I just install the Charlie version last night and finish modding the panel.cfg for my setup and adding my textures and today there is a new release. Oh and yes i know i was really late to install the C release.

I really like the Heat effect..The Cat and Trap with Burner too. The rest is really fine too except for the plane banking right and left before trapping but it might be me i am no expert like you guys.

Sludge in the new release you remove the brake trick...Does that mean no more trap with full burner if so can i keep the brake trick?

Once again thanks to all for making this bird so much better.

Let

Let

Let
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: wilycoyote4 on July 26, 2011, 03:43:21 am
Trap is smoother without much bucking.  Love that 20 degree set for cat.

A note on the next release of the T-45C -----expected soon-----Dino has made many corrections and is working on the rear cockpit but I don't know if he means to make it flyable.

A thought----although I'm likely causing confusion, lol------in FSX, if I'm right, the tail of the aircraft is the reference point for flight forces. (?) 

The Hornet's gear are unique in FSX.  Making the main gear points wider may help and has been done in a few cases but has anyone tried very wide. 
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Johan on July 26, 2011, 04:50:59 am
Hi Sludge,

Just installed the new version. No problem with the bucking anymore, smoother landings. The wind noise effect when vapor appears is just fine. It adds a little more reality I am sure. The IFLOS has been displaced a bit, so better vision of the main HUD during approaches. Those little tweaks improve the plane at every single release. Thank you so much. Please let us know when the BA textures are released.

Johan
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Orion on July 26, 2011, 07:47:22 am
Thanks for uploading the videos, Vern.  Sounds like you guys were having fun. ;D

However, I really want to turn the "THANK YOU" back to Sludge, Neutrino, Dino, Javier, Orion, and all the others who have helped mod FSX, . . . for making our flight sim hobby (/addiction) so AMAZING.  You guys TOTALLY ROCK!!!  Seriously, you have made FSX absolutely amazing, by finding creative solutions around the limitations of FSX, to make the single player AND multiplayer experience a billion times more enjoyable.  And you've done it for free.  That's incredible.  Absolutely fantastic.  I can't thank you guys enough!
And thank you, for enjoying the mission.  Always a nice feeling to know I've helped make something better. :D
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on July 26, 2011, 10:57:23 am
JIMI...

Again, thanks for that answer. Pretty much wraps up all I need to know about pattern work and final approach, now I just have to get out there and do it.

Johan...

Good, thats what I was hoping for, as I know you were one of the flyers that had some problems with the "bucking". Gotta thank JIMI for the vapor "wind" noise. It was his idea, I just mixed in a newer "wind" sound w/his, turned down the default volume (it was too loud) and added it to the G-Vapor effect. As far as the Blues paints, let me talk to Micro and get the "go ahead" and I'll package them as a separate release where you can just download them and do a cut/paste install into both Sludge Hornets. IF you have v1.2 CHARLIE and the UPDATE.ZIP installed, then you'll be ready to install once I (or Micro) gets it out there. They look really sharp, you guys will love em!! Far superior to what's out there now... Typical Micro quality!!

Wily...

Glad you like the AUTO Elevator settings on cat-shots. I think the gear is good for now, I havent heard of people "bucking" that much and for me, its gone away for the most part except when landing with a few, over-exaggerated (145+ knots landing speed) factors. However, considering that I've seen the 'Bug do the same thing in Y/T videos, its not a default or Sludge problem alone.

Letourn...

Will I ever stop? Reference my earlier post. Its probly an OCD problem with me, so I dont think I ever will. Glad you like the new girl though, she's alot of fun to fly in every regime. Yes, I removed the "brake trick" as that was causing alot of problems for people, and most dont use toe brakes, so I wiped it out. If you really want, I can make a special BASE.XML (controller .XML) that includes the "brake trick" on cat-shots. Is that what youre looking for?

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Letourn on July 26, 2011, 03:13:26 pm
Sludge,

Thanks for the offer but i dont need a special file only for me.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: wilycoyote4 on July 26, 2011, 11:47:52 pm
The wind sound when vapors occur is ok.  I don't recall any other aircraft in FSX having it or am I wrong?
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: heyvern69 on July 27, 2011, 07:04:17 pm
Vern...

Glad you posted those on Y/T. No big deal about Sludge Hornet footage. Im actually taking a liking to this new T-45, and have started flying that more. Although the other night, I couldnt land it to save my life... kept coming in at high RoD and busting the gear. Being drunk probly didnt help much?

Sludge,

Funny you mention being drunk . . . I seem to fly better after I've had a few drinks.  What does THAT say about my flying skills???

The "bucking" is definately gone.  I didn't have a big problem with it, but I did notice it at times.  Now, I don't.

As for the wind vapor noise, I love the idea, but I haven't heard the noise yet . . . because I currently have the game volume set too low, in favor of voice comms during multiplayer.  I'll crank up the volume and listen for it.

I love the auto Elevator set during cat shot!  Works awesome.

I drop my tail hook on the downwind leg, when I am abeam the ship, and I got tired of the IFOLS & Trap gauge automatically popping up every time I dropped the tail hook, long before I was ready for the IFOLS lights.  But I learned that if I re-name the "TrapDisplay.xml" file, it no longer pops up automatically when I drop the tail hook.  And if I want the automatic IFOLS & trap gauge back, I will re-name the file back to it's original name.  (Sorry Sludge, it's a great idea for most people, but I like to manually control some things).

I use a 1920 X 1080 resolution on a 40 inch TV/computer monitor, so I figured out that in the panel.cfg file on [window05], these settings work best for ME, for creating a big visible IFOLS that is off to the left side of the screen while using Track IR in the virtual cockpit:

//--------------------------------------------------------
[Window05]
size_mm      = 1400, 500         // smaller size w/ bigger LCDs (1920x1200) = 300, 100
posi                                                                                  tion   = 3            // 1 = upper center, 4 = center, 3 = left center
window_size     = 1.000, 1.000 // 0.156,0.083 // window_size= 0.2, 0.204 deflt; 0.156, 0.083 for 300,100 at 1920x1080
                               // window_size= 0.1875, 0.143 for 1024x768; 0.2, 0.204 for 1920x1080
                               // window_size= 0.2, 0.183 for 384, 220 at 1920x1200
window_pos   = 0.150, 0.400  // 0.422, 0.85   
background_color= 0,0,0
visible      = 0
ident      = 10050

gauge00=IFLOLS!IFLOLS.xml, 0, 0, 300, 100 // smaller size, bigger LCDs (1920x1200) = 0, 0, 300, 100
gauge01=Carrier_Landing_Gauge!Carrier_Landing_Gauge.xml, 0.150, 0.400, 1200, 300

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

I don't understand much (if any) of this config stuff, I just changed numbers one-by-one & kept testing until I found setting that worked for my 1920 X 1080 resolution!

Through trial and error, I also copied and pasted some panel config data (and files) over to the T-45 to get the trap gauge working in Dino's T-45C as well.  Now I can finally tell what wire I caught.  It would be nice if the Trap gauge was automatically built into his T-45C.

Thanks for the awesome work Sludge.  I'm looking forward the next multiplayer flying session, and the extra paint schemes!

Also, is there one complete install package yet, or do I just need to get the guys to install the base package and teach them how to use the manual update?  Like I mentioned before, a few of my friends are getting a little older (in their 80s) and simply walking them through a few manual file changes can take an hour or two on the phone!

-V.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: heyvern69 on July 27, 2011, 07:13:31 pm
Orion,

Glad you like the Y/T video.  Yes, we do have fun.

I have 2 Questions:

1) Do you think you could create a multiplayer carrier mission around Hawaii?  Megascenery is stunningly beautiful there and the island is very small, has amazing water, and is very frame rate friendly.  The only problem I see with a multiplayer carrier track around Hawaii is that there are heavy up-drafts and down drafts in certain areas, such as around the Dillingham glider port.

2) Is it possible for users to change the time of your multiplayer carrier missions, or the weather in those missions?  Sometimes (in multiplayer) we would like to do the same San Francisco or San Diego NATOPS mission in the middle of the night, or in bad (rainy) weather.  I know that all the guys need to have the same mission files for multiplayer to work right, but I know nothing about making missions or modifying missions.  So are changing the time and weather easy or difficult?

Thanks.

-Vern.

Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on July 27, 2011, 10:14:17 pm
Vern...

I'm working on releasing the AUTO INSTALL version as soon as I got feedback from everyone. So far sounds like all the major issues have been dealt with, so Ill get to updating the SHCHI.EXE this week and get it out to everyone, so we are all operating with the same Sludge Hornet.

Then Ill talk with JJ about releasing the Blues paints as a ZIP package that you can copy/paste into the current Sludges and will work seamlessly with the AIRCRAFT.CFG and you'll get all the new paints.

Also, feel free to mod to your hearts content. Its good to experiment and fix things up the way you want them. Once you get into the "thick of things" gauge-wise or .CFG file-wise, you see thats its really not that hard to mod, and Im always happy to help others "trick" their Hornets out to their own particular tastes.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: lastflight on July 27, 2011, 10:26:20 pm
http://secure.simmarket.com/fly-sim-server-smoke-system-2011.phtml
heat blur effect is very nice...
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Orion on July 27, 2011, 11:26:52 pm
1) Do you think you could create a multiplayer carrier mission around Hawaii?  Megascenery is stunningly beautiful there and the island is very small, has amazing water, and is very frame rate friendly.  The only problem I see with a multiplayer carrier track around Hawaii is that there are heavy up-drafts and down drafts in certain areas, such as around the Dillingham glider port.

2) Is it possible for users to change the time of your multiplayer carrier missions, or the weather in those missions?  Sometimes (in multiplayer) we would like to do the same San Francisco or San Diego NATOPS mission in the middle of the night, or in bad (rainy) weather.  I know that all the guys need to have the same mission files for multiplayer to work right, but I know nothing about making missions or modifying missions.  So are changing the time and weather easy or difficult?
1. Of course I could, but the question is whether I'll get around to doing it. ;D
2. In theory, yes, but I HIGHLY recommend against doing so.  The multiplayer mission system is very finicky...
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: heyvern69 on July 28, 2011, 10:13:33 am
Sludge,

Thanks for the info on the full install.

As for the wind vapor noise, I LIKE IT . . . but . . . (I feel REALLY guilty asking this now that we know you are a little bit OCD mixed together with a healthy dose of "perfectionist") . . . is there a way to get the wind vapor noise to fade in, from low to high volume???  The sound is great, but it comes on kinda strong.  I'm not sure if a "fade-in" effect can be done, since the sound file probably loops, and a fade effect would cause big problems for the "loop".
---------------


Orion,

Thx for the answers.  Like the Public Service Annoucements say, "And now you know".        ;D

-V
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: wilycoyote4 on July 28, 2011, 04:53:13 pm
Is it me ??

I'm still getting excessive wing roll on approaching the carrier.  Roll is quick and much greater than expected.

Is it me?

Everything else seems very good.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: GOONIE on July 28, 2011, 05:47:11 pm
Wilycoyote,
I have not had any roll issues. Acutally this version of the Sludge Hornet is the most stable I've flown, I really like how it handles around the boat. Can't wait for Serge's vLSO and maybe some future multiplayer sessions.

What I wanted to let you know, is I use different alieron effectiveness and roll stability values in the aircraft.cfg when compared to values provided in the Sludge aircraft.cfg. Everything else I don't touch in the file. I am at work now, so I can't look up the exact values, but you could try changing these to see if it helps with your rolling issue, and I can post the values I use if you want to try them. Just an idea.

-Capt
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: wilycoyote4 on July 28, 2011, 05:53:36 pm
Thanks, that sounds interesting.  Perhaps you can post your values in the near future?
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on July 28, 2011, 09:13:50 pm
Wily...

Its real easy, just open the AIRCRAFT.CFG and under [flight tuning], change the Aileron_Effectiveness_Scalar to a lower value OR the Roll_Stability to a higher value.

This is how I mod and flight test. Get in a flight with the Sludge. Pause. Put FSX in windowed mode. Bring up the Sludge AIRCRAFT.CFG file in question. Change the values, say make Aileron_Effectiveness_Scalar 0.2 LESS OR the Roll_Stability 0.2 HIGHER than the default Sludge value. Click back on FSX, RE-LOAD the aircraft (you can setup a keyboard command for this), and fly around. Keep tweaking the value til you get something satisfactory to you. "Wash, rinse, repeat" as the saying goes. This process has sometimes kept me up til 5am trying to fix problems but it works.

BTW, make sure your joystick response sliders in FSX are at MAX (full right) and the NULL ZONES are MINIMUM (full left or just a bit close to full left). I dont know if you do already but at the start of every flight and/or RE-load, "wipe out" the controls, just to make sure FSX is getting full and correct readings from all your controls. Try flying with two fingers/thumb and not your whole hand, as it may be a combination of things (Sludge too roll-heavy, heavy-handedness, FSX joystick responsiveness) that might be causing the excessive wing roll?

Along with Serge's vLSO ALPHA release, Ill look into this when I get home.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: GOONIE on July 28, 2011, 09:51:58 pm
Wily,
Here are my numbers:

[flight_tuning]
elevator_effectiveness =    1.0
aileron_effectiveness  =    1.4
rudder_effectiveness   =    1.0
pitch_stability        =    2.2
roll_stability         =    1.5
yaw_stability          =    1.5

-Capt
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: wilycoyote4 on July 28, 2011, 10:46:30 pm
Thanks to both of you, will do checks.  Perhaps others have something to add.

The problem isn't severe but irratic so it must be me.  Roll is very touchy so a very gentle feel at the joystick seems the case before these values are changed. 

Gentle, like milking a mouse, no excess of input.  A farm boy such as myself who milked a dozen cows twice a day for over 6 years should be able to get the touch eventually, lol.

Anyway that alpha test of the LSO is now the big test as it looks mighty interesting.

It's raining progress lately.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Letourn on July 29, 2011, 07:25:45 am
I just install the update

Really like the flying...testing it with the Vlso mission.

Thanks to all!
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on August 03, 2011, 09:44:42 am
Fellas...

Finally releasing the FULL v12c AUTO INSTALLER here first, then out to the main servers. As always, if you use, back up any previous Sludge installs, then use the auto installer.  Also, as the README.txt (that nobody likes to read) says, you can install the MED_G.WAV into the FSX\SOUND folder and youll get the G-Vapor wind sound.  If you dont like, simply delete that file.

Other than that, let me know how it goes for the INSTALLER and what you like/dislike about the new UPDATES/FIXES.  For comparison's sake, all the updates are listed in the DOCUMENTATION folder in each Sludge Hornet.  The three main READMEs are listed there, along with instructions folders on the various gauges and their uses.

I will also release Micro's Blues Paints that you can add into the Sludge by simply UNZIPPING, then COPY/PASTE all the folders into each main Sludge (Basic/FX) folder. The AIRCRAFT.CFG is already written to include them, so once you put the files in the main folder, when you launch FSX and open the Aircraft selection screen, the new Blues paints will be there.

www.sludgehornet.com/downloads/JJ_Blues.zip (http://www.sludgehornet.com/downloads/JJ_Blues.zip)

Enjoy.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Orion on August 03, 2011, 04:47:47 pm
Finally releasing the FULL v12c AUTO INSTALLER here first, then out to the main servers.
If I'm not mistaken, installer you attached in the zip and the one available at FlightSim.com download from the same place...?
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on August 03, 2011, 05:02:29 pm
Orion...

Youre not mistaken, its the same way Ive done it since Raz made the Auto-Installer. The ZIP folder contains: SHCHI.EXE, along with a README, and for this one, the .WAV file that has to be manually installed IF you want the G-Vapor wind sound.  If it goes well here, I'll send out to the main servers as well as a "blurb" about new features and fixes.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Orion on August 03, 2011, 06:55:25 pm
So how are you releasing the "FULL v12c" here before the main servers (i.e. AVSIM/FlightSim.com/Simviation), if the all the installers download from the same place?

Or are you saying that you're re-releasing the same installer with the new readme and wav file, and will update the zip files on the Sludge Hornet site later?
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on August 04, 2011, 06:22:38 am
Orion...

Quote
Or are you saying that you're re-releasing the same installer with the new readme and wav file, and will update the zip files on the Sludge Hornet site later?

Thats pretty obvious, as its the same installer, except I already uploaded all the correct files to the SH.com website.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: weeebbz on August 10, 2011, 05:49:51 pm
Sludge i have a question about the g limiter gauge that was released in the update. i added the update the other day and now i am not able to perform a dirty roll on take-off the aircraft just lifts off the ground even with full nose up trim is this because of the g limiter gauge or something else
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on August 10, 2011, 06:22:16 pm
Weeebz...

Im at work now, but when I get home, Ill load it up and check. It may be the G-Limiter but it might be an elevator scalar?

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on August 11, 2011, 02:50:04 am
Weeebbz...

My best guess is that its the AILERON_EFFECTIVENESS and ROLL_STABILITY scalars.  I changed AILERON from 1.8 to 1.6 and then changed ROLL to 1.6 because people were saying that the Hornet rolled too quickly and was too abrupt, others here agreed, so I lessened it.  To get it back, open the AIRCRAFT.CFG with notepad and under [flight tuning] section, change AILERON_EFFECTIVENESS = 1.8, and ROLL_STABILITY = 1.5, then see what happens.  If its too much, simply change til you get something you like. Such as AILERON at 1.7 and ROLL at 1.6, fly and see if that works for ya.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: weeebbz on August 13, 2011, 09:35:54 pm
Sludge
sorry for the late response, it didnt work any other idea's
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on August 14, 2011, 04:50:43 am
Weeebbz...

Not sure at this point. If you think its the G_Limiter, then go into the PANEL\BASIC folder and rename it G_Limiter.XML.BAK, this will effectively cancel it out.

If this doesnt work, we will have to meet up on Skype sometime, so I can work to fix your problem REALTIME.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Q2M on August 15, 2011, 07:03:58 pm
Hi Sludge,

I have been trying to use the SHCHI.exe in your sig, but whenever I start it it says the program has "stopped working". Is this a known issue? Can I fix it?

Thanks

PS: SHCHI.exe worked on my old computer. When I got my new one (i5 2500k, Sapphire Radeon 6870, Biostar TZ68A+, etc.) it stopped working.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on August 15, 2011, 09:37:44 pm
Q2M...

Yeah its a "known issue" that others here have had some difficulties with, and I dont know the FIX for it. Im still using WinXP and MIGHT, MIGHT switch over by the end of the year?

Anyway, to get you going... just refer to my post in this other thread that has all the MANUAL files needed.

http://www.fsdreamteam.com/forum/index.php?topic=4559.0

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Q2M on August 18, 2011, 02:42:58 am
Thanks Sludge for the help!

By the way, where can I get the manual install files for the Sludge Delta Hornet?

Thanks again.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on August 18, 2011, 06:21:28 pm
Q2M...

Ill try to get those out this weekend. I was taking a little break from Sludge modding but I'll be sure to work on those and get them out as I know people like the CS Delta Hornets too.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: tommie0908 on August 18, 2011, 09:55:17 pm
Sludge this is my first post, I have looked everywhere for the TGS missions and can't find it anywhere. I am trying to download LSOsound but it says I have to have TGS day traps mission folder.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: tommie0908 on August 18, 2011, 10:48:39 pm
When I try to load an AI carrier is says Error Message -"CVN68_5"-create object failed
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on August 19, 2011, 07:12:18 am
Tommie...

I dont know where they are, I know the TGS guys shut down, and dont know where they can be downloaded.  I'd suggest looking in our "greenie board" thread so you can download and install FSXNP's (Serge) vLSO and Carrier Trials missions. Made in the same light as the TGS missions but will be far superior in scope/capability, those missions are in the alpha testing stage.

Also, Im not up-to-speed on AI Carrier troubleshooting, but some others on this forum or other forums may be able to help you better.

Sorry bout the lack of good gouge on these problems, but thats the best I can do.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: GOONIE on August 19, 2011, 04:43:48 pm
Sludge this is my first post, I have looked everywhere for the TGS missions and can't find it anywhere. I am trying to download LSOsound but it says I have to have TGS day traps mission folder.

Tommie, shoot me PM with your email and I can send you the old TGS mission.

-Capt
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: tommie0908 on August 19, 2011, 07:50:09 pm
Thank you for the replies./.. Sludge and Capt.....much appreciated
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: tommie0908 on August 21, 2011, 12:52:23 am
I installed vLSO and can't get any volume. Looked at previos posts for no volume but no help. Any suggestions?
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: GOONIE on August 26, 2011, 11:59:24 pm
Sludge,
This might sound strange, but I flew several approaches last night with the hook up and hook down, strangely it was easier to fly the approach with the hook up. Felt more stable :-\. Is there any drag scaler or CG effect caused when flying with the hook down? Can this be modified in the .cfg or .air file?

-Capt
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: SpazSinbad on August 27, 2011, 12:18:36 am
If you fly the FSX Accel Hornet (Sludge) with hook up then the AoA Indexer will flash and to my mind this 'flashing slowly' makes it unusable. Sadly there is no 'hook bypass switch' - as in ordinary carrier aircraft - to allow 'hook up' approaches with the AoA Indexer working properly. The hook bypass is made for FCLP (or CQ) where necessarily the hook will not be down. I guess you do not use the AoA Indexer?
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: GOONIE on August 27, 2011, 03:40:01 pm
Spaz I use the AoA indexer in the 2D HUD, which allows for the field bypass switch selection from the UFC, so it doesn't flash with the hook up.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: SpazSinbad on August 27, 2011, 05:24:27 pm
cap, did not know that. Thanks - Good to know.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on August 27, 2011, 08:52:20 pm
Capt

Nothing that I know of or have modded/tweaked. IF there is such a thing, its completely unplanned by me. I may look to see if there is any drag given by the hook but I really dont think so.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: GOONIE on August 27, 2011, 11:00:25 pm
Thanks Sludge that is what I thought, it is probably just a perceived affect and not really there.  :-\
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on September 02, 2011, 09:59:24 am
Fellas...

Sorry I couldn't any work on the FLARES done, just too much goin on lately and a tad burnt out on FSX not working well. Man, its a pain just to get the simple stuff working as one wants.

Anyway, just figured I'd tell you guys I'm heading home for a week and a half, so I'll be back posting here when I get back.

Take Care
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on September 12, 2011, 06:43:32 pm
Fellas...

Alive and well, back from vacation, ready to start modding again. I see that Serge is back, so alot of these threads will start to be interconnected.

I saw that LV was able to figure out what's happening with being dropped from multiplayer sessions using the Sludge Hornet. Ill talk to him and find out the exact details of what's happening and how that affected him, so if others come up with that same error, we have a basis from which to troubleshoot.

Ill try to be on this week, once I get things squared away.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: lvflyer on September 12, 2011, 07:50:11 pm
Welcome back you were missed
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: GOONIE on September 12, 2011, 08:45:48 pm
Welcome back! Wanted to say I am enjoying the Sludge Hornet as usual, one thing I noticed which is great is the take off trim mod. Works like a charm on the carrier for the correct rotation and fly away (better than the default). Only wish I had a "towel rack" to hold onto  ;)

-Capt
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Johan on September 13, 2011, 04:03:32 am
Hi Sludge,

Welcome back. Hope you had a great time. I have been flying your plane a lot and still think it's the greatest bird out there. Always ready and willing to test your new ideas.

Johan
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on October 21, 2011, 10:33:31 pm
Fellas...

I've got some XML re-coding work to do for the Sludge this weekend because after reading and SOMEWHAT UNDERSTANDING this post at FSDEVELOPER: http://fsdeveloper.com/forum/showthread.php?t=77148, I realized my XML Key Event coding is REALLY BAD. From my readings, especially post #16 by Geoff, my gauges are doing alot of "Key Event FLOODING" that is probly not helping with frame rates. Especially bad in Multiplayer. From what I understand, even at 2/sec or 4/sec refresh rate, my gauges are still gonna 'cause a drop in frames. The code may end up being longer, but the payoff will be better frame rates.

I'll probly add some AND conditionals to all my Key Events to make it a one time action loop. Theoretical example (im at work right now, cant give specific) but something along the lines of:
Smoke #7 Key Event This is the Key Event that occurs at the refresh rate of the gauge. FSX default is 18 times/sec.
if{ 7 (>K:SMOKE_ON) } els{ 7 (>K:SMOKE_OFF)} <<-- might have to make TWO separate (Smoke #7_On/Smoke #7_Off) Events but make both Event ELS parameters as (empty) els{ }?

Closing the action loop, making it a ONE TIME action. Will ADD this BEFORE the Smoke #7_On Key Event. Might not be this exact code specific syntax, but you get the point.
(A:Smoke_7, bool) &gt &gt  So if Smoke #7_On is already ACTIVE, the Key Event doesn't take place.

So expect a Sludge update after I get the XMLs re-written, tested, and confirmed to work as prior but with now closed-loop Key Events.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: SpazSinbad on October 21, 2011, 10:49:37 pm
Sounds like a great modification Sludge, hope you have good luck with it.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: lvflyer on October 21, 2011, 10:57:55 pm
Sounds great, do you want to be on the email conversation with the Underway development with Geoff and get all the first hand coding discoveries we are finding?  We can use yours and any other's expertise.  The goal is to make this an open development for all that are interested to rival anything that has been.  We need some refined bitmap development for switches and displays on the Sludge panel so we can have a seamless integration.  It would be nice to have those controls incorporated in the MFD as in real life with life like weapons loadouts and such.

OOPs wrong Geoff, although he has helped us a bit.  Underway is Capn_Geoff.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: wilycoyote4 on October 22, 2011, 04:06:18 am
Thanks sludge, you sure can surprise the readers of this forum, certainly me, I mean that's way over my head,stratopheric.  Well done.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on October 23, 2011, 11:35:11 am
Fellas...

Almost done with ALL the re-codings. Close to wrapping things up and starting final FULL testing before distribution. Was able to get most gauges, even though its a bit awkward (brute force methods/heavy handed) at this point 'cause of my LACK of XML syntax and understanding. Some of my gauges are probly unnecessarily long because of it, so this request goes out to the XML'ers out there... can you combine some of the lines I have, so that the XML isn't soo cluttered and/or inefficient? If you have a re-write, just do it and send it to me for testing and then CABing.

Also, in my BASE.XML, for the PA (powered approach) Elev Trim, I have: (A:ELEVATOR TRIM PCT, percent) 14 !=, which asks if aircraft sim var of Elev Trim PCT is not equal to 14 percent. I need someone to either send the code or send me back the modded .XML with the correct code, that would say IF elevator is EQUAL OR LESS THAN 14 percent. I've tried <=, but it didn't work. I know something isnt right.

My goal is to have an ELEMENT like this:

(A:ELEVATOR TRIM PCT, percent) 14 !=  <-- maybe this would be: (A:ELEVATOR TRIM PCT, percent) 14 <= ?? (hasnt worked, I tried)
(A:FLAPS HANDLE PERCENT, percent) 75 &gt; &amp;&amp;
(A:GEAR CENTER POSITION, percent) 95 &gt; &amp;&amp;
(A:GENERAL ENG COMBUSTION:2,bool)  &amp;&amp;
(A:SIM ON GROUND, bool) ! &amp;&amp;
if{ 2400 (&gt;K:ELEVATOR_TRIM_SET) } els{  }

BUT IF the pilot has Elev Trim set for 13 units or less, to kick it up to 14 and END. No open ended Key Events, please.

Thanks in advance if others can help out. BTW, also including the FA-18.AIR file. Made some pertinent changes and I would recommend setting both FLAPS to MANUAL (setting it to ZERO in the AIRCRAFT.CFG file). As further testing with this .AIR file and setting both to ZERO has pretty much brought back ROCK SOLID approaches again. The AoA based LEF (leading edge flaps) are just too fickle for approaches and flying the pattern. It's each person's choice, but I HIGHLY RECOMMEND setting both FLAPS back to MANUAL.

The included AIR file is for both Sludge Basic and FX aircraft.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Paddles on October 23, 2011, 11:47:54 am
Sludge,
just use these:

<= - &lt;=
>= - &gt;=

PS. You can find their usage examples in JR's or my XML gauges.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on October 23, 2011, 08:11:23 pm
Serge...

Much thanks. I'll get to work on that tonight, when I get home from golfing. Guess I missed those, as I looked at both your gauges for examples of this, but that was late last night and I could've easily overlooked it.

Heading out but thanks for the info.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: MikeB54 on October 24, 2011, 03:51:20 am
Sludge,

I have been flying your recent mods this afternoon and stumbled onto something I am really happy with.

The 0.8 nose up trim in the modified base.xml wasn't working for me at all.  I had to aggressively pitch up after a cat shot to establish a positive rate of climb.  Since I was an idiot and didn't make a copy of the original base.xml I decided to test my XML skills and see if I could modify it to try and get the same experience on launch I had in the sim a couple of weeks ago.

I think you may be surprised at what I ended up doing.  I deleted all references to the elevators in the base.xml file.  Both trim elements and the deflection element.  This puts the responsibility for T/O trim settings strictly in the lap of the pilot. 

While I was at it I think I found the sweet spot.  8 units nose up.  With that setting I need very little stick movement for pitch control.  Power is now the major controlling factor.  I need no nose up pitch in the turns as long as I keep it below 30 degrees AoB.  Once in the groove the stick is still neutral in pitch.  It's all power.  If it isn't the same as the real sim it's pretty damned close.  :)

Mike
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on October 24, 2011, 04:08:20 am
Mike...

Quote
I have been flying your recent mods this afternoon and stumbled onto something I am really happy with.

OK, so you mean the mods I just put out including the newer .AIR file, along with modding both Flaps to MANUAL?

Quote
The 0.8 nose up trim in the modified base.xml wasn't working for me at all.  I had to aggressively pitch up after a cat shot to establish a positive rate of climb.

So the Elev Up as well doesn't help either? On my cat shots, Im about 85 percent N2, w/no stick inputs... I will climb PAST 10 deg nose up UNLESS I neutral out the stick as I turn to BRC. I'll take some pics to illustrate what I'm talking about, IF you can also do the same, so I can see what you're talking about in the climb out. In the pics, can you make sure the HUD and the ENGINE MFD is pulled up, and tell me your state "hands off/hands on" for each pic?

I'll mess with it tonight, to get an idea of what you're talking about, so we can work on this.

Thanks
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: MikeB54 on October 24, 2011, 05:00:28 am
Mike...

OK, so you mean the mods I just put out including the newer .AIR file, along with modding both Flaps to MANUAL?


Yes, the files in the XMLs_AIRFILE.zip you posted earlier.  I installed the air file, the base.xml and the fx.xml.

Quote
So the Elev Up as well doesn't help either? On my cat shots, Im about 85 percent N2, w/no stick inputs... I will climb PAST 10 deg nose up UNLESS I neutral out the stick as I turn to BRC. I'll take some pics to illustrate what I'm talking about, IF you can also do the same, so I can see what you're talking about in the climb out. In the pics, can you make sure the HUD and the ENGINE MFD is pulled up, and tell me your state "hands off/hands on" for each pic?

I'll mess with it tonight, to get an idea of what you're talking about, so we can work on this.

Thanks
Sludge

I'll have to test it again with the deflection element back in.  I also use about 85% N2 for cat launches.  Normal procedure is hands off on the launch, a little nose down to keep the nose up pitch around 10, power back to get the speed back to around 150 kts, power to maintain AoA once I level off at 600.

I'll try to get some pics tomorrow.  I'm on the east coast and it's getting late.

Mike
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: GOONIE on October 26, 2011, 04:21:57 am
Hey Sludge,
Tried out your new .air file tonight, really like the new mods and the way the jet handles around the boat.

Thanks!
-Capt
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: MikeB54 on October 26, 2011, 04:42:30 am
Well, now I'm embarrassed.  I can't reproduce the behavior.  When I started the vLSO mission over the weekend the trim was set to 0.8 NU and if I tried to adjust it it went back to 0.8.  Today, with the base.xml file from the zip file, the trim is set to 0.0 and I can adjust it all I want and it stays where I set it.  

I need to completely start over and reproduce the steps I did over the weekend to see if I can get the same behavior.  

Mike
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on October 26, 2011, 08:03:00 am
CAPT...

Almost done with re-coding, CAB'ing, and testing. Once I'm done I'll try to get everything into the FULL Sludge AUTO-INSTALLER. As much as I like the LEF at Auto, it just didnt work as good as I'd originally hoped for during carrier trials. Oh well. Back to MANUAL they both go.

So far, I like the newer AIR file too, it seems to be holding up well and the drag on the gear, definately keeps the Hornet in the 85 percent N2 with full bags of gas (33k) on final.

Mike...

No worries. I was looking at that and I couldn't get it to reproduce as you said... will keep tweaking and waiting for word IF you can get it happen again. In the meantime, I'll send you some pics, which are "hands off" at 85% N2 cat shots, that I do regularly. The first pic is HANDS OFF, and if you'll notice it has 2.2 units UP Trim and 34 units UP Elevator at 85% N2. The second pic is now HANDS ON, W about 13 deg, v/vector about 7 deg and still fast.

Let me know how far off these pics look in comparison to what you experienced in the sim, and I will try to get the climbout performance profile as close as I can.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on October 30, 2011, 06:48:22 pm
Fellas...

Still got some optimizations going, so the newest fixes are coming just bear with me on the time as I keep finding new things.

I have a question for Serge, JR, or Virtuali (if you're listening)... are there XML tokens that will let me know IF a certain SMOKE (ie. [A: Smoke 7, bool] or a specific PANEL (ie. (A: Panel 6, bool) is active? I dont know if the listed examples are the correct format/syntax but I think you understand what I'm asking. I need this data for another LIMITING parameter, so that I dont KEY FLOOD using the FX XMLs (G-vapor and EG Smoke).

Also, you guys have seen my XMLs. When I remove the ELS statements, the gauges dont work... why is that? I've looked at some of your gauges and there seem to be open IF statements that do the same type of operations but dont have an ELS, and yet they work. Am I missing something in the format/syntax?

Thanks
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: SUBS17 on October 31, 2011, 04:58:13 am
Nice work Sludge I finally found time to take it for a spin today and do a trap and I have a few questions regarding textures. Why does the skin and pit textures look low res? Is this using a modified FSX Accel Hornet pit or is it all made by Sludge? The external model of the 3d model is low res as well compared to FSX accel Hornet how can it be made higher res? The ground handling and flight model handles very well BTW and carrier landings are good in this bird although low res pit makes it difficult to find the fuel dump button. Also the meatball gauge is very cool.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Orion on October 31, 2011, 05:58:43 am
Nice work Sludge I finally found time to take it for a spin today and do a trap and I have a few questions regarding textures. Why does the skin and pit textures look low res? Is this using a modified FSX Accel Hornet pit or is it all made by Sludge? The external model of the 3d model is low res as well compared to FSX accel Hornet how can it be made higher res? The ground handling and flight model handles very well BTW and carrier landings are good in this bird although low res pit makes it difficult to find the fuel dump button. Also the meatball gauge is very cool.
It's a modified Acceleration Hornet.  Sludge edited the flight dynamics and did the effects, while J.R. did the HUD (based off Scott Printz's original work) among other gauges, and Serge (fsxnavypilot) did the rest of the gauges, along with the soundpack.  Any discrepancies between the visual model of the Sludge Hornet and default Hornet are placebos.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on October 31, 2011, 07:40:29 am
SUBS...

Thanks. Yes, the entire "Sludge Hornet" is simply a compiled and cohesive collection of gauges, mods, fixes, and repaints FOR the default Hornet. Not really, for the externals, I dont think its necessarily "low res" but has some of the "gloss" and specular layer stuff taken off... Ray Gagnon did most of the non-default repaints, so you can ask him, but I'm pretty sure he stuck with DXT5, high res textures. You can definately THANK Serge for the meatball gauge, and also Skippy Bing for the trap gauge and the controller gauge that allows them to pop-up when the tailhook comes down.

Most of the stuff I have done is with the AIR file, the AIRCRAFT.CFG, tweaking the flight dynamics, getting the FX right (g-vapor at 4 g's, exhaust gas smoke), and now XMLs that engage AUTO-RUDDER while in landing config. Also, worked with Raz on making an Auto-Installer and have kept the Sludge together as a whole package.

Right now, between passes on Serge's newer vLSO BETA, I'm working on optimizing and cleaning up my XMLs, so they aren't KEY FLOODing, once they activate the required effect. Meaning, when the activation parameters are met, say for G-Vapor... the XML GAUGE would KEY EVENT Smoke.15/16 (g-vapor smokes) ONLY ONCE. Then, the plane goes out of parameters for G-Vapor to appear, and it KEY EVENTs Smoke.15/16 to STOP ONLY ONCE. To put it simply, the problem of KEY FLOODing is: its as if you kept keying in the "I" key to start a certain effect two times a second (current XML refresh rate). Now, get a couple of these effects going and you can easily see how it will FLOOD FSX w/extraneous key strokes and you will LOSE FPS. Guess thats why the boys over at FSDEVELOPER.com called it "key flooding"?

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on November 01, 2011, 02:58:13 am
Fellas...

No answer for my above questions about a SIMVAR that has current state of Panels, (A:PANEL_6, bool), or Smokes ,(A:smoke.15, bool)? Anything would help.

Thanks
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on November 02, 2011, 08:54:02 pm
Fellas...

OK, nothing heard on the Smokes or Panels, so moving that to the backburner. However, last night, in a Skype session with JIMI.. had a few revelations about flight controls and how to make even more crucial, closer-to-real world adjustments in the .AIR file. The next few nights, I will be working exclusively on this, as it will HIGHLY impact the next Sludge release.

To Date:
1- I moved ALL FLAPS back to MANUAL. I loved the LEF (leading edge flaps) in AUTO during UA (up-away) flight, as during high-AoA, they would extend as needed during BFM/ACM. However, during approaches, they would change position too much and make solid approaches harder to accomplish. The jet would fight you more than necessary to stay ON-SPEED and ON-G/S. As well, it was harder to maintain good pattern speeds and final rollouts, as the changing AoA/LEF made the energy management too burdensome.

2- CLEANED UP most of the XMLs. They now are NOT KEY FLOODers. You should get very few stutters and hangups with the Sludge gauges now, with the exception of the effects, such as G-Vapor or Exhaust Smokes.

3- Working on newer, updated flight dynamics/flight control responsiveness curves (FA-18.AIR) and changing the [Flight Tuning] scalars (AIRCRAFT.CFG) back to 1.0 (for the most part), to normalize behaviors. Starting to lean more on the .AIR file, vice the AIRCRAFT.CFG, for flight dynamics/control surface changes from here on out.

For everyone: Do you want me to put the fixed XMLs in a .ZIP file here, so you can test them out? Or would you rather wait 'til I get everything done and upgrade as whole?

Also, I'm considering REMOVING the AUTO-COORDINATED Rudder... but will wait to hear from everyone on that, as I'd like some input from others that have flown and what their experience has been, good or bad? If you dont have the updates and would like to help... when you are flying carrier patterns, enable AUTO-COORDINATION (FSX default CTRL-SHIFT-U). Do several, take a few notes on the handling and how well you were able to maintain pattern integrity. Then DISable AUTO-COORD, fly some patterns and let me know of your personal differences. Easy way to tell if AUTO-COORD is enabled IN FLIGHT is: bring up the ADI screen on right/left DDI. Below the heading/attitude "ball", there are THREE rectangles above ONE rectangle. This is a digital turn-slip indicator. If you have AUTO-COORD ENABLED, the ONE rectangle will stay centered in turns, and obviously, if DISABLED, it will lean into the direction of turn.

Thanks in advance for the people that do this and help me out.

If you have any suggestions, send them my way.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: IRONDAN on November 02, 2011, 11:14:53 pm
Is there a way also to change the colors of the MFDs symbology just like the upgraded f/a-18 A+ and to have external payload like Captainsim ?

Dan (big fan)
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Orion on November 02, 2011, 11:35:50 pm
Is there a way also to change the colors of the MFDs symbology just like the upgraded f/a-18 A+ and to have external payload like Captainsim ?
No and no.  The MFD is written by FSDreamTeam and is a compiled C++ gauge, FA-18.dll.  It is not possible to modify a C++ gauge DLL file.  The external model was created by Captain Sim, who later modified it to create their XLoad addon.  It is not possible to modify a compiled model for FSX, either.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on November 03, 2011, 12:50:05 am
Dan...

As Orion already pointed out, I cant modify to your requests. Believe me... some of us have even tried to talk to Capt Sim about making a modified Alpha or Charlie Hornet external model, but they absolutely will NOT help us in any way.

Anyway, glad to hear you're a fan... and if you fly some patterns, let me know what you think/prefer of FSX AUTO-COORD rudder.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: MikeB54 on November 03, 2011, 01:13:52 am
Sludge,

I'm looking forward to the finished product.

My two cents on the Auto Coordination question, according to Chris, the rudder pedals are almost never used in flight.  He flies "feet on the floor".

Mike
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on November 03, 2011, 05:27:57 am
Mike...

Yeah, I remember you telling us he said that, especially IN THE PATTERN. However, what I'm asking is, have you flown with AUTO-COORD ON and OFF (not using the pedals), but just have it ENABLED and DISABLED, so that I can get feedback. My prior thought process was I thought the ENABLED AUTO-COORD rudder MIMICKED a FBW rudder in turns. Now, from a few flights (will make more tonight), I'm not so sure that leaving it DISABLED, and letting the Hornet SLIP a little in turns, doesn't do a good enough job of emulating a FBW rudder. Thats the reason I need feedback.

Just to be clear, I know in the real world, you dont use RUDDER PEDALS in the pattern, or most of the time in the Hornet. This is test is simply for the FEEL of the AUTO-COORD rudder and how patterns feel with it ENABLED or DISABLED and NOT USING your pedals either way.

Hope that clears things up and not trying to sound condescending.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: MikeB54 on November 03, 2011, 05:57:41 am
Sludge,

Not condescending at all.  I understand what you are looking for now.  I'll do some test flights each way and let you know what I see.

Mike
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: lvflyer on November 03, 2011, 02:59:12 pm
So let me see if I got this straight.  The MFDs are not modifiable by us at all?  If so then how difficult would it be to activate one of the buttons on the MFD to open up and display an addon loadout/ESM/Sensors/IR/AA Refueling/etc screen in the same location as the MFD?  Also can we incorporate more weapons in the Gun control in the HUD.  Reason I ask is that progress is being made in converting the Underway project to all FSX and we are designing specifically to incolude the Sludge modifications.  Within the Underway program we have the ability to deploy sonabouys and target ground vessels that are being piloted either automatically or by another player and they all have their own defenses.  We do need modelers to create explosion and damage effects, but we have the sound and the server indicates how much damage was sustained and will remove it from the radar, which is also a gauge included that needs to be displayed somewhere if we can't use the onboard one.  Right now all controls and readouts are in seperate windows so any aircraft can use the program and participate in the multiplayer scenario.  Sure would be great if we can incorporate the targeting info on the HUD and the control switches somewhere in the existing VC. 
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on November 03, 2011, 04:29:20 pm
LVFlyer...

That's correct, the MFDs are NOT MODIFYABLE AT ALL, by us... ONLY Microsoft. They have the .DLLs that control the default F-18 which the Sludge is ENTIRELY BASED ON. I'm not saying this to be a kill-joy, I'm saying this 'cause in our original quest to get a truly COLLIMATED HUD, I went and talked to Microsoft about allowing me to get the PERMISSION to decompile and RE-WRITE that .DLL to work on the HUD. They gave me permission 'cause they knew it couldn't be done. I have long since given up on the idea to get a collimated HUD for the default cause its far too extensive for my limited modding skill set.
Additionally, the reason we can't do anything with the VC, is the MFD/DDIs/HUD display are all built into the INTERNAL 3D MODEL/VC TEXTURE as a whole. That makes it EXTREMELY DIFFICULT AT BEST to do a cut/paste with certain effects and have them simply "overlay" the existing VC TEXTURE.
Believe me, I would do it in a heartbeat if I had the slightest idea HOW TO DO IT. In example, the first thing I would start with is the AoA Indexer. I would OVERLAY Serge's BlackBox Indexer OVER the existing VC AoA Indexer, so that we could get HOOK-BYPASS logic incorporated and not have the flashing AoA Indexer in the VC when doing touch and goes. Right now, Serge's Indexer only works in the 2D HUD.

That pretty much sums up the best we can do at this point. Sorry.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: lvflyer on November 03, 2011, 04:49:12 pm
Well maybe the minds to do it are finally coming together.  I know Geoff McLean has extensive dll gauge knowledge.  I know how you feel, this is way beyond me.  I've tried to dig into some of the tutorials for C++ and Visual Studio and just can't see the whole picture.  Sure I know basic code logic, but this is like learning Russian.  Some of the words and code make sense, but lots of the characters are backwards.  There has got to be a way to do what was done in the F-111 PIG.  The overlays on that are pretty incredible, even a forward looking terrain radar and a crude terrain following autopilot.  Any chance that your given permission allows us to open up the dlls and modify for freeware distribution only?
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: virtuali on November 03, 2011, 09:18:59 pm
I'm saying this 'cause in our original quest to get a truly COLLIMATED HUD, I went and talked to Microsoft about allowing me to get the PERMISSION to decompile and RE-WRITE that .DLL to work on the HUD.

There's no need to modify the F-18 gauge .DLL to get a collimated HUD, it can be done entirely acting on the VC 3d model file and, the nice thing would be that, even if you would prefer to use an alternate HUD gauge you might write yourself even in XML, it would automatically get collimation "for free".

However, this would require modifying and recompiling the VC interior from the original Max source file, so it's not any easier than modifying the .DLL, if you want to do it in the legal way.

I speak with certainty, since I already made a collimated HUD for testing, to prove the concept, and it works just fine. As was already discussed long ago, we could do both C++ and 3d Model modifications, since we have source codes for both, but we don't have any right to distribute it, since that code now belongs to Microsoft.

If I ever had the time to do this, I might research into patching a 3d .MDL file without having to recompile it, so we could distribute just the collimated HUD modifications, which we could probably legally distribute, since it would be something we did now and MS doesn't own, but I would need to find a way how to patch an .MDL file to add additional geometry to it, which is not trivial.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Orion on November 03, 2011, 09:29:27 pm
Woah, woah, woah, woah, hang on.  You guys originally had a collimated HUD?  Was that during Acceleration development?  If so, why didn't it make it into the final release?  Time constraints?

Anyways, that'd be fantastic if you could!  If you do ever get around to doing that, there's the MDL file format (FSX) article at the FSDeveloper Wiki, which I'm sure you've probably seen.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: virtuali on November 03, 2011, 09:44:39 pm
Woah, woah, woah, woah, hang on.  You guys originally had a collimated HUD?  Was that during Acceleration development?  If so, why didn't it make it into the final release?  Time constraints?

No, we never had it when when developing the Acceleration pack, although I always wanted to have it, but there was no time to do it, but I've made one to get grips with the method well after the Acceleration pack was released, which sadly can't be distributed.
 
Quote
Anyways, that'd be fantastic if you could!  If you do ever get around to doing that, there's the MDL file format (FSX) (http://www.fsdeveloper.com/wiki/index.php?title=MDL_file_format_%28FSX%29) article at the FSDeveloper Wiki, which I'm sure you've probably seen.

Yes, of course I know how an .MDL is made, but still writing a patch is not so easy. Also, some very important parts like mouse rectangles are not fully understood, which makes even more tricky to do a patch, since everything should be preserved, a VC without working mouse rects wouldn't be very useful.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: MikeB54 on November 04, 2011, 04:17:06 am
Mike...

Yeah, I remember you telling us he said that, especially IN THE PATTERN. However, what I'm asking is, have you flown with AUTO-COORD ON and OFF (not using the pedals), but just have it ENABLED and DISABLED, so that I can get feedback. My prior thought process was I thought the ENABLED AUTO-COORD rudder MIMICKED a FBW rudder in turns. Now, from a few flights (will make more tonight), I'm not so sure that leaving it DISABLED, and letting the Hornet SLIP a little in turns, doesn't do a good enough job of emulating a FBW rudder. Thats the reason I need feedback.


Later
Sludge


Sludge,

I just did a dozen passes, half with Auto-coordination enabled and half without.  In a 30 AoB turn the slip indicator in the ADI stayed centered either way.  It felt the same to me with both settings.  I hope that's feed back you were looking for.

Mike
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on November 04, 2011, 09:43:59 pm
Mike...

I'm guessing if you have no "slip" in turns, your AUTO-COORD rudder is still active. When I do it, I get about "half a virtual ball" of slip to the direction im banking. I'll get a "test" Base.XML out that makes sure the Sludge Base.XML is not constantly re-ENABLING the AUTO-COORD when you are in a landing config. And yes, this is what I was looking for, as far as feedback.

Now if we can get others to do the same thing, once I get the correct Base.XML out there to test.

Virtuali...
Quote
If I ever had the time to do this, I might research into patching a 3d .MDL file without having to recompile it, so we could distribute just the collimated HUD modifications, which we could probably legally distribute, since it would be something we did now and MS doesn't own, but I would need to find a way how to patch an .MDL file to add additional geometry to it, which is not trivial.

Yeah, I talked with others about something similar, I think, although I didnt know how we could do it. I looked at Capt Sim's bird to maybe try something similar within the INTERNAL model. But I came to find out they simply UNMASKED (in XML, they "make visible") the parts of their EXTERNAL model they wanted (ie. drop tank/AIM-7/AIM-9) that were already part of the external model.

Now, just to be clear on what you're saying... the way to get this done, would be to put up a secondary "display plane" as an add-on to the existing Interior model? That way, once it was done (numbers, focal point, all that stuff), it would then allow for anybody's HUD to go on the default and they'd get COLLIMATION "for free"?

Even after you discussing it, I'm absolutely certain I couldn't do it, so I dont know what I can offer.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: virtuali on November 04, 2011, 09:50:12 pm
Now, just to be clear on what you're saying... the way to get this done, would be to put up a secondary "display plane" as an add-on to the existing Interior model? That way, once it was done (numbers, focal point, all that stuff), it would then allow for anybody's HUD to go on the default and they'd get COLLIMATION "for free"?

Yes, exactly. It's a matter of adding data to the existing .mdl at the binary level, bypassing the mdl compiler, without losing any functions of the model. And yes, any hud used with that patched model would get collimation for free, regardless of how it's done (c++, xml, etc.)
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: lvflyer on November 05, 2011, 12:36:02 am
Can the same be done for other functions, like weapons load out and such?  I notice the Hud control on the combat sludge is a seperate control then what is on the dash in the VC.  If we can overlay a functioning switch on the dash with mouse areas then we can arm/disarm, and then select the weapon in the MFD.  Or maybe just overlay a new screen on top of the existing MFD.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on November 05, 2011, 10:02:16 am
LVFlyer...

Quote
Can the same be done for other functions, like weapons load out and such?  I notice the Hud control on the combat sludge is a seperate control then what is on the dash in the VC.  If we can overlay a functioning switch on the dash with mouse areas then we can arm/disarm, and then select the weapon in the MFD.  Or maybe just overlay a new screen on top of the existing MFD.

Now that is definately the part we'd have to re-write the .DLL for. As well, to make use of other weapons, besides the gun, there would have to be all kinds of code written for it... from the ground up. Remember, the Gun HUD came off of JR's Combat Hornet, where he wrote the entire code just to have a gun. Also, the gun doesn't actually fire anything, it just puts out "simulated" rounds via the HUD, so we can see how we'd do in a dogfight.

I mean, I for one could not program all that and am pretty sure JR isn't interested in programming all the various weapons (AIM-120, AIM-9X, for starters) and their parameters that he'd have to do to get something like that started. Keep in mind, the Gun HUD on the Sludge was simply JR letting me put the Combat HUD into the Sludge, nothing more on my part. We could talk on Skype sometime, and I can explain it, 'cause its a very detailed and vigorous task with limited return. I think the only part that would be "easy" would be having the MASTER ARM switch work WITH the Gun HUD panel.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: lvflyer on November 05, 2011, 01:51:30 pm
What if the weapons and controls are already written in C++ using simconnect and all that is needed is the switch and display?  Because that's what Underway is.  It is a complete multiplayer weapons, effect, and damage assessment server and client.  Right now we have seperate windows that open up showing all the switches and controls and weapons management, not unlike VRS Hornet, but what we don't have is something simulating on the dash switches and displays.  So essentially all that would be needed is an overlay that can be positioned over an area on the VC cockpit.  The Guns and the corresponding simulated rounds could probably be fed through simconnect for position and actually indicate damage that is managed by the server, which the server already does for its own guns.  We do need someone who is knowledgable in creating smoke trail and flame effects though and actual damge images.  The guts and controls are already created starting several years ago.  They just were exclusively tested by a certain VA because it was going to be payware.  Now its going to be freeware.  I really would like to use the Sludge and other freeware code for this project so it can be developed into complete package and released so all will have the same images and choices of airframes, ships, submarines, and ground vehicles.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: GOONIE on November 06, 2011, 03:10:11 am
Sludge,
I always fly with the auto rudders enabled because I don't have rudder pedals  ;)

Also I noticed the ALA light is a little off on my sludge hornet. I see the ALA assembly on the nose wheel, but the light is floating a little to the left and in front of the ALA box, any help? Does your light look like it is coming from the ALA box, correct placement?

Was trying to land the jet while viewing the aircraft from the LSO platform only when I noticed the ALA light floating, has anyone else tried to land from the LSO view point? Got several wave offs, but was seeing if I could get the sight picture for some future multi player sessions.

Capt
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on November 07, 2011, 10:02:01 am
LVFlyer...

We will have to Skype call sometime and hash this out. Too much for just this forum and too much details that would be easier to explain real-time.

CAPT...

Yeah, I have the same thing sometimes, just depends on where you deploy your gear and when the ALA lights are started. If you test them out, you can get them over the ALA assembly in the exterior model just by reloading, then dropping your gear when you are straight and level. The bad part is, because these lights are actually NOT part of the model and "attached", they can drift from their original DISPLAY POINTS, if you will.

So yes, my lights do that too. Just another LIM FAC we have to deal with.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on December 01, 2011, 09:24:12 am
Fellas...

I'm heading out to Miami friday VIA Dallas Love field for a long weekend to see a buddy getting back from Afghanistan. In the meantime, I finished up the "test Sludge FX", so feel free to download, try out, and give feedback.

In testing, please try to test out ALL flight regimes, do some carrier patterns, cross-countries, and dogfighting, let me know how it handles in all regimes... how it pulls Gs, does G-Limiter pull you back below 7.5 Gs, is the roll rate acceptable in PA and UA flight modes, can you hold in a pattern turn with little effort, things like that... Tomorrow, I'll try to get a comprehensive list of changes, so that you can give more detailed feedback.

OK, so the download install instructions are easy... Move any prior SludgeFA18_FX in your FSX\AIRCRAFT folder somewhere else. Download from the link below "Test Sludge.ZIP". UNZIP Test Sludge.ZIP to desktop. Copy/paste the effects into the FSX\EFFECTS folder (overwrite? yes.). Copy/paste the med-g.wav in the SOUND folder into FSX\SOUND folder. Copy/paste the SludgeFA18_FX into your FSX\AIRCRAFT folder. Start FSX and go fly. Keep in mind, I tried to keep the size down, so its only 1 paint, the Black NASA Test paint.

http://www.sludgehornet.com/downloads/Test Sludge.zip (http://www.sludgehornet.com/downloads/Test Sludge.zip)

I'll be watching the board 'til tomorrow night when I leave for Dallas, so if you have any problems, get back to me and I'll try to get them fixed.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: GOONIE on December 01, 2011, 03:10:10 pm
Very cool Sludge, downloading now, will test out and report back.  8)

-CAPT
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: lvflyer on December 01, 2011, 04:59:01 pm
Thanks Sludge and have a safe trip.  I'll integrate it in our Underway testing.  We are working on weapon imagery now.

Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Johan on December 01, 2011, 05:03:42 pm
Thanks Sludge, I will test fly this weekend. Have a safe trip.

Johan
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on December 01, 2011, 08:54:10 pm
Thanks Fellas...

Ill be monitoring the board til I head down to Dallas tonite, so if there are any install problems, post em.

LVFlyer...

Thats impressive. Cant wait to see that when I get back. Wish I was more help in that area, I just dont have the expertise. Thanks for the testing and inputs tho!

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on December 03, 2011, 08:10:50 pm
Fellas...

a few quick words bout the test sludge. the 2d hud is now conformal at .80 zoom in widescreen. repos the iflols and indexer gauges. gauges shud now NOT key flood. g vapor and hi n1 eng exhaust cut off when at -39 c (contrails). flight control response shud b closer 2 real world. meaning, low/slow= weak roll/good pitch/strong rudder authorities. med-fast/clean=strong pitch/strong roll/good rudder authorities. added med-g low rumble sound. changed vc hud size n viewpoint back 2 default values. 2d n vc shud almost match. changd pitch up trim during PA so that a minor pull is required to keep nose up. happens auto when dirty.

thats bout it. test out the features n let me know what u think.

later
sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: GOONIE on December 05, 2011, 02:58:27 pm
Sludge,

Flew the test Sludge this weekend, like the new tweaks, but wanted to offer a suggestion on the handling (note; N2 power settings seemed correct around the boat). I felt the jet felt heavy and too stable, requring large amount of stick inputs to make turns around the boat, this is compared to the super hornet sim. I am not sure how these settings will work in other flight regimes (dog fighting, high speed), but I played around with the flight scale tuners in the aircraft.cfg, and found these come pretty close to the squirrely feeling of the super hornet sim, and require the correct amount of control inputs (small, timely inputs). Try them out and see what you think:

[flight_tuning]
cruise_lift_scalar     =    1.0
parasite_drag_scalar   =    1.0            // slow down Hornet at high speeds
induced_drag_scalar    =    1.3            // higher AoA drag, more realistic for CVN Ops
elevator_effectiveness =    1.4
aileron_effectiveness  =    1.7
rudder_effectiveness   =    1.0
pitch_stability        =    0.7
roll_stability         =    0.5
yaw_stability          =    1.5
elevator_trim_effectiveness =    4.5
aileron_trim_effectiveness  =    2.0
rudder_trim_effectiveness   =    1.0

-CAPT
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on December 08, 2011, 08:55:47 pm
CAPT...

I tried your numbers last night and it was too much. We will definately have to talk on Skype while flying because I'll need to explain my methodology/reasoning and then maybe we can come to a happy medium. Probly keeping the effectiveness scalars the same but changing the stability scalars to get a good in-between of what you were talking about in the Bug sim and what I released.

One of the main things I tried to do was to stop the Hornet from doing a snap roll while in the dirty config and not losing any altitude. With the numbers you provided, the Hornet can now do full aileron rolls without crashing into the ground while in a low/slow/dirty configuration, which seems unrealistic to me, so a middle ground is needed. In addition, since most of us (myself included) have an "easy movement" flight stick (x52 for me), I figured the "heaviness" of handling in FSX would sorta be a middle ground between the real world rock-solid heavy stick of the hornet and the weak flight sim sticks that most of us have. Again, a real world chat is in order to get things closer to real world but compensating enough for us flight simmers.

We may have to talk with Mike (time in legacy Hornet sim), and get some compare/contrast with what he encountered as well. From the recent readings and posts, I'm also understanding that the legacy was made to be more statically stable while the Super was unstable, so that would affect the "squirrely" feeling you got in the carrier pattern.

Thanks for the inputs tho, took them to heart and still working them...

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on December 08, 2011, 09:01:01 pm
Fellas...

Anybody else wanna chime in with their inputs. I'd like to hear what others have encountered, so that I can balance that with what CAPT is saying.

Also, have people noticed the difference with the effects (less KeyFlooding; more FPS friendly) and using them in a multiplayer environment. That was one of the biggest objectives for this latest version... to me it more FPS-friendly/multiplayer-flyable.

Thanks.
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: lvflyer on December 08, 2011, 09:49:25 pm
One thing I'm concerned with and I'm no real world F18 pilot or researcher so don't know what would happen in the real world, but when you approach overspeed the control effetiveness falls to zero.  Is that a built in feature in real world to keep from over G?  I find if I am yanking and banking that you may exceed structural limits for short periods, but with the controls not working it makes you a sitting duck.  And if you happen to nose dive you can't pull out where you should be able to pull out gently without breaking up.  This link is a screenshot with some of the Underway gauges positioned.  www.dahome.net/fsxpics.htm.   I also found a hidden pearl that you might be interested in.  When you have a popup window like that of the HUD control open say in VC and you switch to outside view for a second the control disappears and you have to reopen it.  I found a post that described using the type=special tag in the Window?? section of the panel.cfg and it makes it stick even when switching views.  I've yet to figure out how to open the window in VC on startup though.   
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Johan on December 09, 2011, 12:15:18 am
Hi Sludge,

First thanks for the Test Sludge, I flew just a few passes last night around the AC, looking at the plane performance from the AC tower.  I haven’t successfully landed on the AC yet, still trying to manage the modified behavior. My first impression is a noticeable decrease in agility (normal, due to the changes in scalar parameters) and I experienced the same problem as Lvflyer…at high speed and attempted sharp turns, the plane wouldn’t respond and continue without deviating from its trajectory, not matter what action I apply on the stick... I will keep working on it. Thanks again.

Johan
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on December 09, 2011, 07:34:39 am
Johan...

The decrease in agility shouldnt be to the point where you cant maneuver in low/dirty, so I may have to Skype you this weekend and get some real time feedback while we are both flying the same jet. I wanted it to keep pitch and rudder authority while dirty/slow but lose alot of roll authority. But I didnt want to get it soo unresponsive that you cant land on the boat.

Guess I took too much off the higher side of the curve when I was modding the AIR file? I'll tinker with that more when I get a chance as it deals with the AIR file tables/effectiveness curves than it does with the scalars in the AIRCRAFT.CFG file.

LVFlyer...

What speed were you flying at? You know Vmax is around 800 knots right? I'll go fly and see if I can replicate and then mod from there and get a fix out ASAP

For both you guys, what stick do you have and what are your response curves?

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: lvflyer on December 09, 2011, 05:42:11 pm
At 700 very little elevator response and sluggish roll response.  Impossible to do a level wing course correction with rudder for small target allignment adjustment.  I'm not sure if that is available on these in the real world, but I do know you should have enough rudder to perform a knife edge pass.  At 800 no control at all.  I use a Real Flight hand held controller like that used for RC Simulation.  The response is usually extremely snappy.  I fly helicopters in FSX with it flawlessly.  Regarding the rudder, being a real world pilot, private piston planes and helicopter, I know you can turn a plane by rudder alone gradually while keeping the wings level.  On long cross-countrys, at least in my Mooney I fly by my feet sometimes.  Anyway in FSX it seems they have too much of a boomerang effect and the more rudder you give it in a flat turn the more it swings in the opposite direction when you go to neutral on pedals.  I had a real problem in the B2 and B1B with that and fought hard to change the air file to correct it.  I couldn't quite get the proper effect without making the rudder extremely sensitive.  So if you find any good tutorials on air files let me know.  They contain a whole lot of aeronautical engineering jargon.  I'm thinking it has to do with the actual air friction and how the plane reacts to that.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on December 09, 2011, 06:20:56 pm
LV...

I got a better AIR file done last night was just unable to upload it here as I got a "download files full" something-or-other message, so all you saw was my reply.

When I get back home today, I'll send the new airfile so you can mess around with it.

Oh yeah, in real world we can do alot of stuff we cant in FSX. Its in the AIR file where you can tweak the "weathervane" effect of the rudder, but thats a whole nothing animal that I'd just not mess with til I get this set of problems done. And remember, thats why I decided to NOT incorporate any changes to the AUTO-COORD RUDDER system as I'm leaving that to user preference. I know it would be good to have in the carrier pattern, but I dont think it decently simulates anything close to the FBW rudder control system in the full flight regime, so I just left it out. If you like it, its easily enabled and if you dont, just leave it un-enabled.

Later
Sludge

Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: lvflyer on December 09, 2011, 06:52:08 pm
Yep I got that same error when I tried to post the screenshot a few posts back.  Thought I wasn't allowed permissions or something.  I messed with the weathervane effect in the past.  Very sensitive, but then throws off the responsiveness and becomes too unrealistic.  I know you have to be gentle with wings level turns for real, but it eventually comes around.  In fact it is the preferred method to make small corrections on approach for ILS.  Once you tip the wings you can easily start chasing the localizer.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: GOONIE on December 09, 2011, 07:24:26 pm
Hey Sludge,

This tweaking stuff is addictive!  ;D I've continued to tweak since my last post, mainly the aircraft.cfg. What values are in the .air file and how do you tweak it?

I agree, we need to get Mike's input on the legacy sim and the test Sludge hornet. The super hornet sim required lots of small inputs for the precise flying around the boat. The stick was constantly being moved in a small radius, the size of half dollar when in the groove. That is the flight regime I focused on for my unstable tweaks, I understand you are looking for proper response in other phases of flight. When I made the Sludge hornet more unstable, it kind of kept me on my toes requiring constant small inputs in the groove. I've continued to tweak the .cfg, and have leaned more towards stable values since i last posted. Also I fly using the warthog hotas, and our controller sensitivities and null zones might be different.

I am in Florida this weekend but let me know if you want to Skype next week.

CAPT

Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on December 10, 2011, 12:23:38 am
CAPT...

Yeah, its too addictive. Oh once you open the AIR file genie outta the bottle, get ready for 3am. Its great and it sucks all in the same breath.

Thats cool... we can talk next weekend, by then I should have my computer fully upgraded (video card, extra RAM) and migrated over to win7pro 64-bit.  Yes, yes... I know, I FINALLY am making the jump.

Anyway, have a great time time Florida and I'll yap at ya when you get back.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Johan on December 10, 2011, 12:34:37 am
CAPT...
Thats cool... we can talk next weekend, by then I should have my computer fully upgraded (video card, extra RAM) and migrated over to win7pro 64-bit.  Yes, yes... I know, I FINALLY am making the jump.

Sludge,
 
Which video card are you getting? I was thinking of upgrading mine (an NVIDIA GTX 285) to a NVIDIA GTX 560 TI...I know that speed is essential for FSX, I have already a dual core 3.07 GHz.
I will look at responses for your earlier questions. I am using the Saitek X52 PRO.

Thanks,

Johan
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on December 10, 2011, 01:01:13 am
Johan...

Got the nvidia gtx 550 2gb on the way. And I also use an x52, so at least we are similar. I'll put the new AIR file on SH.com, and just get you the link so you can try it out.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Herbie on December 10, 2011, 06:17:00 am
Hello!
Why is your plane not turning in high speed? I have no problem, of course it's not a turn on a dime. I'm using Saitek X52 Joystick and Rudder Pedals Calibrated with FSUIPC... FSX axis are Not in use, they are disabled. Herb
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Johan on December 10, 2011, 06:21:37 am
Johan...

Got the nvidia gtx 550 2gb on the way. And I also use an x52, so at least we are similar. I'll put the new AIR file on SH.com, and just get you the link so you can try it out.

Later
Sludge

Thanks Sludge! Have a great weekend.

Johan
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on December 10, 2011, 05:44:14 pm
Fellas...

Here's the new AIR file that will let you turn at HIGH SPEED. Should also get some easier low/dirty PA handling in the pattern. Let me know if you have more problems.

http://www.sludgehornet.com/downloads/FA-18_AIR.zip (http://www.sludgehornet.com/downloads/FA-18_AIR.zip)

Simply UNZIP, copy/paste over the FA-18.AIR file in SLUDGEFA18_FX aircraft folder. Overwrite? yes.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: lvflyer on December 11, 2011, 12:10:42 am
Great thanks Sludge.  At least I can pull out of a dive now.  I also posted some new screenshots of testing the launch of and following alongside an AGM-84D in Underway connected to Naval Engagement if interested.  www.dahome.net/fsxpics.htm
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Johan on December 11, 2011, 12:22:03 am
Great thanks Sludge.  At least I can pull out of a dive now.  I also posted some new screenshots of testing the launch of and following alongside an AGM-84D in Underway connected to Naval Engagement if interested.  www.dahome.net/fsxpics.htm

Hi Lvflyer,

Which weapon software are you using? It looks pretty good.

Johan
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: lvflyer on December 11, 2011, 12:36:00 am
One we are creating and looking for modelers and designers.  Weapons creation is controlled from the server.  We need to create the explosion and after effects yet.  We also want to show the other players in the scenario actual damage image of structures and vessels as well.  Totally freeware too so everyone can play without having to pay.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: MikeB54 on December 14, 2011, 04:33:44 am
Guys,

Sorry I haven't posted earlier.  I have been stuck in the middle of a bathroom remodeling project that is turning into a scene from "The Money Pit" and haven't had much flying time.

However, I did get a chance to take the Test Hornet for a quick spin.  I flew it with the new air file.  I did some formation flying and a few turns around the boat.  Everything felt pretty much the way I remember the Sim.  The good news is that Chris will be visiting next week and I can get his thoughts.

One thing I'd like to pass on is something I stumbled on by accident.  I wanted to make a change to the center DDI but the stick was in the way.  At the time I had just broken off from the formation flight I was doing and was headed to the boat.  I was doing about .85 mach at FL240.  The jet was trimmed out pretty well so i pushed the stick full left so I could make the change to the center DDI.  I was doing at least a full 360 degree roll every second.  I don't know if that roll rate is realistic or not.

I also ran into an issue where after a cat launch I couldn't turn.  Turns out that somehow the autopilot was engaged.  Once I disengaged it everything was fine.  Well, other than the fact that I was 5 miles in front of the boat by then.  LOL

Mike

Hey Sludge,

This tweaking stuff is addictive!  ;D I've continued to tweak since my last post, mainly the aircraft.cfg. What values are in the .air file and how do you tweak it?

I agree, we need to get Mike's input on the legacy sim and the test Sludge hornet. The super hornet sim required lots of small inputs for the precise flying around the boat. The stick was constantly being moved in a small radius, the size of half dollar when in the groove. That is the flight regime I focused on for my unstable tweaks, I understand you are looking for proper response in other phases of flight. When I made the Sludge hornet more unstable, it kind of kept me on my toes requiring constant small inputs in the groove. I've continued to tweak the .cfg, and have leaned more towards stable values since i last posted. Also I fly using the warthog hotas, and our controller sensitivities and null zones might be different.

I am in Florida this weekend but let me know if you want to Skype next week.

CAPT


Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Johan on December 14, 2011, 05:04:42 am
Johan...

The decrease in agility shouldnt be to the point where you cant maneuver in low/dirty, so I may have to Skype you this weekend and get some real time feedback while we are both flying the same jet. I wanted it to keep pitch and rudder authority while dirty/slow but lose alot of roll authority. But I didnt want to get it soo unresponsive that you cant land on the boat.


Hi Sludge,

Sorry to respond late, so just wanted to let you know that I am getting a much better feel with the new air file you released. I don't have much time to fly right now but I will continue as soon as I have some days off around the holidays. Right now, I land very well on the AC with your test plane and Serge's vLSO...
Thanks,

Johan
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: SUBS17 on December 14, 2011, 11:28:03 pm
Just took the Sludge for a flight nice work guys.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: SUBS17 on December 14, 2011, 11:34:37 pm
One we are creating and looking for modelers and designers.  Weapons creation is controlled from the server.  We need to create the explosion and after effects yet.  We also want to show the other players in the scenario actual damage image of structures and vessels as well.  Totally freeware too so everyone can play without having to pay.

Theres a mod being made called FSX@WAR which is free ware thats underdevelopment which has those features. If you team up with them it could make your job easier.

http://www.aeromaths.net/fsxwar/index.php?option=com_kunena&func=view&catid=2&id=1879&Itemid=91&lang=fr

Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: lvflyer on December 14, 2011, 11:49:57 pm
I understand that it isn't freeware and our hand has already been extended to team up.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: SUBS17 on December 16, 2011, 12:17:20 am
Yes it is free ware but it uses Tacpac but if your team spoke to them maybe you could swap 3dmodels or work together your mod could still be without TC and both could exchange ideas etc. Its a big job making that sort of stuff it might speed things up a bit.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on December 17, 2011, 10:07:30 am
Fellas...

Lets stay on topic, please. I'll be back up soon enough, as I'm finally re-installing all my FSX stuff to my new Win 7 pro install. Its a painful and slow process, so bear with me, but once I get back up and running, I'll start modding again.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Victory103 on January 06, 2012, 05:54:45 am
Just checking back in now that I have a somewhat faster ISP "downrange". Able to download the test version and flew her with the new airfile, no issues up to FL400 and Mmo 1.4+, worked all the systems including a quick tank from a KC-135, and some form w/ a AI Super Bug. Installing vLSO .3b to take her to the boat next. Just a question on the trim, are you manually holding the stick to get the 12 NU or trimming for field takeoff? Also, put most of the files in the CS Delta and for some reason I have no landing gear at 1 LOD, the contact points seem fine and the aircraft sits right on the ramp, not sure if this is something to do with the loader/config gauge? I was never able to get the SCHI working, so I have to manually move files, no issues in the past.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on January 06, 2012, 07:29:20 am
Victory...

The only thing I have thats AUTO in the Sludge Hornet for normal field takeoffs is the 0.8 NU trim but that stays until weight-off-wheels, then it stops and lets the pilot decide. However, there are big changes coming with v1.2 DELTA, 'cause of the feedback from Chris (Mike's son, real-world USMC Hornet driver).

Also, in regards to the CS Delta Hornet and my files not crossing over, I have made some manual installs on this same thread and dont know if you did those or not? But, if you can wait a week or two, I'll try to get those out with the release of v1.2 DELTA, as a manual install as well.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Nike619 on January 06, 2012, 01:00:49 pm
Can't wait for the new D stuff!
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Victory103 on January 07, 2012, 01:53:37 pm
Sludge,
No issues and yeah I am one of I guess few with SCHI issues and did the manual install earlier, not sure what I did on the 1.2, probably a fat-finger issue.

Great read on the real world sim/pilot reports, I have a Super Bug buddy I need to look up at Lemoore.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Nike619 on January 11, 2012, 08:06:37 pm
Just threw in the sludge delta. Ended up with:

1. Not being able to hear anything, no sounds whatsoever.

2. Load management not working. E.G If I load 3 tanks, Hit load. Screen Flashes. Weps are gone. HUD Ctrl panel comes up.

Any ideas?
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on January 12, 2012, 07:21:58 am
Nike...

Quote
Just threw in the sludge delta.

OK, what does that mean specifically? Did you use the SHCHI.exe auto-installer with CS Delta Hornet install option checked? Or did you use the MANUAL install, follow the directions and then you get the problems listed?

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Nike619 on January 12, 2012, 08:21:29 am
 SHCHI.exe Auto Installer.

Trying the manual install now.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on January 12, 2012, 08:29:29 am
Nike...

OK, keep me posted.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: BertAtHome on January 12, 2012, 09:01:07 pm
Hi Guys

For some reason I cant run the SHCHI.exe on my Vista 32bit Home system..

The error says somthing like this

"There is a problem which the program stops working. The program closes and notifies you if a solution is available."

The automatic installer never has worked on my system :-[

I tried several options as administrator and user account configurations
I now still fly the Sludge F18 from a older manual install which was available earlier.

I really want to upgrade but sadly the installer doesn't work for me.

Is there anyone who is willing to help me out?

Rgrds

Bert
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on January 13, 2012, 02:39:07 am
Bert...

Sorry about the problems you've been having with the Auto-Installer but I will try to get out the most current form in a MANUAL Install here shortly. I would've had it out by now, but the inputs from Mike's son made me "re-think" a few things and have to re-work alot of the flight model. Alot of the changes are DONE and I'll start working on the MANUAL release as soon as humanly possible.

Wish I could help more, but as I'm new to this Windows7 stuff (meaning I SKIPPED OVER Vista altogether), its very hard for me to do any meaningful troubleshooting when I'm not tweaking/modding.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: BertAtHome on January 13, 2012, 06:57:40 am
Thanks Sludge..

A manual install will do the job for me.

Rgrds

Bert


Sent from my iPod touch using Tapatalk
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: BertAtHome on March 30, 2012, 09:35:39 pm
Hi Sludge,

Any change of a manual install version soon?

Rgrds

Bert
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Orion on March 31, 2012, 12:17:07 am
Any change of a manual install version soon?
See these posts:

http://www.fsdreamteam.com/forum/index.php?topic=5569.msg50684#msg50684
http://www.fsdreamteam.com/forum/index.php?topic=5569.msg51956#msg51956
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on March 31, 2012, 02:24:04 am
Bert...

It will be a little while. The trip to San Diego was a rough one, in terms of where I stand modding/tweaking the Sludge Hornet. I'm trying some new parameters, especially on the low/slow end of the flight envelope that will give that "slushy" feeling. As well as trying to balance the SH's maneuverability at high speed.

Finally, working with JIMI on a AoA-trim PA config solution will be a biggie, IF we can get that solved in a reasonable time.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Razgriz on March 31, 2012, 03:40:25 am
Check this out, saw Blaze (VPJT guy) post this on facebook!:

Prepar3d, VRS Superbug and fully-interactive pit w/ HOTAS Warthog.
(https://fbcdn-sphotos-a.akamaihd.net/hphotos-ak-snc7/412986_10150618580970940_660095939_9507021_216375329_o.jpg)
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: BertAtHome on March 31, 2012, 11:57:43 am
To Slugde and Orion..

Thank you for the update..
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on May 01, 2012, 08:32:51 am
Fellas...

Sorry for the hiatus but I've been trying to limit my modding hours to 1am. I should have a "Sludge TestBird 2" out this week, along with some effects fixes, such as the wingtipvortice (alot shorter and fades "better"), and a new nimitz carrier wake (more "lifelike" and longer).

Here's a teaser of both after the reference pictures I used as a basis for the newer wake... let me know what you think.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Paddles on May 01, 2012, 10:15:52 am
Looking REAL GOOD!  8)
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Johan on May 01, 2012, 03:28:30 pm
I like it too, really nice!
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on May 01, 2012, 07:38:10 pm
Fellas...

Thanks, glad you like it. Now, I may try to get it to alpha fade a little better towards the end but thatll be the final fix. Now, for details on the upcoming "Sludge TestBird 2" release.

1- Revised HUD symobology graphics to make them "skinnier" and less obtrusive, especially in the 2D HUD. 2D HUD and gauges now with more alpha blend to conform with Y/T videos that show less bright HUD symbology.
2- Changed the default eyepoint to coincide with a higher, closer "non-widescreen" view. (these changes precipitated by my experience at the miramar sim)
3- Repositioned and regauged "Trim", "Weight", "Fuel" (TWF) readouts to the center of the screen while the "wire caught" (WC) info stays where it was originally. Also, the TWF info comes up with gear down, on-ground or in-air... whereas, WC info/IFLOLS comes up with hook down.
4- Removed "radio stack" gauge altogether.
5- Completely reformatted/removed the "Sludge" aircraft, from the "SludgeFA-18 Basic/FX" folders now named "FA-18A+ Basic/FX" as well as the internal naming of the aircraft and its designations within FSX.
6- Repositioned all the VC/2D gauges for more ease of use (hopefully).
7- Updated Doug Dawson's sound gauge (DSD_FS9 to DSD_FSX version) and the Betty sounds will now play out of headsets IF you have them enabled in Windows and FSX as your default communications device. If you dont, they will still play in the normal speaker environment.

More info on other changes coming this week.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: GOONIE on May 01, 2012, 07:46:34 pm
 :o WOW!!!

Very exciting news, this combined with some new work that Serge has up his sleeves is going to rock the FSX Naval Aviation experience!

Thanks for keeping us posted Sludge, standing by for testing orders sir  ;)

-CAPT
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Razgriz on May 01, 2012, 09:18:50 pm
Fellas...

Thanks, glad you like it. Now, I may try to get it to alpha fade a little better towards the end but thatll be the final fix. Now, for details on the upcoming "Sludge TestBird 2" release.

1- Revised HUD symobology graphics to make them "skinnier" and less obtrusive, especially in the 2D HUD. 2D HUD and gauges now with more alpha blend to conform with Y/T videos that show less bright HUD symbology.
2- Changed the default eyepoint to coincide with a higher, closer "non-widescreen" view. (these changes precipitated by my experience at the miramar sim)
3- Repositioned and regauged "Trim", "Weight", "Fuel" (TWF) readouts to the center of the screen while the "wire caught" (WC) info stays where it was originally. Also, the TWF info comes up with gear down, on-ground or in-air... whereas, WC info comes up with hook down.
4- Removed "radio stack" gauge altogether.
5- Completely reformatted/removed the "Sludge" aircraft, from the "SludgeFA-18 Basic/FX" folders now named "FA-18A+ Basic/FX" as well as the internal naming of the aircraft and its designations within FSX.
6- Repositioned all the VC/2D gauges for more ease of use (hopefully).
7- Updated Doug Dawson's sound gauge (DSD_FS9 to DSD_FSX version) and the Betty sounds will now play out of headsets IF you have them enabled in Windows and FSX as your default communications device. If you dont, they will still play in the normal speaker environment.

More info on other changes coming this week.

Later
Sludge

Might have to gear up again to test this thing out!
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: DigitAL on May 02, 2012, 01:13:44 am
Sweet!
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on May 02, 2012, 09:09:09 pm
Fellas...

Here's the good news. I was able to tweak/mod most of the general handling characteristics of the Hornet in the lower speed regime. Such as being on-speed in the 140 kts range (~115 kts GS; 140 MINUS 27-25 WoD), or the <150 kts "squirrelly" handling feeling of the Hornet. All the while, keeping the things that work (ie. Hornet at ~85% on PA) as advertised. Also, I was able to play with and match some of JIMIs afterburner scales/mach numbers (AIR file) to get our clean Hornet to Mach 1.8 @ =/> 20k' w/80% fuel. This will get tweaked more when I get more time, as this solves the BURNER/Top End Speed problem at mid/higher altitudes but doesn't solve the =/< MIL power inadequacies.

Now the bad news. I haven't fully fixed the lower speed regime handing, nor implemented 8.1 AoA/auto-trim @ flaps full, gear down, below 200 kts. Also, some of the PA FM/FCS stuff I wanted to changed isn't implemented yet, the pilot still has to manually trim (past the 5.5 XML "ballpark setting") to maintain AoA in PA. Some of it due to lack of programming ability/creativity, as well as lack of time from self-imposed curfew of 1am, and taking care of personal responsibilities due to my upcoming move.

I've reached a stopping point, and want feedback, especially on the new look and layout.

Couple things to remember:
1. Let me know the GOOD in one paragraph and the BAD in another paragraph. This will make it much easier for me to keep a running tally on who likes what and how I can change things to fit the MAJORITY. Such things like the placement of the gauges, 2D HUD alpha brightness, or the layout of the TWF block. I can make one-time changes for a few but those will be on a VERY LIMITED, case-by-case basis (yes, Herb... this means I will make a VERY BRIGHT 2D HUD version for you... no worries, friend).
2. Finally, keep in mind that once I release this (hopefully before Friday), I will NOT make tweak/mod changes, ONLY fixes to get it running in the event something doesn't work. Again, this is due to personal time constraints from my upcoming move and I have to stop 'til I'm completely settled in the new place.
3. I have EXTREMELY tough skin, so no need for platitudes to soothe any feelings you think might get hurt, they wont... HAMMER AWAY with criticisms! This will give me motivation during my upcoming break when I'm moving into the new duplex to get setup and get back to modding/tweaking as quickly as possible.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on May 06, 2012, 03:49:23 am
Fellas...

Sorry for the delay but now gonna try for Sunday night. I had to fix a few oversights with the new headset sound volumes and moved the "OverG" sound from the default to Serge's BlackBox Betty. The HUD is looking good and will be finishing up the Manual Install procedures.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on May 07, 2012, 07:27:10 am
Fellas...

The SludgeTestBird 2 is ready for download/install and testing. Test her out and tell me what you like and dont like. Just remember, I wont be available to address criticisms 'til after the 16th, unless its a pure functionality (wont work in FSX at all; install problem) issue.

www.sludgehornet.com/downloads/SludgeTestBird 2.zip (http://www.sludgehornet.com/downloads/SludgeTestBird 2.zip)

Enjoy.
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Johan on May 08, 2012, 06:49:43 am

Hi Sludge,

Just downloaded the TestBird2 and I am resetting the panel a little to accommodate some other addons I have, like CSWeapons. I also had to rework my FA18_HUD_Init to show the features I want on the HUD2d. So far the bird works great. Much faster it seems and reactive as the previous one. I also like the steady stop on the AC Carrier. Vapor effects work great. I would like a little more luminosity on the HUD and on the IFLOLS/TrapGauge...is it the alpha_blend value to increase?
So far very good, I will continue the testing. Thanks so much and have a smooth move...

Johan
 
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Victory103 on May 08, 2012, 09:24:30 am
About to test, looking over the read-me (yes I actually read these) looks like with these changes I should only test in the stock config and not add to the CS Delta. I typically fly the Delta more as I like having drop tank options on a short legged airframe like the Hornet. Anything I need to look out for if/when I do move the updates over to the D?
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: GOONIE on May 08, 2012, 03:48:31 pm
Hey Sludge, nice work!

Took the bird for a spin, need to do some more testing but here is some initial feedback

GOOD:
Like the new eye point and HUD perspective (seems smaller) in the VC
Like the sharper HUD graphics in the 2D view
Like the separate trim/fuel  and IFLOLS/Trap gauges
Like the handling off the cat and behind the ship, but need to get more traps
Like the new wing tip vortices

BAD:
The hook tip disappears into the carrier deck when down
Cannot get the ILS to show up on the HUD in the VC, only in the 2D HUD, am I doing something wrong?
Like the new long carrier wake, but the color of the wake is a Caribbean blue (looks funny in the Atlantic Ocean), is there a way to make it darker?
2D HUD seems a little too dim for day ops for my setup, so I upped the value in the panel file
Also the 2D HUD FPS seems slower, anyone else notice this?


I'll keep testing.
CAPT
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on May 08, 2012, 07:45:01 pm
Fellas...

At work and took a peek at the forum today. Good to see people are testing out to what they like and dont like. Let me know if you are testing the new Betty that comes thru the headsets and having any problems with it or if it works. I forgot to add, that if you do test it, you have to setup the separate USB headset as the "default communications" device in Windows and the Voice device FSX sound settings. This will ensure Doug Dawson's sound gauge sends the Betty sounds to the headset (voice device) and the rest to the speaker system. The Betty "Over G" can be tested very easily, as well as the RLAW (radar low alt warning) Tone, preset to 400 (I think), or the Altitude, preset to 10k'.

Johan...

Thanks, working on packing the living room this week. As for the 2D HUD, you can change the luminosity by opening the Panel.CFG file and changing the 2D panel [Window00] alpha blend to a higher percentage. Good to see you tweaking some things on your own, thats what I hope everyone tries at some point.

CAPT...

Good = noted for reference.

Bad = will get back to you on the fixes upcoming, especially the ILS not showing up. Might get that confirmed/fixed/tested tonight, as I dont like it when something doesnt work.

later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on May 08, 2012, 07:53:28 pm
CAPT...

For the BAD

1- This is a graphical "mismatch" that had to be done to stop the "pee pee dance". The Hornet was essentially doing a 1' IFE, so any off-center or mis-aligned hook catches were really overexaggerated in the landing, hence the dance. The hook now catches the micro-second after your wheels actually "touch" the carrier deck (closer to real life), the problem is that the hook now drags INTO the physical model of the carrier.
2- Will work on fixing this problem with the ILS.
3- You can play with the effect itself. Go into it and change the alpha to HALF of what they are... at "COLOR START=255, 255, 255, 200", change the last number to 100 for the top 3 entries. I cant change the Blue color of the texture, but you can tone down the starting alpha to see if that "blends" a little better for your taste.
4- Just change [Window00] alpha blend to a higher number that suits your preferences.
5- Interesting, will have to check out, once I get moved.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: GOONIE on May 08, 2012, 10:16:14 pm
Thanks, Sludge for the quick feedback!

Good luck with the move.

-CAPT
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Johan on May 09, 2012, 03:40:07 am
I forgot to add, that if you do test it, you have to setup the separate USB headset as the "default communications" device in Windows and the Voice device FSX sound settings. This will ensure Doug Dawson's sound gauge sends the Betty sounds to the headset (voice device) and the rest to the speaker system.


Sludge,

My headset is just a plug-in, not a USB, and I can barely hear Betty...My Windows setting is on "Speakers", but I don't have any, just the headset. Is there anything I need to do in the sound.cfg?
You can respond after your move, no hurry.
Thanks,

Johan
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on May 09, 2012, 07:05:46 am
CAPT...

I wasn't able to reproduce the problem you had with the ILS on either the Basic or FX versions. If you are getting a TACAN arrow (have the right carrier TCN freq), you have to enable the ILS pushbutton AND be behind the carrier on approach. I forgot the exact numbers I asked JR to mod the ICLS needles to come up with, but doing a pattern, the GS needle comes up around the 90, and the Lineup needle comes up just before the 45.

So to test, I would say slew behind the boat (final bearing) about 3 miles, do a pass and see if the needles come up when you select the ILS button.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: sonofabeech on May 09, 2012, 10:15:11 am
Sludge!!  ;D ..great update just a bit of feedback this may just be me but the power adjustments especially when low and slow seem to be more consistent.. ie easier to predict the delayed response of the throttles from throttle input to engine response have you fiddled with the response time perhaps ?
The ILS is working as you said G.S. needle at the 90 followed by the L.U. needle (not sure at which point exactly but around the 45 seems to sound about right)
Initially I had the same problem with no needles on your previous test model, but then realised the ILS button on the 2d arming panel (shift +2) needed to be toggled ..perhaps this is CAPT'S problem? Easy to confuse with the ILS button on the MFD in the virtual cockpit which doesnt seem to affect the needles at all.

The only problem I have is on the cat once hooked up and bringing up the power if I don't fire the cat within about a second of advancing the throttle, the hornet
works its way free of the locked position and starts to roll forward. Not sure if anyone else has had this problem. Could possible be due to the delayed hook/wheel
mod that you spoke of ? Its not a major problem for me but I know you appreciate all feedback positive and negative and would want to know!!

Thanks for all the hard work ,time and effort it is greatly appreciated.

Sonofabeech out   
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: DigitAL on May 09, 2012, 06:23:04 pm
The only problem I have is on the cat once hooked up and bringing up the power if I don't fire the cat within about a second of advancing the throttle, the hornet
works its way free of the locked position and starts to roll forward. Not sure if anyone else has had this problem. Could possible be due to the delayed hook/wheel
mod that you spoke of ? Its not a major problem for me but I know you appreciate all feedback positive and negative and would want to know!!

I had this issue as well, other than that - it's fantastic.  Bravo Zulu!
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Tregarth on May 09, 2012, 07:01:01 pm
Dear Sludge,

I have had a trial flight around El Centro using Serge's FCLP.  That is a really fine looking aeroplane you have produced.  Very nice work!

Comments
1.   I have a 3 monitor, portrait orientation, display; I have not changed the WideAspect setting from TRUE - in this setting the VC view is perfect.

2.  I had to turn on the ILS needles using the switch on the HUD control.

3.  The aircraft is much more easy to fly, putting down full flap made the nose pitch up dramatically but the speed control was better.

4.  Making the IFLOLS semitransparent is inspired.

5.  The HUD heading digits etc are really crisp and very clear - Thank you.  Putting the Trim value on the bottom of the screen is very helpful - a nice touch.

One request; Can you please make the numbers on the UFC number pad clearer?  Since you have removed the Radio Stack the clarity of these numbers has become more important.

I will be using this aircraft much more now and may even try a deck landing.

Thank you for very good work,

Tregarth
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: GOONIE on May 10, 2012, 02:22:15 am
Sludge,

Still no joy on the ILS on the HUD while in the VC, I've selected ILS on in the HUD switches guage and have the arrow showing (TACAN). See the attached pics, you can see I can get the ILS in the 2D HUD, but not in the VC, same position/ same time/ same settings behind the boat. DO you think it has something to do with VC HUD resolution? The ILS needles are pretty thin, might not show up in the VC, I have no clue.

Thanks for the wake suggestions, that worked great for the day time, I now have the wake a color I like, except at the tail end of the wake, a mile from the ship. What setting in the effect file changes the tail end of the wake? Another issue I have is the wake does not darken at night or dusk, see attached pic at night, looks like a spot light is on the wake. Any help?

One more comment is on the LEX vapor sound(very cool), can you have it fade in and out when pulling Gs? It seems to come on and off too abruptly.

-CAPT
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on May 10, 2012, 06:40:11 am
CAPT...

Yeah, that might be happening, Ill have to look into it (ILS needle problem) further when I get a few extra moments or need a break from packing stuff. BTW, what resolution do you have FSX in? I fly at 1920 x 1200 with FSX aniso and antialiasing enabled. See what happens if you enable those? I'll put up a 2D and VC screenshot for you.

I do have a question about the wake in your approach pics... is that how it looks for you normally? Shouldnt look like that AT ALL. Should look like ONE multilayered wake that fades out a ways back. Have you installed the AICarriers r2, then installed Javier's carriers, then done VooDoo's complete wake updates? If not, then that might be something I'll have to consider adding to the release INFO Readme. I forgot to add that this effect needs all VooDoo's wakes and replacement wakes to be installed, especially the part about nulling-out (.bak) the default carrierwake.fx file. The complete instructions are found on his website (Voodoo's hangar). Two locked chase screenshots of what the wake should look like... after you have everything installed.

Sorry, I wish I could make the sound fade in but I cant because its a "looped" sound within the vapor.fx file, so it would: fade in, play, cut off, then fade in, play and cut off... til the effect was done.

Tre...

Thanks. You'll probly like some of the upcoming additions as well, when I get moved in and work to complete the full release version.

Simon...

Great to hear from ya. When I get moved in, I'll really have to look into that problem when I get time. Its probly from the fix I did that setting the static height in conjunction with the contact points? I havent been able to replicate after many launches, so it will take some testing to figure out what's happening. Thanks tho, as this is the stuff I need to hear about and have a record of, so it gets fixed. Thanks.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: GOONIE on May 10, 2012, 07:19:26 pm
Thanks, Sludge.

I'll try out those settings for the VC HUD, see if I have any luck.

You are right the wake I had in my pictures had a duplicate wake shown (which was breaking up). I've disabled this extra wake and my wake looks more like yours, my question is still how to darken or make the trail end more transparent/faded? See the pic below and the box I've highlighted, anyway to darken/fade this area of the wake?

CAPT
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on May 10, 2012, 08:59:47 pm
CAPT...

Cool, glad that worked for ya. That'll help me annotate that in the next README, so that others can get the full effect without it chopping up.

Yeah, the way to change the color on the end is to change the R G B "color end = xxx, xxx, xxx, xxx" values (0-255) under the "// propulsion wake //" header to whatever you want. Personally, for a fading "less dark" effect, I'd start with some faded whites (210, 210, 210) and work to white/grey (195, 195, 195) and then down to greys (125, 125, 125). And just to re-iterate, the last value is the alpha, so for all the COLOR END values it should be 0 (ie. color end = 125, 125, 125, 0) for fading out.

If you get a ending color fade you like, throw that same COLOR END entry onto the "// keel wake //" section as well and see if that makes it even better.
 
Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: frenchie88 on May 11, 2012, 01:41:21 am
Hey Sludge,
New stuff all good with me. Only thing is I also have a problem with the boat not showing in the hud when i dial in 112.00. This only happens on the moving carriers. If i use a stationary boat from AICarriers drop down menu the frequency shows ok.

Great work again though.

Cheers, Frenchie.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on May 11, 2012, 06:43:57 am
CAPT...

Its not your display settings, it was the CYAN version of the ILS lines, they are drawn too thin, so I did a quick fixer-upper and this should fix any problems.

Just download this and copy/paste inside both Sludge Basic/FX Panel/HUD folders. Overwrite yes.

http://www.sludgehornet.com/downloads/FA18_HUD_VC_R.CAB (http://www.sludgehornet.com/downloads/FA18_HUD_VC_R.CAB)

Thanks for the good catch.
Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on May 11, 2012, 10:56:29 pm
Frenchie...

Dial in 111.00 on the moving carriers and see what happens.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: GOONIE on May 12, 2012, 02:20:07 am
Awesome! Thanks Sludge, both fixes worked, got the ILS On the VC HUD and the wake looks good! (see pic)

CAPT
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on May 12, 2012, 05:31:55 am
CAPT...

B-E-A-U-timus!! Glad both worked and thanks for the quick testing. Let me identify problem areas (not mods) that need to be fixed for everyone.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Johan on May 12, 2012, 07:16:07 am
Awesome! Thanks Sludge, both fixes worked, got the ILS On the VC HUD and the wake looks good! (see pic)

CAPT


Hi Capt,

Your wake looks great! I fly around the Central Coast of California, not in Hawaii, so your parameters seem more appropriate in a dark colored ocean.
I see Christian's parameters as:
Color Start=255, 255, 255, 75
Color End=0, 77, 115, 0
Any suggestions how your tweaked yours?
Thanks,

Johan

Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on May 12, 2012, 09:03:15 am
CAPT...

I was reading the new post from Johan and re-reading my previous post and didn't realize that it might have sounded bad, especially this part:

Quote
Let me identify problem areas (not mods) that need to be fixed for everyone.

I was meant to say "It (your work) lets me identify problem areas (not mods) that need to be fixed for everyone." Sorry if the original post in any way sounded like I was the only one that can fix something or point out the way to do it. Keep up the testing and firing away with your comments as they have always been very helpful.

Take Care
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: GOONIE on May 14, 2012, 10:36:32 pm
No worries Sludge, I understand.

Johan,

Here are the number I use:

// Propulsion Wake //
Color Start=255, 255, 255, 60
Color End=125, 125, 125, 0

// Keel Wake //
Color Start=255, 255, 255, 60
Color End=125, 125, 125, 0

CAPT
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Johan on May 15, 2012, 01:05:04 am
No worries Sludge, I understand.

Johan,

Here are the number I use:

// Propulsion Wake //
Color Start=255, 255, 255, 60
Color End=125, 125, 125, 0

// Keel Wake //
Color Start=255, 255, 255, 60
Color End=125, 125, 125, 0

CAPT

Thanks Capt, I will try them after work tonight.

Johan
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: frenchie88 on May 15, 2012, 07:45:51 pm
Frenchie...

Dial in 111.00 on the moving carriers and see what happens.

Later
Sludge

Thanks Sludge, works fine with moving carriers. Why i didn't think of that.............

frenchie
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: wilycoyote4 on May 15, 2012, 08:47:31 pm
1st small report----

After manual install I had some problems but none of your making rather at my end.

First.  Suddenly all aircraft wouldn't load properly.  Aircraft looked like folded up contraptions.  Finally I figured out that REX needed to reinstall my theme which is a simple one for frames-per-second.  Anyway, I did that first then started FSX.  Solved.

Second.  I had 2 wakes, took awhile to figure out the second and remove it.


Good
I  like the new wake very much.
The TWF change seems great.
Removing the radio stack seems good as well.

Must do more flying next.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: neutrino on May 16, 2012, 08:23:38 am
CAPT...

Its not your display settings, it was the CYAN version of the ILS lines, they are drawn too thin, so I did a quick fixer-upper and this should fix any problems.

Just download this and copy/paste inside both Sludge Basic/FX Panel/HUD folders. Overwrite yes.

http://www.sludgehornet.com/downloads/FA18_HUD_VC_R.CAB (http://www.sludgehornet.com/downloads/FA18_HUD_VC_R.CAB)

Thanks for the good catch.
Later
Sludge

Sludge, the ILS lines and everything else that consists of lines, such as the E-bracket or the velocity vector, become hardly visible (and apparently disappears in the case of the ILS) when it is drawn with a 2-pixel line. My original HUD bitmaps were all 3-pixel lines and I think this is the minimum safe number of pixels that FSX can render visible when you scale a gauge as much as the HUD gauge (less than 70% of its native size). I suppose you had a reason to make them thinner, but keep in mind how they would look on other monitors and resolutions.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: baz on May 16, 2012, 01:35:25 pm
Hi Sludge,

Congrats on the new bird am really enjoying it, &  the new wake effect also works a treat.

Do have a minor prob. seem to have lost the carrier bow wave effect, any one have any ideas on restoring this effect.

Thanks,
baz
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on May 18, 2012, 07:05:07 pm
Fellas...

The move is going badly (realtor/duplex problems), so I dont anticipate being back in the modding/tweaking groove for at least a week, MINIMUM. Please keep posting responses, good and bad, and I will try to help with any functionality issues the best I can, as I will be replying from work and going off memory.

Baz...

Do you have all the carrier installs done? Meaning AICarriers2 r2, Javier's, and VooDoo's fixes? If not, then do all those in sequence, also following the removal/replacement instructions for the default wakes and carrier models, then tell me what you see when you run the new wake. If yes, then simply change the // Left/Right Bow wave // alpha values to about 155 or higher and you should have no problem seeing them.

JR...

Noted. Yeah, this was a cosmetic change, mostly for myself because the HUD symbology being overbearing on the "real world" but I see your point about commonly used monitors/resolutions and the scaling of 2 vs. 3-pixel lines for this gauge. I put this out as a "im stopping to get input", so responses like yours will help me determine if I keep this version or just recover the old bitmaps and put them back in the HUD. On my setup 1920 x 1200, I see thin lines but they dont disappear. Whereas, the problem with CAPT's was in the CYAN color, the ILS bitmaps were 1-pixel lines, so after I corrected to 2-pixels, it "re-appeared" and is visible.

Wily...

Noted. Especially the Radio Stack removal. I think I was one of the few that liked and used it but I think the masses dont care for it. Will keep my eyes/ears open for additional feedback on that.

Frenchie...

No problem, happens.

Later
Sludg
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: wilycoyote4 on May 19, 2012, 12:22:39 am
Moving is H---E---double hockey sticks.  You have my total respect.  I hope you recover eventually.  You can easily slip and stumble into a pit of madness.  The task of a move can find you in tatters.

Take your time in regard to this forum project.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: baz on May 19, 2012, 06:42:39 am
Sludge,

Thanks for the reply &  yes everything was as it should be, tried altering the alpha values without any luck.
 Finally bit the bullet deleted Javiers carriers & re installed , everything seems to be fine now, must have been a glitch in my system somewhere.

Thanks again for your help.

Regards,
baz
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on July 06, 2012, 06:30:36 pm
Fellers....

The move was bad, my internet was/is shoddy (writing this from work), but I'm finally getting back on the FSX horse again. Been a busy summer so far but its about to get better with concerns to the Sludge.

Thanks to JIMI, some big time multiplayer fixes for the Sludge are on the way. Far less packet flooding in the servers, so you dont get kicked out for "going red" on your "packets sent" values. Along with optimizing the files and not "hodge podge" where its harder for anyone to make their own changes. One of my goals was more simplicity, along with being easier to understand, so anyone who understands basic FSX modding can jump right in and change the Sludge variables (INIT.XMLs, PANEL/AIRCRAFT.CFG files, etc) to their liking. Plus, once JIMI gets his bird done I'd recommend download/install the FSXBA Hornet as well, as he has done some really good work these last few months. Keep in mind, his bird is different than mine, especially in the areas of handing (his is based on XMLs directly controlling a "neutrally stable bird" whereas I use more of the defaults' "semi-balanced bird" principle that uses minor XML nudges here and there)... but its a good and fun difference.

As a summer present to myself, I finally took the plunge and got the TM Warthog HOTAS. In the words of JJ, quoting Ferris Bueller: "...its soo choice, if you can get one, I highly recommend it." Its expensive as all get out but if you want the best stick/throttle out there, this is it. When I'm offline now (more often than not), I'm still taking time programming it to suite my needs. The first carrier landing with DUAL THROTTLES was sickeningly fun!!

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: GOONIE on July 08, 2012, 04:14:08 pm
Hey Sludge,

Glad to hear you got your rig set back up! The warthog TM is a blast for carrier flying, I agree.

Looking forward to continued Sludge Hornet and vLSO developments. Serge said he was working on a 3.5 Deg IFOFLS for the carrier. Curious to see where naval sim aviation takes us this year after a quiet summer.  8)

Goofing around ;)


Capt
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: jimi08 on July 09, 2012, 10:33:26 am
Thanks SLUDGE for the kudos. 

As mentioned we will be releasing our newest variant as soon as we finish getting the auto-installer completed. From handling, to avionics, to effects & textures, we are hoping this will be a jet that many will enjoy.  Meanwhile, we went ahead and compiled a detailed, NATOPS-style manual for our jet; outlining all of the systems and features that we have included in the latest release. Big thanks to Micro, Sludge, Sandpro and many others for their help on this! 

If you have a few minutes, please check it out.    As usual, any and all feedback is welcomed.

-UPDATE-

Just finished putting the final touches on our jet and is now available for download at http://fsxblueangels.com/hornet%20dowload%20template.html

Much like the SLUDGE HORNET, this bird is a work in progress and as stated before, any and all feedback is welcomed.  Thanks.

-JIMI
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on July 25, 2012, 08:07:22 pm
Fellas...

With the successful deployment (here and other places) of the FSXBA bird, lemme know what you liked and dont like about it out in the open forum.

Some of you have sent me PMs on what you like (the UA auto-trim stuff, the FCS "feel") and what you dont like (lack of TRIM display, PA mode, lack of IFLOLS gauge). The reason I'm asking, is the work I'm doing will take inputs (good/bad) and try to incorporate the good stuff into the next Sludge TestBird (#3, in-work).

And dont worry, this is not a competition, criticisms are just criticisms, so that we can help put a better Hornet version out there. JIMI and I really are the best of friends... his work and inputs have been helpful on a great many things. Thats why I put his version on its own thread, so people would try it out w/out feeling as though I'll take offense in any way. I dont. Not only did that help give JIMI more feedback but if there's something you dont like or want added, he reads this board too and might implement it on his bird?

So, please, let me know what works and doesn't work (for you) in the FSXBA Hornet, so I can evaluate it against the next Sludge TestBird iteration. Also, throw out any ideas that you'd want included... such as Amigo's idea about having ENG DISPLAYS (ie. ENG1/2 N2, FLAPS Condition, Hook UP/DOWN, etc.) on a gauge display, so the pilot doesn't have to look down to verify status. I'm thinking about implementing this as not everyone has big widescreen monitors or TrackIR. Just some food for thought...

Thanks all, in advance.
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: GOONIE on July 26, 2012, 10:13:49 pm
Sludge,

Hey brother, here is my feedback:

The Sludge Hornet:
So I have been flying this bird for a while now and my muscle memory is best in this jet. I know the trim settings, how to anticipate deviations in the groove, and fly an OK3 wire pass. For this reason it is still my main bird. Also in terms of HUD display/symbology, the two jets are identical (one thing I really do care about, accurate HUD). I also really like the trim and fuel gauge, I use this gauge the most besides the HUD itself. Since you have to trim the Sludge, this gauge is important, also I like trimming on the trim HAT (WH TM) like the real jet. I know I've brought this up before, but adding an alpha/trim display on the HUD would be nice. Talking to real world pilots, they set the alpha to 8.1 using trim, and the jet/FCS then does a really good job holding that alpha, allowing you to control climb/descent with throttle once trimmed.
 
Couple things on the FSXBA bird, that could be merged, maybe. It does a better job connecting to the Cat (even with small mis alignment), very smooth, no bouncing. Overall the gear contact points make for smooth taxi and landing. I don't like the auto flaps, prefer manual, but understand this is how the real jet works and allows the FCS to work in the BA jet. I like the CAT shot auto trim and behavior off the cat. Seems like it also slows down the CAT shot too, or at least my end speed off the Cat seems less. Like how the FSXBA bird makes large trim adjustments automatically when going from dirty/slow to clean/fast configs and vice versa. It takes some getting used to the FCS, but once you get it, it makes the jet really "easy" to fly. This is good and bad, since I kind of like flying the bird (making lots of small inputs on approach). The main thing I have a problem with is the autoflaps, I have landed a couple times with flaps up, not sure if I was out of the parameters or missed a setting, and there is no easy indication to see the flap setting (have to look down in the VC). The ATC feature is also kind of nice to have, although no self-respecting pilot would use it, right?

It would be great to get Mike's son to try them both out and give feedback on feel of the FCS and handling qualities.
 
Overall, definitely getting closer to producing the best sim hornet  possible within the limits of FSX, great work by all teammembers on both jets! Keep up the work and continuing to blur the lines between the real world versus FSX flying.

&feature=youtu.be [/youtube]

GOONIE
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on July 27, 2012, 12:31:07 am
GOONIE...

On the Sludge, others have sent me PMs on exactly what you discussed regarding the TRIM. The TRIM and FUEL displays are here to stay. Now, the new separately BOXED ENG/FLAPS panel displays may get "merged" or set nearby "top of" or "next to" the TRIM/FUEL displays? This new display will have (p/each side): ENG N2 percent; ENG Afterburner status - flashing RED "AB"; Flaps AUTO/HALF/FULL. It will be smaller font, activates when gear down, probly located left of TRIM display (port side ENG display) and right of FUEL display (starboard ENG display). These are just starting ideas, can be changed or amended.

On the PA mode trim, we can take one of two routes. We can go with the trim "as-is" (letting pilot control trim with trim hat) and I can make an XML that will get you "ball park, 4.0 elev up" trim when the gear down/flaps full. Or we can go the FSXBA route, and with gear down/flaps full, the XML auto-trims to 8.0 (8.1 is optimum but FSX PIDs just dont like it, for whatever reason). Because we (Jimi and I) have found NO WORKAROUND to "disconnect" an LVar from the actual FSX TRIM, we cannot make an XML-based AoA trim and a "separated" UA regular-trim. The closest thing we can do is use the FSXBA 8.0 auto-trim and flash 8.1 on the right side of the HUD when the Hornet goes into PA mode parameters (gear down, flaps full), emulating the real world system.

Will keep in mind all the things you talked about with the Catshot stuff and the carrier/land takeoff trim settings.

Thanks for the feedback.
Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: MikeB54 on August 04, 2012, 12:27:34 am


It would be great to get Mike's son to try them both out and give feedback on feel of the FCS and handling qualities.
 
GOONIE


Chris has been out on the Nimitz participating in RIMPAC 2012.  I hadn't heard from him since June, until today.  He has been flying his pants off including dropping live ordinance and a lot of tanking.  As he put it, and I think we would all agree, "strapping into a hornet that's sitting on the flight deck of a carrier never gets old".  The next time he comes home to visit you can be sure that I will have him fly both birds and get his opinion.

I want to through out one other little tidbit for those who are looking for the most realistic immersion in the sim.  get yourself the biggest monitor you can afford!  I recently bought a 27 inch monitor and it's like you are sitting in the cockpit.  If you think about it, that's just about the width of the real cockpit.  A 30 inch monitor might be a little better. Throw in TrackIR and it doesn't get much better than that.  :)

Mike
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: GOONIE on August 04, 2012, 05:11:24 am
Great news Mike, we will look forward to the input. Really appreciate it!

Completely agree on the monitor. I use a dell 30 inch, with 2560x1600 resolution, better than 1080p, amazing clarity (clear ball).

-Goonie
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on August 06, 2012, 08:18:31 pm
MikeB54...

Chris has been out on the Nimitz participating in RIMPAC 2012.  I hadn't heard from him since June, until today.  He has been flying his pants off including dropping live ordinance and a lot of tanking.  As he put it, and I think we would all agree, "strapping into a hornet that's sitting on the flight deck of a carrier never gets old".  The next time he comes home to visit you can be sure that I will have him fly both birds and get his opinion.
Yeah, thats a massive exercise, be good to hear of some good stories when he gets back. Too bad they dont let them film as much anymore, especially dropping ordnance. In 2010, I got to see the ships depart outta Pearl for the RIMPAC and wow, its impressive. Cant wait to hear what he has to say about the newest Hornet versions. I bet he will laugh at how much the sim influenced both FSXBA and Sludge Hornet.

I want to through out one other little tidbit for those who are looking for the most realistic immersion in the sim.  get yourself the biggest monitor you can afford!  I recently bought a 27 inch monitor and it's like you are sitting in the cockpit.  If you think about it, that's just about the width of the real cockpit.  A 30 inch monitor might be a little better. Throw in TrackIR and it doesn't get much better than that.  :)
I tell ya, if I had the bones, I'd throw down for that in a heartbeat. You are right tho, til you sit in the cockpit or simpit, you dont realize how small it really is... Still havent made the jump to TrackIR, but I will at some point and then complain to myself about why it took me soo long.

Later
Sludge
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: tommie0908 on August 08, 2012, 07:24:00 pm
I am having a huge problem that I can't seem to fix. A few months back I accidentally deleted my Acceleration FA 18 folder and tried the repair function but no help. Needless to say I have no virtual cockpit for any of the Sludge FA18's. I searched online  with no help! I have also tries to uninstall and reinstall acceleration but it's very finicky and won't let me unistall it. I am very frustrated and if you or anyone can offer soome advice to fix my Sludge A/c, I would be very appreciative.
Thanks
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: jimi08 on August 08, 2012, 08:45:10 pm
Tommie,

You might want to opt for the "explore" option on your Acceleration Disc to few the contents of the disc.  You can do this by inserting the Acceleration DVD and skip/decline the auto-install/repair option.  Click on Start, then Computer, and find disc under the appropriate drive, which should be located under the "Devices and Removable Media" section. RIGHT CLICK on the icon and select "Explore" or "Open". From there, search for the Sim Objects/Airplanes/F18 folder, and drag and drop the whole F18 folder into the Sim Objects/Airplanes/F18 folder located on your C: drive, or the drive in which FSX is installed.  

For legal reasons, the exterior and interior 3D files of the Sludge are aliased to two files located in the default F18/Model folder.  You will need those two files to be located in that particular folder in order for the Sludge to work properly.

If you are still having no luck, hit me up on Skype (justheman2008) or send me a PM and we can figure out a time/place to meet.  Hope this helps.

Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: tommie0908 on August 09, 2012, 03:53:48 pm
Jimi,

Sent you a PM
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: jimi08 on August 09, 2012, 08:52:33 pm
Roger.  Thanks.
Title: Re: Sludge/Combat Hornet Integrator - Released
Post by: Sludge on August 09, 2012, 09:22:14 pm
Tommie...

Sorry for the delay, but if you and Jimi cant get things running, gimme a PM and will try to get you fixed up. More than likely, if anybody can get you up and running, its JIMI... but if he cant, holler at me.

Later
Sludge